Files
Paradise/code/game/objects/items/weapons/RCD.dm
2021-08-20 21:09:21 +02:00

648 lines
21 KiB
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#define MATTER_100 100
#define MATTER_500 500
#define TAB_AIRLOCK_TYPE 1
#define TAB_AIRLOCK_ACCESS 2
#define MODE_TURF "Floors and Walls"
#define MODE_AIRLOCK "Airlocks"
#define MODE_WINDOW "Windows"
#define MODE_DECON "Deconstruction"
/obj/item/rcd
name = "rapid-construction-device (RCD)"
desc = "A device used to rapidly build and deconstruct walls, floors and airlocks."
icon = 'icons/obj/tools.dmi'
icon_state = "rcd"
flags = CONDUCT | NOBLUDGEON
force = 0
throwforce = 10
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL = 30000)
origin_tech = "engineering=4;materials=2"
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
flags_2 = NO_MAT_REDEMPTION_2
req_access = list(ACCESS_ENGINE)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/// The spark system used to create sparks when the user interacts with the RCD.
var/datum/effect_system/spark_spread/spark_system
/// The current amount of matter stored.
var/matter = NONE
/// The max amount of matter that can be stored.
var/max_matter = MATTER_100
/// The RCD's current build mode.
var/mode = MODE_TURF
/// If the RCD can deconstruct reinforced walls.
var/canRwall = FALSE
/// Is the RCD's airlock access selection menu locked?
var/locked = TRUE
/// The current airlock type that will be build.
var/door_type = /obj/machinery/door/airlock
/// The name that newly build airlocks will receive.
var/door_name = "Airlock"
/// If this is TRUE, any airlocks that gets built will require only ONE of the checked accesses. If FALSE, it will require ALL of them.
var/one_access = TRUE
/// Which airlock tab the UI is currently set to display.
var/ui_tab = TAB_AIRLOCK_TYPE
/// A list of access numbers which have been checked off by the user in the UI.
var/list/selected_accesses = list()
/// A list of valid atoms that RCDs can target. Clicking on an atom with an RCD which is not in this list, will do nothing.
var/static/list/allowed_targets = list(/turf, /obj/structure/grille, /obj/structure/window, /obj/structure/lattice, /obj/machinery/door/airlock)
/// An associative list of airlock type paths as keys, and their names as values.
var/static/list/rcd_door_types = list()
/// An associative list containing an airlock's name, type path, and image. For use with the UI.
var/static/list/door_types_ui_list = list()
/// An associative list containing all station accesses. Includes their name and access number. For use with the UI.
var/static/list/door_accesses_list = list()
/obj/item/rcd/Initialize()
. = ..()
spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
spark_system.attach(src)
GLOB.rcd_list += src
if(!length(rcd_door_types))
rcd_door_types = list(
/obj/machinery/door/airlock = "Standard",
/obj/machinery/door/airlock/glass = "Standard (Glass)",
/obj/machinery/door/airlock/command = "Command",
/obj/machinery/door/airlock/command/glass = "Command (Glass)",
/obj/machinery/door/airlock/security = "Security",
/obj/machinery/door/airlock/security/glass = "Security (Glass)",
/obj/machinery/door/airlock/engineering = "Engineering",
/obj/machinery/door/airlock/engineering/glass = "Engineering (Glass)",
/obj/machinery/door/airlock/atmos = "Atmospherics",
/obj/machinery/door/airlock/atmos/glass = "Atmospherics (Glass)",
/obj/machinery/door/airlock/mining = "Mining",
/obj/machinery/door/airlock/mining/glass = "Mining (Glass)",
/obj/machinery/door/airlock/medical = "Medical",
/obj/machinery/door/airlock/medical/glass = "Medical (Glass)",
/obj/machinery/door/airlock/research = "Research",
/obj/machinery/door/airlock/research/glass = "Research (Glass)",
/obj/machinery/door/airlock/science = "Science",
/obj/machinery/door/airlock/science/glass = "Science (Glass)",
/obj/machinery/door/airlock/maintenance = "Maintenance",
/obj/machinery/door/airlock/maintenance/glass = "Maintenance (Glass)",
/obj/machinery/door/airlock/maintenance/external = "External Maintenance",
/obj/machinery/door/airlock/maintenance/external/glass = "External Maint. (Glass)",
/obj/machinery/door/airlock/external = "External",
/obj/machinery/door/airlock/external/glass = "External (Glass)",
/obj/machinery/door/airlock/hatch = "Airtight Hatch",
/obj/machinery/door/airlock/maintenance_hatch = "Maintenance Hatch",
/obj/machinery/door/airlock/freezer = "Freezer"
)
if(!length(door_types_ui_list))
for(var/type in rcd_door_types)
door_types_ui_list += list(list(
"name" = rcd_door_types[type],
"type" = type,
"image" = get_airlock_image(type)
))
if(!length(door_accesses_list))
for(var/access in get_all_accesses())
door_accesses_list += list(list(
"name" = get_access_desc(access),
"id" = access
))
/obj/item/rcd/examine(mob/user)
. = ..()
. += "MATTER: [matter]/[max_matter] matter-units."
. += "MODE: [mode]."
/obj/item/rcd/Destroy()
QDEL_NULL(spark_system)
GLOB.rcd_list -= src
return ..()
/**
* Creates and returns a base64 icon of the given `airlock_type`.
*
* This is used for airlock icon previews in the UI.
*
* Arugments:
* * airlock_type - an airlock typepath.
*/
/obj/item/rcd/proc/get_airlock_image(airlock_type)
var/obj/machinery/door/airlock/proto = new airlock_type(null)
proto.icon_state = "closed"
if(!proto.glass)
proto.add_overlay("fill_closed")
var/icon/I = getFlatIcon(proto)
qdel(proto)
return "[icon2base64(I)]"
/**
* Runs a series of pre-checks before opening the radial menu to the user.
*
* Arguments:
* * user - the mob trying to open the radial menu.
*/
/obj/item/rcd/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/rcd/attackby(obj/item/W, mob/user, params)
if(!istype(W, /obj/item/rcd_ammo))
return ..()
var/obj/item/rcd_ammo/R = W
if((matter + R.ammoamt) > max_matter)
to_chat(user, "<span class='notice'>The RCD can't hold any more matter-units.</span>")
return
if(!user.unEquip(R))
to_chat(user, "<span class='warning'>[R] is stuck to your hand!</span>")
return
matter += R.ammoamt
qdel(R)
playsound(loc, 'sound/machines/click.ogg', 50, 1)
to_chat(user, "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>")
SStgui.update_uis(src)
/**
* Creates and displays a radial menu to a user when they trigger the `attack_self` of the RCD.
*
* Arguments:
* * user - the mob trying to open the RCD radial.
*/
/obj/item/rcd/proc/radial_menu(mob/user)
if(!check_menu(user))
return
var/list/choices = list(
MODE_AIRLOCK = image(icon = 'icons/obj/interface.dmi', icon_state = "airlock"),
MODE_DECON = image(icon = 'icons/obj/interface.dmi', icon_state = "delete"),
MODE_WINDOW = image(icon = 'icons/obj/interface.dmi', icon_state = "grillewindow"),
MODE_TURF = image(icon = 'icons/obj/interface.dmi', icon_state = "wallfloor"),
"UI" = image(icon = 'icons/obj/interface.dmi', icon_state = "ui_interact")
)
if(mode == MODE_AIRLOCK)
choices += list(
"Change Access" = image(icon = 'icons/obj/interface.dmi', icon_state = "access"),
"Change Airlock Type" = image(icon = 'icons/obj/interface.dmi', icon_state = "airlocktype")
)
choices -= mode // Get rid of the current mode, clicking it won't do anything.
var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user))
if(!check_menu(user))
return
switch(choice)
if(MODE_AIRLOCK, MODE_DECON, MODE_WINDOW, MODE_TURF)
mode = choice
if("UI")
ui_interact(user)
return
if("Change Access")
ui_tab = TAB_AIRLOCK_ACCESS
ui_interact(user)
return
if("Change Airlock Type")
ui_tab = TAB_AIRLOCK_TYPE
ui_interact(user)
return
else
return
playsound(src, 'sound/effects/pop.ogg', 50, 0)
to_chat(user, "<span class='notice'>You change [src]'s mode to '[choice]'.</span>")
/obj/item/rcd/attack_self(mob/user)
//Change the mode // Oh I thought the UI was just for fucking staring at
radial_menu(user)
/obj/item/rcd/attack_self_tk(mob/user)
radial_menu(user)
/obj/item/rcd/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "RCD", "Rapid Construction Device", 471, 673, master_ui, state)
ui.open()
/obj/item/rcd/ui_data(mob/user)
var/list/data = list(
"tab" = ui_tab,
"mode" = mode,
"locked" = locked,
"matter" = matter,
"door_type" = door_type,
"door_name" = door_name,
"one_access" = one_access,
"selected_accesses" = selected_accesses,
"modal" = ui_modal_data(src)
)
return data
/obj/item/rcd/ui_static_data(mob/user)
var/list/data = list(
"max_matter" = max_matter,
"regions" = get_accesslist_static_data(REGION_GENERAL, REGION_COMMAND),
"door_accesses_list" = door_accesses_list,
"door_types_ui_list" = door_types_ui_list
)
return data
/obj/item/rcd/ui_act(action, list/params)
if(..())
return
if(prob(20))
spark_system.start()
if(ui_act_modal(action, params))
return TRUE
. = TRUE
switch(action)
if("set_tab")
var/tab = text2num(params["tab"])
if(!(tab in list(TAB_AIRLOCK_TYPE, TAB_AIRLOCK_ACCESS)))
return FALSE
ui_tab = tab
if("mode")
var/new_mode = params["mode"]
if(!(new_mode in list(MODE_TURF, MODE_AIRLOCK, MODE_DECON, MODE_WINDOW)))
return FALSE
mode = new_mode
if("door_type")
var/new_door_type = text2path(params["door_type"])
if(!(new_door_type in rcd_door_types))
message_admins("RCD Door HREF exploit attempted by [key_name(usr)]!")
return FALSE
door_type = new_door_type
if("set_lock")
if(!allowed(usr))
to_chat(usr, "<span class='warning'>Access denied.</span>")
return FALSE
locked = params["new_lock"] == "lock" ? TRUE : FALSE
if("set_one_access")
one_access = params["access"] == "one" ? TRUE : FALSE
if("set")
var/access = text2num(params["access"])
if(isnull(access))
return
if(access in selected_accesses)
selected_accesses -= access
else
selected_accesses |= access
if("grant_region")
var/region = text2num(params["region"])
if(isnull(region) || region < REGION_GENERAL || region > REGION_COMMAND)
return
selected_accesses |= get_region_accesses(region)
if("deny_region")
var/region = text2num(params["region"])
if(isnull(region) || region < REGION_GENERAL || region > REGION_COMMAND)
return
selected_accesses -= get_region_accesses(region)
if("clear_all")
selected_accesses = list()
if("grant_all")
selected_accesses = get_all_accesses()
/**
* Called in ui_act() to process modal actions
*
* Arguments:
* * action - The action passed by tgui
* * params - The params passed by tgui
*/
/obj/item/rcd/proc/ui_act_modal(action, list/params)
. = TRUE
switch(ui_modal_act(src, action, params))
if(UI_MODAL_OPEN)
ui_modal_input(src, "renameAirlock", "Enter a new name:", value = door_name, max_length = UI_MODAL_INPUT_MAX_LENGTH_NAME)
if(UI_MODAL_ANSWER)
var/answer = params["answer"]
if(!answer)
return
door_name = sanitize(copytext(answer, 1, UI_MODAL_INPUT_MAX_LENGTH_NAME))
else
return FALSE
/**
* Called in `afterattack()` if `mode` is set to `MODE_TURF`.
*
* Creates either a plating, or a wall, depending on the turf that already exists at the location.
*
* Arguments:
* * A - the location we're trying to build at.
* * user - the mob using the RCD.
*/
/obj/item/rcd/proc/mode_turf(atom/A, mob/user)
if(isspaceturf(A) || istype(A, /obj/structure/lattice))
if(useResource(1, user))
to_chat(user, "Building Floor...")
playsound(loc, usesound, 50, 1)
var/turf/AT = get_turf(A)
AT.ChangeTurf(/turf/simulated/floor/plating)
return TRUE
to_chat(user, "<span class='warning'>ERROR! Not enough matter in unit to construct this floor!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
if(isfloorturf(A))
if(checkResource(3, user))
to_chat(user, "Building Wall...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 20 * toolspeed, target = A))
if(!useResource(3, user))
return FALSE
playsound(loc, usesound, 50, 1)
var/turf/AT = A
AT.ChangeTurf(/turf/simulated/wall)
return TRUE
return FALSE
to_chat(user, "<span class='warning'>ERROR! Not enough matter in unit to construct this wall!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
to_chat(user, "<span class='warning'>ERROR! Location unsuitable for wall construction!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
/**
* Called in `afterattack()` if `mode` is set to `MODE_AIRLOCK`.
*
* Creates an `door_type` airlock at the given location `A`, and assigns it accesses from `selected_accesses`.
*
* Arguments:
* * A - the location we're trying to build at.
* * user - the mob using the RCD.
*/
/obj/item/rcd/proc/mode_airlock(atom/A, mob/user)
if(isfloorturf(A))
if(checkResource(10, user))
to_chat(user, "Building Airlock...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50 * toolspeed, target = A))
if(locate(/obj/machinery/door/airlock) in A.contents)
return FALSE
if(!useResource(10, user))
return FALSE
playsound(loc, usesound, 50, 1)
var/obj/machinery/door/airlock/T = new door_type(A)
T.name = door_name
T.autoclose = TRUE
if(one_access)
T.req_one_access = selected_accesses.Copy()
else
T.req_access = selected_accesses.Copy()
return FALSE
return FALSE
to_chat(user, "<span class='warning'>ERROR! Not enough matter in unit to construct this airlock!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
to_chat(user, "<span class='warning'>ERROR! Location unsuitable for airlock construction!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
/**
* Called in `afterattack()` if `mode` is set to `MODE_DECON`.
*
* Deconstrcts the target atom `A`.
* Valid atoms are: basic walls, reinforced walls (if `canRwall` is `TRUE`), airlocks, and windows.
*
* Arguments:
* * A - the location we're trying to build at.
* * user - the mob using the RCD.
*/
/obj/item/rcd/proc/mode_decon(atom/A, mob/user)
if(iswallturf(A))
if(istype(A, /turf/simulated/wall/r_wall) && !canRwall)
return FALSE
if(istype(A, /turf/simulated/wall/indestructible))
return FALSE
if(checkResource(5, user))
to_chat(user, "Deconstructing Wall...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 40 * toolspeed, target = A))
if(!useResource(5, user))
return FALSE
playsound(loc, usesound, 50, 1)
var/turf/AT = A
AT.ChangeTurf(/turf/simulated/floor/plating)
return TRUE
return FALSE
to_chat(user, "<span class='warning'>ERROR! Not enough matter in unit to deconstruct this wall!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
if(isfloorturf(A))
if(checkResource(5, user))
to_chat(user, "Deconstructing Floor...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50 * toolspeed, target = A))
if(!useResource(5, user))
return FALSE
playsound(loc, usesound, 50, 1)
var/turf/AT = A
AT.ChangeTurf(AT.baseturf)
return TRUE
return FALSE
to_chat(user, "<span class='warning'>ERROR! Not enough matter in unit to deconstruct this floor!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
if(istype(A, /obj/machinery/door/airlock))
if(checkResource(20, user))
to_chat(user, "Deconstructing Airlock...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, 50 * toolspeed, target = A))
if(!useResource(20, user))
return FALSE
playsound(loc, usesound, 50, 1)
qdel(A)
return TRUE
return FALSE
to_chat(user, "<span class='warning'>ERROR! Not enough matter in unit to deconstruct this airlock!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
if(istype(A, /obj/structure/window)) // You mean the grille of course, do you?
A = locate(/obj/structure/grille) in A.loc
if(istype(A, /obj/structure/grille))
if(!checkResource(2, user))
to_chat(user, "<span class='warning'>ERROR! Not enough matter in unit to deconstruct this window!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
to_chat(user, "Deconstructing window...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(!do_after(user, 20 * toolspeed, target = A))
return FALSE
if(!useResource(2, user))
return FALSE
playsound(loc, usesound, 50, 1)
var/turf/T1 = get_turf(A)
QDEL_NULL(A)
for(var/obj/structure/window/W in T1.contents)
qdel(W)
return TRUE
return FALSE
/**
* Called in `afterattack()` if `mode` is set to `MODE_WINDOW`.
*
* Constructs a grille and 4 reinforced window panes at the given location `A`.
*
* Arguments:
* * A - the location we're trying to build at.
* * user - the mob using the RCD.
*/
/obj/item/rcd/proc/mode_window(atom/A, mob/user)
if(isfloorturf(A))
if(locate(/obj/structure/grille) in A)
return FALSE // We already have window
if(!checkResource(2, user))
to_chat(user, "<span class='warning'>ERROR! Not enough matter in unit to construct this window!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
to_chat(user, "Constructing window...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
if(!do_after(user, 20 * toolspeed, target = A))
return FALSE
if(locate(/obj/structure/grille) in A)
return FALSE // We already have window
if(!useResource(2, user))
return FALSE
playsound(loc, usesound, 50, 1)
new /obj/structure/grille(A)
for(var/obj/structure/window/W in A)
qdel(W)
new /obj/structure/window/full/reinforced(A)
var/turf/AT = A
AT.ChangeTurf(/turf/simulated/floor/plating) // Platings go under windows.
return TRUE
to_chat(user, "<span class='warning'>ERROR! Location unsuitable for window construction!</span>")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
/obj/item/rcd/afterattack(atom/A, mob/user, proximity)
if(!proximity)
return FALSE
if(istype(A, /turf/space/transit))
return FALSE
if(!is_type_in_list(A, allowed_targets))
return FALSE
switch(mode)
if(MODE_TURF)
. = mode_turf(A, user)
if(MODE_AIRLOCK)
. = mode_airlock(A, user)
if(MODE_DECON)
. = mode_decon(A, user)
if(MODE_WINDOW)
. = mode_window(A, user)
else
to_chat(user, "ERROR: RCD in MODE: [mode] attempted use by [user]. Send this text #coderbus or an admin.")
. = 0
SStgui.update_uis(src)
/**
* Called in each of the four build modes after an object is successfully built.
*
* Subtracts the amount of matter used from `matter`.
*
* Arguments:
* * amount - the amount of matter that was used.
*/
/obj/item/rcd/proc/useResource(amount, mob/user)
if(matter < amount)
return FALSE
matter -= amount
SStgui.update_uis(src)
return TRUE
/**
* Called in each of the four build modes before an object gets build. Makes sure there is enough matter to build the object.
*
* Arguments:
* * amount - an amount of matter to check for
*/
/obj/item/rcd/proc/checkResource(amount, mob/user)
return matter >= amount
/obj/item/rcd/borg
canRwall = TRUE
/// A multipler which is applied to matter amount checks. A higher number means more power usage per RCD usage.
var/power_use_multiplier = 160
/obj/item/rcd/borg/syndicate
power_use_multiplier = 80
/obj/item/rcd/borg/useResource(amount, mob/user)
if(!isrobot(user))
return FALSE
var/mob/living/silicon/robot/R = user
return R.cell.use(amount * power_use_multiplier)
/obj/item/rcd/borg/checkResource(amount, mob/user)
if(!isrobot(user))
return FALSE
var/mob/living/silicon/robot/R = user
return R.cell.charge >= (amount * power_use_multiplier)
/**
* Called from malf AI's "detonate RCD" ability.
*
* Creates a delayed explosion centered around the RCD.
*/
/obj/item/rcd/proc/detonate_pulse()
audible_message("<span class='danger'><b>[src] begins to vibrate and buzz loudly!</b></span>", "<span class='danger'><b>[src] begins vibrating violently!</b></span>")
// 5 seconds to get rid of it
addtimer(CALLBACK(src, .proc/detonate_pulse_explode), 50)
/**
* Called in `/obj/item/rcd/proc/detonate_pulse()` via callback.
*/
/obj/item/rcd/proc/detonate_pulse_explode()
explosion(src, 0, 0, 3, 1, flame_range = 1)
qdel(src)
/obj/item/rcd/preloaded
matter = 100
/obj/item/rcd/combat
name = "combat RCD"
max_matter = MATTER_500
matter = MATTER_500
canRwall = TRUE
/obj/item/rcd_ammo
name = "compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'icons/obj/ammo.dmi'
icon_state = "rcd"
item_state = "rcdammo"
opacity = FALSE
density = FALSE
anchored = FALSE
origin_tech = "materials=3"
materials = list(MAT_METAL=16000, MAT_GLASS=8000)
var/ammoamt = 20
/obj/item/rcd_ammo/large
ammoamt = 100
#undef MATTER_100
#undef MATTER_500