Files
Paradise/code/game/objects/items/weapons/rpd.dm
T
22fbd9aced TGUIv4 - Core backend updates, TGchat, Asset cache updates (#23726)
* TGUI upgrade project: Port initial TGUI 4.0 changes from TG (#23440)

* tgui4.0

* bugfix for un-interaction

* fix for input not resetting on close

* NTOS restore

* fix all interfaces having scrollbars, fix colours

* bundle update

* dep bumps

* bumps the deps as much as possible

* button regression fix

* TGUI test map rev 1

* fix theme and some component regression

* fix login screen regression

* fixes regression with uplink cart

* bundle

* fix regressions

* fix the input issue, again

* regression fixes, stylesheet edition, hash restore

* fixes GPS BSOD

* draggable control regression

* dev server dep regression

* byondUI regression fix

* section regression fix

* fix secure storage weirdness

* Fixed mining vendor scrolling

* Arthri review pass 1

* mining vendor double-scroll

* fix for RPD, AirAlarm, and Radio

* arthri review pass 2

* arthri review pass 3

* sanitize var setting, fix colours, delete unused file

* adds CI to branch

* god damn AI making random changes

* I should remember to compile when changes are made

* fixes scrollbar issues

* fix camera console, fix flexGrow for sections

* CI fix

* nanomap fix

* Update code/modules/atmospherics/machinery/airalarm.dm

* restore margin

* style semicolon

* TGUIv4 - Moves TGUI Window Sizing from DM to JS (#23524)

* Initial commit

* Transferring the remaining windows to JS

* Resizing part 1

* Resizing part 2

* Some reverts and polish

* Forgot that

* undeployed nuke window size

---------

Co-authored-by: Aylong <alexanderkitsa@gmail.com>

* TGUIv4: Remove force_open (#23537)

* First state fixes

* Removes "force_open"

* TGUIv4 - TGUI Version 4.1 (#23547)

* Reduced Logging Changes

* setSharedState early return for non-interactive UI

* TGUI version bump to 4.1

* Fix sending updates for non-interactive UIs

* Scalablue UI Stylesheet Changes

* CSS Tgui Bundle

* JavaScript TGUI Style Changes

* Update tgui/packages/tgui/styles/base.scss

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>

* Additional changes to Input and Button scalability

* TGUI logging proc update

* Indentation fix for logging proc

* Update code/__HELPERS/_logging.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Additional log_tgui changes

---------

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* dev server hotfix (#23584)

* ui_interact object constructor argument check (#23594)

* feat: add smart asset cache, add CDN support for assets, properly group assets (#23585)

* feat: add smart asset cache, add CDN support for assets, properly group assets

* fix: make tgui actually work

* fix: keeping local name for `tgui.bundle.js` and `tgui.bundle.css` for debug and dev server functioning

* fix: make `fontawesome` assets finally work

* fix: make proper identation for `if`

* fix: add `resolveAsset` to `NanoMap.js`

* refactor: update `claw_game` and `chess` to new asset framework

* refactor/tweak: don't use string concatenation for browser `content` and `head_content`, use list instead. Don't use `common.css` for paper UI, keep local name for stamp image assets, replace hard ref of browser to `atom` (rare case) to `UID`

* refactor: remove redundant debug logs

* refactor: remove space betwee `if` and `(`

* refactor: remove one more redundant log, properly reload UI resources

* rafactor: change names of asset files

* fix: adjust existing UIs to properly use assets

* fix: properly pass args to to `onclose` proc

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUI 4.2: TGchat + Refactor Asset Delivery + Yarn Berry (#23643)

* tgchat

* Little cleanup

* Refactor Asset Delivery (Part 2)

* Little tweaks

* fix code styling issues

* fix file name duplications

* Browser window options fix @gaxeer

* transfer valve fixes

* yarn berry initial

* vsc tasks

* yarn berry working

* node 20

* fix dev server (lol wrong yarn)

* bloody regressions

* fixes that damn scrolltracking bug

* Some tweaks and flexGrow deletions

It still doesn't work as it should, which makes me nervous

* remove unneeded deps

* 514 regression fix

* change stuff to not conflict with other servers

* name it as requested

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Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* revert test_TGUI map addition

* TGUI 4.3: Stack, Webpack 5 & UI Tweaks, Yarn 3.6.4, TS support, Jest (#23677)

* Stack & UI's Refactor

Almost final, polish required

Stack & UI's Refactor (Part 1)

Stack & UI's Refactor (Part 2)

Stack & UI's Refactor (Part 3)

* Prettier

Maybe bad

* ClearChat & some tweaks

* Adds a Chat Reliability Layer https://github.com/tgstation/tgstation/pull/79479

* Fix chat BSOD

https://github.com/tgstation/tgstation/pull/79821

* WebPack 5 (Didn't work)

I hate this shit

* Yarn 3.6.4

* make it all work

* revert snowflake fix

* Stories

* adds TS support

* re-enable test and prettier

* update yarn sdk's

* Fix some box regression

* ping/reply

* Fixes regressions and some things

* Zebra and Fix chat button transfer

+rebuild

* make VSC use the proper local typescript lib

* Popper Tooltips https://github.com/tgstation/tgstation/pull/58980

* Popper Tooltips performancy fixes

* Dropdown v2 https://github.com/tgstation/tgstation/pull/75164

Without Icon.tsx

* BB test map

* run build

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Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* we moved these

* change test values

* ignore scss files

* change hash function

* TGUIv4: TGchat fix traitor codeword highlighting (#23720)

* Codeword highlighting for TGUIv4

* null safeties

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* TGUIv4 - updates standalone build tooling (#23721)

* swap `xxhash64` for `md4`

* remove hash function

* remove old file

* TGUI 4.3+4.4: Newscaster fix, `inline-block` replacements and other fixes (#23722)

* TGUI 4.3 fixes

Newscaster fix + inline-blocks

* Be gone Box

* Mod Chat -> Mentor Chat

* Some warning filters

* Rebuild

* Delete tgui-common.bundle.js

* please work

* try it like this

* 4.3.1

* 4.3.2

* fix

* i forgot to build

* 4.4.0

* give me more diff details please so I can fix you

* its not binary pls git

* test without svgs

* removes an un-needed SVG file

* inlined SVGs test

* fix code styling

* comment these

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Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Removes resizable and improves drag code (#23719)

* Initial commit

* bundle rebuild

* Fixes Radio Sizing

* Updates Radio sizing to fix wrapping issues

* fix dev server

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix hotkeys not being passed to BYOND

* Apply suggestions from code review

* bump deps

* forgot these deps

* ci fix

* ChemDispenser fixes and HoloControl cooldown

* Station Traits TGUI

+Rebuild

* CI

* fix CI for real this time

* I have no idea

* fix station trait panel

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSticker.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* deterministic module IDs

* TGUI fixes. Again... (#23762)

* TGUI Fixes: Part 1

ORM icon for reinforced glass now showing correctly

Mining vendor moved to Stack

Exofab UI buttons descended from the heavens to the earth

* TGUI Fixes: Part 2

DestTagger now works, forgot import LabeledList

PowerMonitor graph displays correct

Request Console updated to 2.0, BUT, problem with message priority, it was there before the changes, maybe even before the project, I'll have to check it out

* TGUI Fixes: Part 2

Fixed `onEnter` input

Fixed Cloning Console storage (Im dumbass)

Some windows resizing

Fixed bad picture in security and medical records console

Fixed scrollable dropdown

Added translucent color for buttons

* Fucking uplink DONE, and Button.Input fix

* NT Recruiter and Uplink polish

* Del LabeledList from dest. tagger

* ChemMaster and OreRedemption log deletion

* Update test_tiny.dmm

* Translucent button story

* Filter for SQL error

* del: `log_debug` in `hear_say.dm`

* Some little fixes and SpecMenu Stack

* Panel.js: mx -> mr

* fix ghost spawners

* null check

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix material name in protolathe

* fix various UI interacts

* card machine runtime fix

* remove legacy folders

* TGUIv4 - TGchat Theme Adjustments (#23772)

* Initial commit

* Changes rule grouping

* Robot class style changes and webpack config

* Reverts webpack/font changes and subs robot font

* revert a state changed in error

* fix uninteractable UIs due to chunky fingers

* TGUIv4: More fixes, tweaks and fixes for tweaks (#23781)

* I fuckin hate PDA

* Vending

* Add `|` to highlight splitters and some light mode tweaks

* Teleporter rewrite

* APC and AiAirlock (God forgive me)

* clarify highlight syntax

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Abductor Experiment Machine TGUI (#23776)

* Experiment Console TGUI

* Update for TGUIv4

* UI Size adjustment

* ui state and ghost attack update

* remove this

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix

* TGUIv4 - Adjustments, Fixes, and Tweaks (#23785)

* Photocopier layout adjustments

* Autolathe Text and Button spacing adjustment

* Hotkey fix for moving bug

* Removes rule sets for visited links

* Fixes ordering multiples on cargo console

* fix possible wonky json payloads

* fix admin log input list stuff

* TGUIv4: Reconnect fix and some other fixes + tweaks (#23790)

* Fix reconnecting and transfer it to TSX

* RPD polish

* RCD, AccessList, GuestPass

* Focus reset fix when camera switched. God forgive me again...

* Purple box and identation fixes

For votes and health scanner

* ChemMaster and ChemDispenser

ChemMaster - translucent pills buttons and no grow produce section
ChemDuspenser - dynamic height

* ShuttleManipulator Tabs

* RCD buttons

* make input bar mode more prominent

* fix chem master icons

* tab fix

* Properly sanitizes loaded messages in tgui chat

* TGUIv4 - Adjustments, Fixes, and Tweaks v2 (#23795)

* Fixes icon spacing for nanobank tabs

* Tweaks Dropdown styling

* Fixes sending stuff to old chat

* OpenDream TGUI fix

* Resizes Station Traits window

* Adjusts health analyzer messages for chat tabs

* Revert "Properly sanitizes loaded messages in tgui chat"

This reverts commit 4c32a7094a.

* Revert "Revert "Properly sanitizes loaded messages in tgui chat""

This reverts commit 24afa55922.

* Changes how tgui handles static data

* Reenable no-undef rule. Enable Format On Save for VSCode (#23803)

* Enable Format On Save for VSCode

* Re-enable and fix no-undef

---------

Co-authored-by: Arthri <41360489+a@users.noreply.github.com>

* pda scanner message improvements

* fix mentor/admin PMs being sent to the "unsorted" category

* fix garbled custom vote messages

* moves cyborg analyser to use chatboxes

* fixes regression

* Prevent F5 reload

* TGUIv4: Themes polish and some new ones + misc fixes (#23814)

* Little themes tweaks

* NTOS chat theme

* Update tgui-panel.bundle.js

* Capitalize themes

* Paradise theme v1.0

* Little StationTraitsPanel cleanup

* Update member_content.dmi

* NoCapitalize

* Rebuild

* Delete Paradise.scss

* Create paradise.scss

* Forgot

* Rewritten Security Records Console

For Jesus fucking christ...

* Vending and Wires sizes tweaks

* ThermoMachine

* Syndicate Theme

* Little darker

* Rewritten Medical Records Console

* PDA Nanobank fix

* Syndicate Theme Darker

* Rebuild TGUI

* Wires section grow fix

* fixes the enshittified paradise icon

* Sirryan+Warrior reviews

* bloody define comments

* comment correction

* unprivate these

* errant . begone (how did this not cause a compiler error)

* TGUIv4 - Adjustments, Fixes, and Tweaks v3 (#23807)

* Fixes ERT Manager silenced message function

* Adjusts progress bar on ExosuitFabricator

* Sets Dropdown selected to align left

* Removes the use of self_state select interfaces

* Exosuit Fabricator style adjustments

* fix sextractor UI

* remove empty tochat string

* fix human air alarm interactions

* fix modals

* add F12/IEChooser

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Aylong <alexanderkitsa@gmail.com>
Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Arthri <41360489+a@users.noreply.github.com>
2024-01-21 19:20:35 +01:00

315 lines
12 KiB
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/*Contains:
Rapid Pipe Dispenser
*/
#define RPD_COOLDOWN_TIME 4 //How long should we have to wait between dispensing pipes?
#define RPD_WALLBUILD_TIME 40 //How long should drilling into a wall take?
#define RPD_MENU_ROTATE "Rotate pipes" //Stuff for radial menu
#define RPD_MENU_FLIP "Flip pipes" //Stuff for radial menu
#define RPD_MENU_DELETE "Delete pipes" //Stuff for radial menu
/obj/item/rpd
name = "rapid pipe dispenser"
desc = "This device can rapidly dispense atmospherics and disposals piping, manipulate loose piping, and recycle any detached pipes it is applied to."
icon = 'icons/obj/tools.dmi'
icon_state = "rpd"
opacity = FALSE
density = FALSE
anchored = FALSE
flags = CONDUCT
force = 10
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL = 75000, MAT_GLASS = 37500)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
origin_tech = "engineering=4;materials=2"
var/datum/effect_system/spark_spread/spark_system
var/lastused
var/iconrotation = 0 //Used to orient icons and pipes
var/mode = RPD_ATMOS_MODE //Disposals, atmospherics, etc.
var/pipe_category = RPD_ATMOS_PIPING //For TGUI menus, this is a subtype of pipes e.g. scrubbers pipes, devices
var/whatpipe = PIPE_SIMPLE_STRAIGHT //What kind of atmos pipe is it?
var/whatdpipe = PIPE_DISPOSALS_STRAIGHT //What kind of disposals pipe is it?
var/spawndelay = RPD_COOLDOWN_TIME
var/walldelay = RPD_WALLBUILD_TIME
var/ranged = FALSE
var/primary_sound = 'sound/machines/click.ogg'
var/alt_sound = null
//Lists of things
var/list/mainmenu = list(
list("category" = "Atmospherics", "mode" = RPD_ATMOS_MODE, "icon" = "wrench"),
list("category" = "Disposals", "mode" = RPD_DISPOSALS_MODE, "icon" = "recycle"),
list("category" = "Rotate", "mode" = RPD_ROTATE_MODE, "icon" = "sync-alt"),
list("category" = "Flip", "mode" = RPD_FLIP_MODE, "icon" = "arrows-alt-h"),
list("category" = "Recycle", "mode" = RPD_DELETE_MODE, "icon" = "trash"))
var/list/pipemenu = list(
list("category" = "Normal", "pipemode" = RPD_ATMOS_PIPING),
list("category" = "Supply", "pipemode" = RPD_SUPPLY_PIPING),
list("category" = "Scrubber", "pipemode" = RPD_SCRUBBERS_PIPING),
list("category" = "Devices", "pipemode" = RPD_DEVICES),
list("category" = "Heat exchange", "pipemode" = RPD_HEAT_PIPING))
/obj/item/rpd/Initialize(mapload)
. = ..()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(1, 0, src)
spark_system.attach(src)
/obj/item/rpd/Destroy()
QDEL_NULL(spark_system)
return ..()
/obj/item/rpd/bluespace
name = "bluespace rapid pipe dispenser"
desc = "This device can rapidly dispense atmospherics and disposals piping, manipulate loose piping, and recycle any detached pipes it is applied to, at any range."
icon_state = "brpd"
materials = list(MAT_METAL = 75000, MAT_GLASS = 37500, MAT_SILVER = 3000)
origin_tech = "engineering=4;materials=2;bluespace=3"
ranged = TRUE
primary_sound = 'sound/items/PSHOOM.ogg'
alt_sound = 'sound/items/PSHOOM_2.ogg'
//Procs
/obj/item/rpd/proc/activate_rpd(delay) //Maybe makes sparks and activates cooldown if there is a delay
if(alt_sound && prob(3))
playsound(src, alt_sound, 50, 1)
else
playsound(src, primary_sound, 50, 1)
if(prob(15) && !ranged)
spark_system.start()
if(delay)
lastused = world.time
/obj/item/rpd/proc/can_dispense_pipe(pipe_id, pipe_type) //Returns TRUE if this is a legit pipe we can dispense, otherwise returns FALSE
for(var/list/L in GLOB.rpd_pipe_list)
if(pipe_type != L["pipe_type"]) //Sometimes pipes in different categories have the same pipe_id, so we need to skip anything not in the category we want
continue
if(pipe_id == L["pipe_id"]) //Found the pipe, we can dispense it
return TRUE
/obj/item/rpd/proc/create_atmos_pipe(mob/user, turf/T) //Make an atmos pipe, meter, or gas sensor
if(!can_dispense_pipe(whatpipe, RPD_ATMOS_MODE))
CRASH("Failed to spawn [get_pipe_name(whatpipe, PIPETYPE_ATMOS)] - possible tampering detected") //Damn dirty apes -- I mean hackers
var/obj/item/pipe/P
if(whatpipe == PIPE_GAS_SENSOR)
P = new /obj/item/pipe_gsensor(T)
else if(whatpipe == PIPE_METER)
P = new /obj/item/pipe_meter(T)
else
P = new(T, whatpipe, iconrotation) //Make the pipe, BUT WAIT! There's more!
if(!iconrotation && P.is_bent_pipe()) //Automatically rotates dispensed pipes if the user selected auto-rotation
P.dir = turn(user.dir, 135)
else if(!iconrotation && (P.pipe_type in list(PIPE_CONNECTOR, PIPE_UVENT, PIPE_SCRUBBER, PIPE_HEAT_EXCHANGE, PIPE_CAP, PIPE_SUPPLY_CAP, PIPE_SCRUBBERS_CAP, PIPE_INJECTOR, PIPE_PASV_VENT))) //Some pipes dispense oppositely to what you'd expect, but we don't want to do anything if they selected a direction
P.dir = turn(user.dir, -180)
else if(iconrotation && P.is_bent_pipe()) //If user selected a rotation and the pipe is bent
P.dir = turn(iconrotation, -45)
else if(!iconrotation) //If user selected a rotation
P.dir = user.dir
to_chat(user, "<span class='notice'>[src] rapidly dispenses [P]!</span>")
activate_rpd(TRUE)
/obj/item/rpd/proc/create_disposals_pipe(mob/user, turf/T) //Make a disposals pipe / construct
if(!can_dispense_pipe(whatdpipe, RPD_DISPOSALS_MODE))
CRASH("Failed to spawn [get_pipe_name(whatdpipe, PIPETYPE_DISPOSAL)] - possible tampering detected")
var/obj/structure/disposalconstruct/P = new(T, whatdpipe, iconrotation)
if(!iconrotation) //Automatic rotation
P.dir = user.dir
if(!iconrotation && whatdpipe != PIPE_DISPOSALS_JUNCTION_RIGHT) //Disposals pipes are in the opposite direction to atmos pipes, so we need to flip them. Junctions don't have this quirk though
P.flip()
to_chat(user, "<span class='notice'>[src] rapidly dispenses [P]!</span>")
activate_rpd(TRUE)
/obj/item/rpd/proc/rotate_all_pipes(mob/user, turf/T) //Rotate all pipes on a turf
for(var/obj/item/pipe/P in T)
P.rotate()
for(var/obj/structure/disposalconstruct/D in T)
D.rotate()
/obj/item/rpd/proc/flip_all_pipes(mob/user, turf/T) //Flip all pipes on a turf
for(var/obj/item/pipe/P in T)
P.flip()
for(var/obj/structure/disposalconstruct/D in T)
D.flip()
/obj/item/rpd/proc/delete_all_pipes(mob/user, turf/T) //Delete all pipes on a turf
var/eaten
for(var/obj/item/pipe/P in T)
if(P.pipe_type == PIPE_CIRCULATOR) //Skip TEG heat circulators, they aren't really pipes
continue
QDEL_NULL(P)
eaten = TRUE
for(var/obj/item/pipe_gsensor/G in T)
QDEL_NULL(G)
eaten = TRUE
for(var/obj/item/pipe_meter/M in T)
QDEL_NULL(M)
eaten = TRUE
for(var/obj/structure/disposalconstruct/D in T)
if(!D.anchored)
QDEL_NULL(D)
eaten = TRUE
if(eaten)
to_chat(user, "<span class='notice'>[src] sucks up the loose pipes on [T].")
activate_rpd()
else
to_chat(user, "<span class='notice'>There were no loose pipes on [T].</span>")
/obj/item/rpd/proc/delete_single_pipe(mob/user, obj/P) //Delete a single pipe
to_chat(user, "<span class='notice'>[src] sucks up [P].</span>")
QDEL_NULL(P)
activate_rpd()
// TGUI stuff
/obj/item/rpd/attack_self(mob/user)
ui_interact(user)
/obj/item/rpd/ui_state(mob/user)
return GLOB.inventory_state
/obj/item/rpd/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RPD", name)
ui.open()
/obj/item/rpd/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/rpd)
)
/obj/item/rpd/AltClick(mob/user)
radial_menu(user)
/obj/item/rpd/ui_data(mob/user)
var/list/data = list()
data["iconrotation"] = iconrotation
data["mainmenu"] = mainmenu
data["mode"] = mode
data["pipelist"] = GLOB.rpd_pipe_list
data["pipemenu"] = pipemenu
data["pipe_category"] = pipe_category
data["whatdpipe"] = whatdpipe
data["whatpipe"] = whatpipe
return data
/obj/item/rpd/ui_act(action, list/params)
if(..())
return
. = TRUE
switch(action)
if("iconrotation")
iconrotation = isnum(params[action]) ? params[action] : text2num(params[action])
if("whatpipe")
whatpipe = isnum(params[action]) ? params[action] : text2num(params[action])
if("whatdpipe")
whatdpipe = isnum(params[action]) ? params[action] : text2num(params[action])
if("pipe_category")
pipe_category = isnum(params[action]) ? params[action] : text2num(params[action])
if("mode")
mode = isnum(params[action]) ? params[action] : text2num(params[action])
//RPD radial menu
/obj/item/rpd/proc/check_menu(mob/living/user)
if(!istype(user))
return
if(user.incapacitated())
return
if(loc != user)
return
return TRUE
/obj/item/rpd/proc/radial_menu(mob/user)
if(!check_menu(user))
to_chat(user, "<span class='notice'>You can't do that right now!</span>")
return
var/list/choices = list(
RPD_MENU_ROTATE = image(icon = 'icons/obj/interface.dmi', icon_state = "rpd_rotate"),
RPD_MENU_FLIP = image(icon = 'icons/obj/interface.dmi', icon_state = "rpd_flip"),
RPD_MENU_DELETE = image(icon = 'icons/obj/interface.dmi', icon_state = "rpd_delete"),
"UI" = image(icon = 'icons/obj/interface.dmi', icon_state = "ui_interact")
)
var/selected_mode = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, PROC_REF(check_menu), user))
if(!check_menu(user))
return
if(selected_mode == "UI")
ui_interact(user)
else
switch(selected_mode)
if(RPD_MENU_ROTATE)
mode = RPD_ROTATE_MODE
if(RPD_MENU_FLIP)
mode = RPD_FLIP_MODE
if(RPD_MENU_DELETE)
mode = RPD_DELETE_MODE
else
return //Either nothing was selected, or an invalid mode was selected
to_chat(user, "<span class='notice'>You set [src]'s mode.</span>")
/obj/item/rpd/afterattack(atom/target, mob/user, proximity)
..()
if(isstorage(target))
var/obj/item/storage/S = target
if(!S.can_be_inserted(src, stop_messages = TRUE))
return
if(loc != user)
return
if(!proximity && !ranged)
return
if(world.time < lastused + spawndelay)
return
var/turf/T = get_turf(target)
if(!T)
return
if(target != T)
// We only check the rpd_act of the target if it isn't the turf, because otherwise
// (A) blocked turfs can be acted on, and (B) unblocked turfs get acted on twice.
if(target.rpd_act(user, src) == TRUE)
// If the object we are clicking on has a valid RPD interaction for just that specific object, do that and nothing else.
// Example: clicking on a pipe with a RPD in rotate mode should rotate that pipe and ignore everything else on the tile.
if(ranged)
user.Beam(T, icon_state="rped_upgrade", icon='icons/effects/effects.dmi', time=5)
return
// If we get this far, we have to check every object in the tile, to make sure that none of them block RPD usage on this tile.
// This is done by calling rpd_blocksusage on every /obj in the tile. If any block usage, fail at this point.
for(var/obj/O in T)
if(O.rpd_blocksusage() == TRUE)
to_chat(user, "<span class='warning'>[O] blocks [src]!</span>")
return
// If we get here, then we're effectively acting on the turf, probably placing a pipe.
if(ranged) //woosh beam if bluespaced at a distance
if(get_dist(src, T) <= (user.client.maxview() + 2))\
user.Beam(T, icon_state = "rped_upgrade", icon = 'icons/effects/effects.dmi', time = 5)
else
message_admins("\[EXPLOIT] [key_name_admin(user)] attempted to place pipes with a BRPD via a camera console. (Attempted range exploit)")
playsound(src, 'sound/machines/synth_no.ogg', 15, TRUE)
to_chat(user, "<span class='notice'>ERROR: \The [T] is out of [src]'s range!</span>")
return
T.rpd_act(user, src)
/obj/item/rpd/attack_obj(obj/O, mob/living/user)
if(istype(O, /obj/machinery/atmospherics/pipe) && user.a_intent != INTENT_HARM)
return
return ..()
#undef RPD_COOLDOWN_TIME
#undef RPD_WALLBUILD_TIME
#undef RPD_MENU_ROTATE
#undef RPD_MENU_FLIP
#undef RPD_MENU_DELETE