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* Techwebs * Add basic stock parts * Techweb production machines * Circuit Imprinter * More work * More designs * More designs, nodes' * More more * Better sorting for designs * Add the exosuit fab' * More conversions * More and more and more * mechfab parts * Modsuit Designs * Pinnace baron * Equipment * more mechfab * vehicles * more mecha * Micro mechs * Update mechfab_designs.dm * no time * zero * Update mechfab_designs.dm * Prosthetics Fabricator and fixes * Update maps to use new parts * Whoops, fix a few maps * Fix lint error * Port scene tools * Fireworks~~ * Don't label the sex toys as sex toys * Fixup maps in TGM format26517b7122: maps/virgo_minitest/virgo_minitest-1.dmm Automatically commited by: tools\mapmerge2\fixup.py * Significant portion of designs converted * Fix paths * Fix tgui lints * Just a whole bunch of designs * Almost doneeee * ALL DESIGNS CONVERTED * Merk all of the old stuff * Fix a few errors * Fix more errors * MORE FIX * Make server control work * Undo changes to archive * Fix a TODO * Make disks work * Start the long process of finishing the node tree * One more oops * All mechfab designs * Add departmental protolathes * Down to 200 designs unsorted * FINISH TECHWEBS * Fuck whoops * Remove the debug verbs * Little map tweaks * Fix mousedrop * More map fixes * Upstream bug lmao * guess CI hates this * Fixup maps in TGM formatfe062e7bc4: maps/tether/tether-03-surface3.dmm Automatically commited by: tools\mapmerge2\fixup.py * I gotta stop committing this * Change scree requested * Make science able to print implants too * Fix ghost spawns * Move NSFW gun * Merk partbundles, make janus module work * Pretty animation when you complete the tree :) * Don't display designs you can't print * Move security protolathes to warden's office * Make servers recover from power failure gracefully * Make fabricators drop their mats on the ground when destroyed * Ore Silo * Make CI happy * Fixup maps in TGM formatfe062e7bc4: maps/tether/tether-05-station1.dmm Automatically commited by: tools\mapmerge2\fixup.py * Fix MC crash * Make experiscanner work for borgs * I REALLY gotta stop committing this * Make scientists and the RD spawn with an experiscanner * Lock NIFs behind scanning mice * Make Biome happy * Allow scanning Cocoa and Kendrick in case they can't find mice * Change from Kendrick to Ratthew, ;help maint, or Brick * Change the name of the /rat/pet class so the experiscanner is more helpful * Add departmental_flags to a bunch of things * Remove a few things from security's techfab * Add a second engineering lathe to atmos * Fix runtime recycling rig modules, add name to cost sequence * Add a discount experiment for scanning slime cores * Change some fluff and shuffle chameleon clothes to bluespace yadayada * Make closets alt click immune * Do a bunch of sorting * Silly * Hopefully fix all infinite material bugs in techwebs * bad merge * quick ai fix * fix some robot stuff * axe downlaod fully * list * no ref * easier readable --------- Co-authored-by: C.L. <killer65311@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
118 lines
4.7 KiB
Plaintext
118 lines
4.7 KiB
Plaintext
//
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// Frame construction
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//
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// Frame construction states
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#define FRAME_PLACED 0 // Has been placed (can be anchored or not).
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#define FRAME_UNFASTENED 1 // Circuit added.
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#define FRAME_FASTENED 2 // Circuit fastened.
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#define FRAME_WIRED 3 // Frame wired.
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#define FRAME_PANELED 4 // Glass panel added.
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// The frame classes define a sequence of construction steps.
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#define FRAME_CLASS_ALARM "alarm"
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#define FRAME_CLASS_COMPUTER "computer"
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#define FRAME_CLASS_DISPLAY "display"
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#define FRAME_CLASS_MACHINE "machine"
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// Does the frame get built on the floor or a wall?
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#define FRAME_STYLE_FLOOR "floor"
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#define FRAME_STYLE_WALL "wall"
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//
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// Pipe Construction
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//
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//Construction Orientation Types - Each of these categories has a different selection of how pipes can rotate and flip. Used for RPD.
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#define PIPE_STRAIGHT 0 //2 directions: N/S, E/W
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#define PIPE_BENDABLE 1 //6 directions: N/S, E/W, N/E, N/W, S/E, S/W
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#define PIPE_TRINARY 2 //4 directions: N/E/S, E/S/W, S/W/N, W/N/E
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#define PIPE_TRIN_M 3 //8 directions: N->S+E, S->N+E, N->S+W, S->N+W, E->W+S, W->E+S, E->W+N, W->E+N
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#define PIPE_DIRECTIONAL 4 //4 directions: N, S, E, W
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#define PIPE_ONEDIR 5 //1 direction: N/S/E/W
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#define PIPE_UNARY_FLIPPABLE 6 //8 directions: N, S, E, W, N-flipped, S-flipped, E-flipped, W-flipped
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#define PIPE_TRIN_T 7 //8 directions: N->S+E, S->N+E, N->S+W, S->N+W, E->W+S, W->E+S, E->W+N, W->E+N
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// Pipe connectivity bit flags
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#define CONNECT_TYPE_REGULAR 1 //Center of tile, 'normal'
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#define CONNECT_TYPE_SUPPLY 2 //Atmos air supply pipes
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#define CONNECT_TYPE_SCRUBBER 4 //Atmos air scrubber pipes
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#define CONNECT_TYPE_HE 8 //Heat exchanger pipes
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#define CONNECT_TYPE_FUEL 16 //Fuel pipes for overmap ships
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#define CONNECT_TYPE_AUX 32 //Aux pipes for 'other' things (airlocks, etc)
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// We are based on the three named layers of supply, regular, and scrubber.
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#define PIPING_LAYER_SUPPLY 1
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#define PIPING_LAYER_REGULAR 2
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#define PIPING_LAYER_SCRUBBER 3
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#define PIPING_LAYER_FUEL 4
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#define PIPING_LAYER_AUX 5
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#define PIPING_LAYER_DEFAULT PIPING_LAYER_REGULAR
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// We offset the layer values of the different pipe types to ensure they look nice
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#define PIPES_AUX_LAYER (PIPES_LAYER - 0.04)
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#define PIPES_FUEL_LAYER (PIPES_LAYER - 0.03)
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#define PIPES_SCRUBBER_LAYER (PIPES_LAYER - 0.02)
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#define PIPES_SUPPLY_LAYER (PIPES_LAYER - 0.01)
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#define PIPES_HE_LAYER (PIPES_LAYER + 0.01)
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// Pipe flags
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#define PIPING_ALL_LAYER 1 //intended to connect with all layers, check for all instead of just one.
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#define PIPING_ONE_PER_TURF 2 //can only be built if nothing else with this flag is on the tile already.
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#define PIPING_DEFAULT_LAYER_ONLY 4 //can only exist at PIPING_LAYER_DEFAULT
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#define PIPING_CARDINAL_AUTONORMALIZE 8 //north/south east/west doesn't matter, auto normalize on build.
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// Disposals Construction
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// Future: Eliminate these type codes by adding disposals equivilent of pipe_state.
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#define DISPOSAL_PIPE_STRAIGHT 0
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#define DISPOSAL_PIPE_CORNER 1
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#define DISPOSAL_PIPE_JUNCTION 2
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#define DISPOSAL_PIPE_JUNCTION_FLIPPED 3
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#define DISPOSAL_PIPE_JUNCTION_Y 4
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#define DISPOSAL_PIPE_TRUNK 5
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#define DISPOSAL_PIPE_BIN 6
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#define DISPOSAL_PIPE_OUTLET 7
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#define DISPOSAL_PIPE_CHUTE 8
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#define DISPOSAL_PIPE_SORTER 9
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#define DISPOSAL_PIPE_SORTER_FLIPPED 10
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#define DISPOSAL_PIPE_UPWARD 11
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#define DISPOSAL_PIPE_DOWNWARD 12
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#define DISPOSAL_PIPE_TAGGER 13
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#define DISPOSAL_PIPE_TAGGER_PARTIAL 14
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#define DISPOSAL_SORT_NORMAL 0
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#define DISPOSAL_SORT_WILDCARD 1
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#define DISPOSAL_SORT_UNTAGGED 2
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// Macro for easy use of boilerplate code for searching for a valid node connection.
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#define STANDARD_ATMOS_CHOOSE_NODE(node_num, direction) \
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for(var/obj/machinery/atmospherics/target in get_step(src, direction)) { \
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if(can_be_node(target, node_num)) { \
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node##node_num = target; \
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break; \
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} \
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}
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/**
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* Splits a stack. we don't use /obj/item/stack/proc/split_stack because Byond complains that should only be called asynchronously.
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* This proc is also more faster because it doesn't deal with mobs, copying evidences or refreshing atom storages
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* Has special internal uses for e.g. by the material container & RPED
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*
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* Arguments:
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* - [target][obj/item/stack]: the stack to split
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* - [amount]: amount to split by
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*/
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/proc/fast_split_stack(obj/item/stack/target, amount)
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if(!target.use(amount))
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return null
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. = new target.type(target.drop_location(), amount)
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//Special return values of [/datum/component/material_container/insert_item]
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/// No material was found inside them item
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#define MATERIAL_INSERT_ITEM_NO_MATS -1
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/// The container does not have the space for the item
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#define MATERIAL_INSERT_ITEM_NO_SPACE -2
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/// The item material type was not accepted or other reasons
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#define MATERIAL_INSERT_ITEM_FAILURE 0
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