the little construction pr (#9002)

* the little construction pr

* construction-related bugfixes (teal carpet corners, arcade construction, airlock screwdriver panel)

* Update code/game/objects/items/stacks/tiles/tile_types.dm

Co-authored-by: Atermonera <atermonera@gmail.com>

* mmmm sweet sweet updates

* actually compiles

---------

Co-authored-by: Atermonera <atermonera@gmail.com>
This commit is contained in:
Varlaisvea
2023-03-08 18:55:54 -08:00
committed by GitHub
co-authored by Atermonera
parent 781166673f
commit 6b909477bc
13 changed files with 141 additions and 17 deletions
+1
View File
@@ -48,6 +48,7 @@
#define MAT_DEUTERIUM "deuterium"
#define MAT_CONCRETE "concrete"
#define MAT_PLASTEELREBAR "plasteel rebar"
#define MAT_GRASS "grass"
#define DEFAULT_TABLE_MATERIAL MAT_PLASTIC
+4
View File
@@ -78,6 +78,10 @@
name = "request console electronics"
path =/obj/item/circuitboard/request
/datum/category_item/autolathe/engineering/electrochromic
name = "electrochromic window control electronics"
path =/obj/item/circuitboard/electrochromic
/datum/category_item/autolathe/engineering/pipelayer
name = "pipe layer electronics"
path =/obj/item/circuitboard/pipelayer
+2
View File
@@ -1339,3 +1339,5 @@
O = T
to_chat(user, "<span class='notice'>You turn in 2 tickets to the [src] and claim a prize!</span>")
return
else
..() //You can now actually deconstruct these.
+10 -7
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@@ -1057,17 +1057,20 @@ About the new airlock wires panel:
return
else
return
else if(C.is_screwdriver())
else if(C.is_screwdriver()) //we don't want screwdrivers to toggle the door, so...
if (src.p_open)
if (stat & BROKEN)
to_chat(usr, "<span class='warning'>The panel is broken and cannot be closed.</span>")
else
src.p_open = 0
else //close the panel, do the sound, update the icon, but don't toggle the door
src.p_open = FALSE
playsound(src, C.usesound, 50, 1)
else
src.p_open = 1
src.update_icon()
return
else //open the panel, do the sound, update the icon, open the wires menu but don't toggle the door
src.p_open = TRUE
playsound(src, C.usesound, 50, 1)
src.update_icon()
src.update_icon()
return src.attack_hand(user)
else if(C.is_wirecutter())
return src.attack_hand(user)
else if(istype(C, /obj/item/multitool))
@@ -1146,7 +1149,7 @@ About the new airlock wires panel:
..()
/obj/machinery/door/airlock/set_broken()
src.p_open = 1
src.p_open = TRUE
stat |= BROKEN
if (secured_wires)
lock()
+9
View File
@@ -224,6 +224,15 @@
frame_class = FRAME_CLASS_MACHINE
frame_size = 3
/datum/frame/frame_types/electrochromic_button
name = "Electrochromic Window Button"
frame_class = FRAME_CLASS_ALARM
frame_size = 1
frame_style = FRAME_STYLE_WALL
x_offset = 24
y_offset = 24
//////////////////////////////
// Frame Object (Structure)
//////////////////////////////
@@ -20,9 +20,50 @@
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
//crafting / welding vars
var/datum/material/material //*sigh* i guess this is how we're doing this.
var/craftable = FALSE //set to TRUE for tiles you can craft stuff from directly, like grass
var/can_weld = FALSE //set to TRUE for tiles you can reforge into their components via welding, like metal
var/welds_into = /obj/item/stack/material/steel //what you get from the welding. defaults to steel.
var/default_type = DEFAULT_WALL_MATERIAL
/obj/item/stack/tile/Initialize()
. = ..()
randpixel_xy()
if(craftable)
material = get_material_by_name("[default_type]")
if(!material)
return INITIALIZE_HINT_QDEL
if(material) //sanity check
recipes = material.get_recipes()
stacktype = material.stack_type
/obj/item/stack/tile/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = W
if(can_weld == FALSE)
to_chat("You can't reform these into their original components.")
return
if(get_amount() < 4)
to_chat(user, "<span class='warning'>You need at least four tiles to do this.</span>")
return
if(WT.remove_fuel(0,user))
new welds_into(usr.loc)
usr.update_icon()
visible_message("<span class='notice'>\The [src] is shaped by [user.name] with the welding tool.</span>","You hear welding.")
var/obj/item/stack/tile/T = src
src = null
var/replace = (user.get_inactive_hand()==T)
T.use(4)
if (!T && replace)
user.put_in_hands(welds_into)
return TRUE
return ..()
/*
* Grass
@@ -32,6 +73,7 @@
singular_name = "grass floor tile"
desc = "A patch of grass like they often use on golf courses."
icon_state = "tile_grass"
default_type = "grass"
force = 1.0
throwforce = 1.0
throw_speed = 5
@@ -41,6 +83,7 @@
no_variants = FALSE
drop_sound = 'sound/items/drop/herb.ogg'
pickup_sound = 'sound/items/pickup/herb.ogg'
craftable = TRUE
/obj/item/stack/tile/grass/sif
name = "sivian grass tile"
@@ -163,6 +206,7 @@
throw_speed = 5
throw_range = 20
no_variants = FALSE
can_weld = TRUE
/obj/item/stack/tile/floor/red
name = "red floor tile"
@@ -188,6 +232,7 @@
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
welds_into = /obj/item/stack/material/plasteel
no_variants = FALSE
/obj/item/stack/tile/floor/steel
@@ -195,6 +240,7 @@
singular_name = "steel floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
welds_into = /obj/item/stack/material/plasteel
no_variants = FALSE
/obj/item/stack/tile/floor/white
@@ -202,6 +248,7 @@
singular_name = "white floor tile"
icon_state = "tile_white"
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
welds_into = /obj/item/stack/material/plastic
no_variants = FALSE
/obj/item/stack/tile/floor/yellow
@@ -216,6 +263,7 @@
singular_name = "dark floor tile"
icon_state = "tile_steel"
matter = list("plasteel" = SHEET_MATERIAL_AMOUNT / 4)
welds_into = /obj/item/stack/material/plasteel
no_variants = FALSE
/obj/item/stack/tile/floor/freezer
@@ -223,6 +271,7 @@
singular_name = "freezer floor tile"
icon_state = "tile_freezer"
matter = list("plastic" = SHEET_MATERIAL_AMOUNT / 4)
welds_into = /obj/item/stack/material/plastic
no_variants = FALSE
/obj/item/stack/tile/floor/cyborg
@@ -234,6 +283,7 @@
charge_costs = list(250)
stacktype = /obj/item/stack/tile/floor
build_type = /obj/item/stack/tile/floor
can_weld = FALSE //we're not going there
/obj/item/stack/tile/linoleum
name = "linoleum"
@@ -246,6 +296,7 @@
throw_range = 20
atom_flags = EMPTY_BITFIELD
no_variants = FALSE
can_weld = FALSE
/obj/item/stack/tile/wmarble
name = "light marble tile"
@@ -258,6 +309,8 @@
throw_range = 20
atom_flags = EMPTY_BITFIELD
no_variants = FALSE
can_weld = TRUE
welds_into = /obj/item/stack/material/marble
/obj/item/stack/tile/bmarble
name = "dark marble tile"
@@ -270,12 +323,15 @@
throw_range = 20
atom_flags = EMPTY_BITFIELD
no_variants = FALSE
can_weld = TRUE
welds_into = /obj/item/stack/material/marble
/obj/item/stack/tile/roofing
name = "roofing"
singular_name = "roofing"
desc = "A section of roofing material. You can use it to repair the ceiling, or expand it."
icon_state = "techtile_grid"
can_weld = FALSE //roofing can also be made from wood, so let's not open that can of worms today
/obj/item/stack/tile/roofing/cyborg
name = "roofing synthesizer"
@@ -284,3 +340,4 @@
charge_costs = list(250)
stacktype = /obj/item/stack/tile/roofing
build_type = /obj/item/stack/tile/roofing
can_weld = FALSE
@@ -74,6 +74,12 @@
board_type = new /datum/frame/frame_types/geiger
matter = list(MAT_STEEL = 50, "glass" = 50)
/obj/item/circuitboard/electrochromic
name = T_BOARD("electrochromic button")
build_path = /obj/machinery/button/windowtint
board_type = new /datum/frame/frame_types/electrochromic_button
matter = list(MAT_STEEL = 50, "glass" = 50)
//Computer
/obj/item/circuitboard/holopad
+4 -1
View File
@@ -71,9 +71,12 @@
return
if (istype(C, /obj/item/stack/rods))
var/obj/item/stack/rods/R = C
if(R.use(2))
if(R.get_amount() < 2)
to_chat(user, "<span class='notice'>You need at least two rods to form a catwalk here.</span>")
else
to_chat(user, "<span class='notice'>You start connecting \the [R.name] to \the [src.name] ...</span>")
if(do_after(user, 5 SECONDS))
R.use(2) //2023-02-27 bugfix to prevent rods being used without catwalk creation
src.alpha = 0 // Note: I don't know why this is set, Eris did it, just trusting for now. ~Leshana
new /obj/structure/catwalk(src.loc)
qdel(src)
+16 -9
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@@ -611,13 +611,15 @@
if(istype(MT.connectable, /obj/machinery/button/windowtint))
var/obj/machinery/button/windowtint/buffered_button = MT.connectable
src.id = buffered_button.id
to_chat(user, "<span class='notice'>\The [src] is linked to \the [buffered_button].</span>")
to_chat(user, "<span class='notice'>\The [src] is linked to \the [buffered_button] with ID '[id]'.</span>")
return TRUE
// Otherwise fall back to asking them
var/t = sanitizeSafe(input(user, "Enter the ID for the window.", src.name, null), MAX_NAME_LEN)
if (!t && user.get_active_hand() != W && in_range(src, user))
// Otherwise fall back to asking them... and remind them what the current ID is.
if(id)
to_chat(user, "The window's current ID is [id].")
var/t = sanitizeSafe(input(user, "Enter the new ID for the window.", src.name, null), MAX_NAME_LEN)
if(t && in_range(src, user))
src.id = t
to_chat(user, "<span class='notice'>The new ID of \the [src] is [id]</span>")
to_chat(user, "<span class='notice'>The new ID of \the [src] is '[id]'.</span>")
return TRUE
. = ..()
@@ -637,6 +639,7 @@
icon_state = "light0"
desc = "A remote control switch for polarized windows."
var/range = 7
circuit = /obj/item/circuitboard/electrochromic
/obj/machinery/button/windowtint/attack_hand(mob/user as mob)
if(..())
@@ -665,17 +668,21 @@
icon_state = "light[active]"
/obj/machinery/button/windowtint/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/multitool))
if(default_deconstruction_screwdriver(user, W))
return
else if(alarm_deconstruction_wirecutters(user, W))
return
else if(istype(W, /obj/item/multitool))
var/obj/item/multitool/MT = W
if(!id)
// If no ID is set yet (newly built button?) let them select an ID for first-time use!
var/t = sanitizeSafe(input(user, "Enter an ID for \the [src].", src.name, null), MAX_NAME_LEN)
if (t && user.get_active_hand() != W && in_range(src, user))
if(t && in_range(src, user))
src.id = t
to_chat(user, "<span class='notice'>The new ID of \the [src] is [id]</span>")
to_chat(user, "<span class='notice'>The new ID of \the [src] is '[id]'. To reset this, rebuild the control.</span>")
if(id)
// It already has an ID (or they just set one), buffer it for copying to windows.
to_chat(user, "<span class='notice'>You store \the [src] in \the [MT]'s buffer!</span>")
to_chat(user, "<span class='notice'>You store \the [src] ID ('[id]') in \the [MT]'s buffer!</span>")
MT.connectable = src
MT.update_icon()
return TRUE
@@ -0,0 +1,31 @@
/datum/material/grass
name = MAT_GRASS
display_name = "grass"
stack_type = /obj/item/stack/tile/grass
ignition_point = T0C+300
melting_point = T0C+300
protectiveness = 0
conductive = 0
integrity = 10
supply_conversion_value = 1
/datum/material/grass/generate_recipes()
recipes = list(
new /datum/stack_recipe_list("bushes and flowers",list(
new /datum/stack_recipe("bush", /obj/structure/flora/ausbushes, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("reed bush", /obj/structure/flora/ausbushes/reedbush, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("leafy bush", /obj/structure/flora/ausbushes/leafybush, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("pale bush", /obj/structure/flora/ausbushes/palebush, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("stalky bush", /obj/structure/flora/ausbushes/stalkybush, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("grassy bush", /obj/structure/flora/ausbushes/grassybush, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("ferny bush", /obj/structure/flora/ausbushes/fernybush, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("sunny bush", /obj/structure/flora/ausbushes/sunnybush, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("pointy bush", /obj/structure/flora/ausbushes/pointybush, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("lavender grass", /obj/structure/flora/ausbushes/lavendergrass, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("yellow-and-white flowers", /obj/structure/flora/ausbushes/ywflowers, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("blue-and-red flowers", /obj/structure/flora/ausbushes/brflowers, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("pink-and-purple flowers", /obj/structure/flora/ausbushes/ppflowers, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("sparse grass", /obj/structure/flora/ausbushes/sparsegrass, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]"),
new /datum/stack_recipe("full grass", /obj/structure/flora/ausbushes/fullgrass, 3, one_per_turf = 0, on_floor = 1, recycle_material = "[name]")
))
)
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+1
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@@ -2174,6 +2174,7 @@
#include "code\modules\materials\materials\metals\steel.dm"
#include "code\modules\materials\materials\organic\animal_products.dm"
#include "code\modules\materials\materials\organic\cloth.dm"
#include "code\modules\materials\materials\organic\grass.dm"
#include "code\modules\materials\materials\organic\leather.dm"
#include "code\modules\materials\materials\organic\resin.dm"
#include "code\modules\materials\materials\organic\wood.dm"