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* I AM NOT A KING. I AM NOT A GOD. I AM LUNACY. * THE SCOPE CREEP * This was done in vi. No langserver. Send help. * Progress * Some issues fixed * The code builds, but the maps dont * CC builds, I doubt anything else does * Do this now * Safety * The map compiles * THE MAPPING HELL * Airlock controllers dont work * Fixed bombs * AND THATS FIXED * Phantom edit * Restores LL I think * The mapmerge hooks are actually retarded * Fixes spawners * Half working air control * Picky * Hyper efficient tank monitor * Sanity * Laying the framework * Improved alert console * Dont think this is actually done anywhere * Metering * ONE HUNDRED AND ~~EIGHTY~~ TWENTY SEVEN * WE ARE READY FOR BOX TO BUILD * One map done * Well that was easy * Another one * I think this is done * I should have removed this * I would make a russian joke but <current event> * Delta WIP * Makes delta work * Early review * TM safeguard * oops * METAAAAAAAAAAAAAAAAAAAAAAAAA * Fix #4213 * Trailing * oh for piss sake * Shutter fix * Roundstart ATs can go away * Review pass 1 * What could go wrong * BOOM BOOM BOOM * Not needed * Fix seed vault * Oops * Review changes
149 lines
4.6 KiB
Plaintext
149 lines
4.6 KiB
Plaintext
#define MAX_TANK_STORAGE 10
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/obj/structure/dispenser
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name = "tank storage unit"
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desc = "A simple yet bulky storage device for gas tanks. Has room for up to ten oxygen tanks, and ten plasma tanks."
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icon = 'icons/obj/objects.dmi'
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icon_state = "dispenser"
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density = TRUE
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anchored = TRUE
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var/starting_oxygen_tanks = MAX_TANK_STORAGE // The starting amount of oxygen tanks the dispenser gets when it's spawned
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var/starting_plasma_tanks = MAX_TANK_STORAGE // Starting amount of plasma tanks
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var/list/stored_oxygen_tanks = list() // List of currently stored oxygen tanks
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var/list/stored_plasma_tanks = list() // And plasma tanks
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/obj/structure/dispenser/oxygen
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starting_plasma_tanks = 0
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/obj/structure/dispenser/plasma
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starting_oxygen_tanks = 0
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/obj/structure/dispenser/Initialize(mapload)
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. = ..()
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initialize_tanks()
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update_icon(UPDATE_OVERLAYS)
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/obj/structure/dispenser/Destroy()
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QDEL_LIST_CONTENTS(stored_plasma_tanks)
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QDEL_LIST_CONTENTS(stored_oxygen_tanks)
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return ..()
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/obj/structure/dispenser/proc/initialize_tanks()
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for(var/I in 1 to starting_plasma_tanks)
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var/obj/item/tank/internals/plasma/P = new(src)
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stored_plasma_tanks.Add(P)
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for(var/I in 1 to starting_oxygen_tanks)
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var/obj/item/tank/internals/oxygen/O = new(src)
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stored_oxygen_tanks.Add(O)
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/obj/structure/dispenser/update_overlays()
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. = ..()
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var/oxy_tank_amount = LAZYLEN(stored_oxygen_tanks)
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switch(oxy_tank_amount)
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if(1 to 3)
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. += "oxygen-[oxy_tank_amount]"
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if(4 to INFINITY)
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. += "oxygen-4"
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var/pla_tank_amount = LAZYLEN(stored_plasma_tanks)
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switch(pla_tank_amount)
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if(1 to 4)
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. += "plasma-[pla_tank_amount]"
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if(5 to INFINITY)
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. += "plasma-5"
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/obj/structure/dispenser/attack_hand(mob/user)
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if(..())
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return 1
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add_fingerprint(user)
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ui_interact(user)
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/obj/structure/dispenser/attack_ghost(mob/user)
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ui_interact(user)
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/obj/structure/dispenser/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "TankDispenser", name, 275, 100, master_ui, state)
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ui.open()
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/obj/structure/dispenser/ui_data(user)
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var/list/data = list()
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data["o_tanks"] = LAZYLEN(stored_oxygen_tanks)
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data["p_tanks"] = LAZYLEN(stored_plasma_tanks)
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return data
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/obj/structure/dispenser/ui_act(action, list/params)
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if(..())
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return
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switch(action)
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if("oxygen")
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try_remove_tank(usr, stored_oxygen_tanks)
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if("plasma")
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try_remove_tank(usr, stored_plasma_tanks)
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add_fingerprint(usr)
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return TRUE
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/obj/structure/dispenser/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/tank/internals/oxygen) || istype(I, /obj/item/tank/internals/air) || istype(I, /obj/item/tank/internals/anesthetic))
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try_insert_tank(user, stored_oxygen_tanks, I)
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return
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if(istype(I, /obj/item/tank/internals/plasma))
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try_insert_tank(user, stored_plasma_tanks, I)
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return
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if(istype(I, /obj/item/wrench))
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if(anchored)
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to_chat(user, "<span class='notice'>You lean down and unwrench [src].</span>")
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anchored = FALSE
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else
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to_chat(user, "<span class='notice'>You wrench [src] into place.</span>")
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anchored = TRUE
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return
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return ..()
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/// Called when the user clicks on the oxygen or plasma tank UI buttons, and tries to withdraw a tank.
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/obj/structure/dispenser/proc/try_remove_tank(mob/living/user, list/tank_list)
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if(!LAZYLEN(tank_list))
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return // There are no tanks left to withdraw.
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var/obj/item/tank/internals/T = tank_list[1]
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tank_list.Remove(T)
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if(!user.put_in_hands(T))
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T.forceMove(loc) // If the user's hands are full, place it on the tile of the dispenser.
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to_chat(user, "<span class='notice'>You take [T] out of [src].</span>")
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update_icon(UPDATE_OVERLAYS)
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/// Called when the user clicks on the dispenser with a tank. Tries to insert the tank into the dispenser, and updates the UI if successful.
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/obj/structure/dispenser/proc/try_insert_tank(mob/living/user, list/tank_list, obj/item/tank/T)
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if(LAZYLEN(tank_list) >= MAX_TANK_STORAGE)
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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return
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if(!user.drop_item()) // Antidrop check
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to_chat(user, "<span class='warning'>[T] is stuck to your hand!</span>")
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return
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T.forceMove(src)
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tank_list.Add(T)
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update_icon(UPDATE_OVERLAYS)
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to_chat(user, "<span class='notice'>You put [T] in [src].</span>")
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SStgui.update_uis(src)
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/obj/structure/dispenser/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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for(var/X in src)
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var/obj/item/I = X
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I.forceMove(loc)
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new /obj/item/stack/sheet/metal(loc, 2)
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qdel(src)
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#undef MAX_TANK_STORAGE
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