Files
Paradise/code/game/objects/items/weapons/RCD.dm
S34N 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

---------

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

---------

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

---------

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

706 lines
22 KiB
Plaintext

#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"
item_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, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/// No ammo warning
var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on the device blinks yellow.</span>"
/// 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 the glass airlock is polarized.
var/electrochromic = FALSE
var/airlock_glass = FALSE
/// 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/virology = "Virology",
/obj/machinery/door/airlock/virology/glass = "Virology (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
))
update_icon(UPDATE_OVERLAYS)
/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/airlock = airlock_type
var/icon/base = icon(initial(airlock.icon), "closed")
if(initial(airlock.glass))
var/icon/glass_fill = icon(initial(airlock.overlays_file), "glass_closed")
base.Blend(glass_fill, ICON_OVERLAY)
else
var/icon/solid_fill = icon(initial(airlock.icon), "fill_closed")
base.Blend(solid_fill, ICON_OVERLAY)
return "[icon2base64(base)]"
/**
* 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
/**
*Tries to load ammo into an RCD, borgs will not use this.
* Arguments:
* * cart - the compressed matter catridge to insert
* * user - the user to display the chat messages to
*/
/obj/item/rcd/proc/load(obj/item/rcd_ammo/cart, mob/living/user)
if(matter == max_matter)
to_chat(user, "<span class='notice'>The RCD can't hold any more matter-units.</span>")
return FALSE
matter = clamp((matter + cart.ammoamt), 0, max_matter)
qdel(cart)
playsound(loc, 'sound/machines/click.ogg', 50, 1)
to_chat(user, "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>")
update_icon(UPDATE_OVERLAYS)
SStgui.update_uis(src)
/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
load(R, user)
/**
* 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_REF(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
if(prob(20))
spark_system.start()
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_state(mob/user)
return GLOB.inventory_state
/obj/item/rcd/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RCD", "Rapid Construction Device")
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,
"electrochromic" = electrochromic,
"airlock_glass" = airlock_glass,
"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
var/obj/machinery/door/airlock/picked_door = door_type
airlock_glass = initial(picked_door.glass)
if("electrochromic")
electrochromic = !electrochromic
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)
new/obj/effect/temp_visual/rcd_effect/end(get_turf(A))
AT.ChangeTurf(/turf/simulated/floor/plating)
return TRUE
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)
var/obj/effect/temp_visual/rcd_effect/short/E = new(get_turf(A))
if(do_after(user, 2 SECONDS * toolspeed, target = A))
if(!isfloorturf(A))
return FALSE
if(!useResource(3, user))
return FALSE
playsound(loc, usesound, 50, 1)
var/turf/AT = A
new/obj/effect/temp_visual/rcd_effect/end(get_turf(A))
AT.ChangeTurf(/turf/simulated/wall)
return TRUE
qdel(E)
return FALSE
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)
var/obj/effect/temp_visual/rcd_effect/E = new(get_turf(A))
if(do_after(user, 5 SECONDS * 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)
new/obj/effect/temp_visual/rcd_effect/end(get_turf(A))
var/obj/machinery/door/airlock/T = new door_type(A)
if(T.glass)
T.polarized_glass = electrochromic
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
qdel(E)
return FALSE
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(isreinforcedwallturf(A) && !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)
var/obj/effect/temp_visual/rcd_effect/reverse/E = new(get_turf(A))
if(do_after(user, 5 SECONDS * 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
qdel(E)
return FALSE
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)
var/obj/effect/temp_visual/rcd_effect/reverse/E = new(get_turf(A))
if(do_after(user, 5 SECONDS * toolspeed, target = A))
if(!useResource(5, user))
return FALSE
playsound(loc, usesound, 50, 1)
var/turf/AT = A
AT.ChangeTurf(AT.baseturf)
return TRUE
qdel(E)
return FALSE
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)
var/obj/effect/temp_visual/rcd_effect/reverse/E = new(get_turf(A))
if(do_after(user, 5 SECONDS * toolspeed, target = A))
if(!useResource(20, user))
return FALSE
playsound(loc, usesound, 50, 1)
qdel(A)
return TRUE
qdel(E)
return FALSE
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
if(istype(A, /obj/structure/window))
if(!checkResource(2, user))
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
to_chat(user, "Deconstructing window...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
var/obj/effect/temp_visual/rcd_effect/reverse_short/E = new(get_turf(A))
if(!do_after(user, 20 * toolspeed, target = A))
qdel(E)
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/grille/G in T1.contents)
qdel(G)
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))
playsound(loc, 'sound/machines/click.ogg', 50, 1)
return FALSE
to_chat(user, "Constructing window...")
playsound(loc, 'sound/machines/click.ogg', 50, 1)
var/obj/effect/temp_visual/rcd_effect/short/E = new(get_turf(A))
if(!do_after(user, 20 * toolspeed, target = A))
qdel(E)
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/effect/temp_visual/rcd_effect/end(get_turf(A))
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
update_icon(UPDATE_OVERLAYS)
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)
. = matter >= amount
if(!. && user)
to_chat(user, no_ammo_message)
flick("[icon_state]_empty", src)
return
/obj/item/rcd/update_overlays()
..()
var/ratio = CEILING((matter / max_matter) * 10, 1)
cut_overlays()
add_overlay("[icon_state]_charge[ratio]")
/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_REF(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"
icon_state = "crcd"
item_state = "crcd"
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/attackby(obj/item/I, mob/user)
if(!istype(I, /obj/item/rcd) || issilicon(user))
return ..()
var/obj/item/rcd/R = I
R.load(src, user)
/obj/item/rcd_ammo/large
ammoamt = 100
#undef MATTER_100
#undef MATTER_500