mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 18:32:03 +00:00
* fix map * Fixing bad syntax * Maybe this will work * Travis wanted me to remove this * Unticking attempt * Unticking attempt 2 * Removing all useless broken zshadow stuff * Maybe now? * Oh weird * Adding up/down pipe sprites * Adding darkness overlay, attempt #1 * Second attempt, now works * Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness * Fix, plus keeps this floor in place * Really bad fix that stops space looking weird * Now everything should work normally, except lighting overlays * Updates the map * Consistency * Adds new fall damage sound * Typo * Jetpack fun * Better * Less bad brackets and parantheses pain * OHhh * These fly too, brooms next whenever I figure those out * Finishing pipe icons * Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake * Bringing back zshadow, but with no icon * Oh it's this issue again * Final fix, better attempt at image relay * Now for it looking nice, vis_contents are bad here too * Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it * Map change * Changing it back, test server stays on box anyways * Removing non-working solution * Removes broken lighting overlays * Finally fixes up floor generation above walls * Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz * More, almost done * Finalised * Cube option * Logic fix * Syntax * Attempting to make item fall on arc * Compile * Now this is no longer needed * BRACE FOR ENABLING MULTI-Z ZAS * Attempt at fixing glass floor tiles * Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink * Missing var * Removing unused var and fixes consistency * Fixing logic and syntax etc, still needs testing before uncomment * Uncommenting, some fixes too * Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING * Client proc to test this * Adds to list * Typo not drawing red on main layer * Here too * Adding debug logs for clarity * Better * Even better * Experimental multi-Z EMP support, cylindrical effect for now * Better distance falloff * Sound/visual support on other layers? * Z cap for EMP sound * Booms too * Adds back accidentally deleted file * Muuuch more sane check * Attempt at connecting heard speech between multi Z * Cleaner * Missing bracket * Removing zshadow mobs entirely again, no need for them whatsoever * Multi-z visible messages * Emotes * Fix? * Wew * K * Much nicer function * I forget about this define * Ohhhh * Comma fix * Aaa * This might fix * Removing visible message one for now * Trying this solution * Typo * RIP location, hope this won't break anything * Actually location gets to come back, fix is here * I give up, the tests are clearly what's borken * Let's see what this does with those nullspaces test items (yes really) * Indent fix, plus nice comments * MULTI-Z SOUND??? * Woops * Jetpack and etc trails over open space now! * No macros, this is why we can't have nice things * Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK * Gotta make leapers not fall somehow * Bad oversight * Fully allows going down stairs with weird border objects * Flying now works properly for humans on open space * Now, fall instantly on stop * Oversight * Oh this function * New helper functions * Oversight again * Replacing lines with abs(), multi z singulo pull attempt * Quick supermatter fix * Don't cut overlays * Move down here * Typo * Now actually works, implementation could be better though * Additional helper function for z distances because BYOND hates comparing z * Reimplementing for sound * abs() to keep positive for max comparisons in line distances * Keeping gas overlays outside of multi-z viewing to stop some glitches * That didn't work * Testing removal from float planes for stuff that never needed to be on it * Fixes gas overlays showing up all wrong in multi Z ZAS * Gutting this controller, no longer needed period, system works fine without it * Now glass floors look mostly perfect on open spaces * Var name change for fun stuff later * Knew I'd miss one * Gravity based fall delay? * Settle with using sleep() for now, what could go wrong? * Lagged the game horribly, so everything * Here all along, huh * Just remove it for now, it kinda works but not ideally at all * Thank you TK code for giving me a nice and working way to do this * Comments, oversights * No wait it was right the first time * Now for the damage multiplier * Knockdown too * Nicer format * This should still be min, plus now have a debug log and shifted around logic * Now for mech stuff * Clamping knockdown * Definition fix * Dusting this off, hopeful fix to things not falling * Probably don't need this, I forget * Hahaha nope, this did nothing * Finally, a way to make fall() call in mid air after a delay without horrible lag * Tunes pipe layering if on same zlevel, getting there * Now fully tuned * Adding bones for pipe item support * Test * z_up pipe item icon state * z_up and z_down pipe item icon state * Adding these to pipe dispensers * Typo * RCDs too * Moved here * Moved back * Makes space work nicer * Oh and here * Fall updates * Don't need this * Oversights everywhere * Fixes * More * More, and new stuff * Even more * Dampening these a bit * So many, so moved to new file * Forgot this * Refactor * Forgot to actually use * Indentation issues * Works better like this * Refactors into nicer proc * One oversight * Stair frames, to construct into stairs * Stack recipe for em * Cutting useless stuff * Fixes * Last fixes * Stops uncrossing at non existant aboves * Better logic * Better logic * Fix * Fixes nullspace checking runtime * Removes redundant check on stairs * Replaces CanPass with Cross, functionality is same and definition is duplicate of it * Missed one * Darkening and falling tweaks * Better call for gravity * Oversight * Stops falling in space, zero-g open space movement fixes etc * Consistency * Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to * Var name fix * Much nicer system with no recursive function or last_fall variable use * Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity * Makes z distances pay attention to multi z support * Maybe this is better * Left this in * Adding visible and hidden variants for mapping * Counts glass floors as open space for the purpose of open space checks * Bracket fix * Makes it a macro for easy viewing * Space looks much better like this honestly * Makes schematics actually show up on RPD in multi-z * Making these tied to WORLD_ICON_SIZE * Changes for someone to test * Now the fix actually works * Removes forceMove(), nicer solution * Giving stairs all their dirs * Fixing stair position problem and other things * Stair deconstruction * Removing redundant enter() check to move() * Some updates as requested * .dme and map/file fixes * .dme and map/file fixes * Updating can_falls * Ladder climb fix * Some port notes updates * Docs itself * Removing unused edge_type var * Removing landmark object, converts it code side * Removing unsimmed walls doing it, not necessary * Updated descs * Fixing observer non-standards in file * More file cleanup * Jetpacks allow z-travelling * Now they really do * Robots too * Updating docs * Code cleanup * Catch one * Indent fix * Not sure what that even is * Catching these * Applying some old fixes * Removing unused file * Moving nodes back to original places, or an attempt to * Here too * Removing unused file * Moving these back too * Some fixes for now * Some more * Even more, almost done * Better pipe icons * More icons * Disposal pipe construction * Mixup * List optimisation, new fixes Co-authored-by: Damian <damian@autistici.org> Co-authored-by: kanef <kanef9x@protonmail.com>
275 lines
8.6 KiB
Plaintext
275 lines
8.6 KiB
Plaintext
/obj/item/device/rcd/rpd
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name = "\improper Rapid-Piping-Device (RPD)"
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desc = "A device used to rapidly pipe things."
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icon_state = "rpd"
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var/has_metal_slime = 0
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var/has_yellow_slime = 0
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starting_materials = list(MAT_IRON = 75000, MAT_GLASS = 37500)
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var/build_all = 0
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var/autowrench = 0
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var/obj/item/tool/wrench/internal_wrench = new()
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var/hook_key
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schematics = list(
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/* Utilities */
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/datum/rcd_schematic/decon_pipes,
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/datum/rcd_schematic/paint_pipes,
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/* Regular pipes */
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/datum/rcd_schematic/pipe,
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/datum/rcd_schematic/pipe/bent,
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/datum/rcd_schematic/pipe/manifold,
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/datum/rcd_schematic/pipe/valve,
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/datum/rcd_schematic/pipe/dvalve,
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/datum/rcd_schematic/pipe/cap,
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/datum/rcd_schematic/pipe/manifold_4w,
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/datum/rcd_schematic/pipe/mtvalve,
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/datum/rcd_schematic/pipe/dtvalve,
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/datum/rcd_schematic/pipe/layer_manifold,
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/datum/rcd_schematic/pipe/layer_adapter,
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/* Devices */
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/datum/rcd_schematic/pipe/connector,
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/datum/rcd_schematic/pipe/unary_vent,
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/datum/rcd_schematic/pipe/passive_vent,
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/datum/rcd_schematic/pipe/pump,
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/datum/rcd_schematic/pipe/passive_gate,
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/datum/rcd_schematic/pipe/volume_pump,
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/datum/rcd_schematic/pipe/scrubber,
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/datum/rcd_schematic/pmeter,
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/datum/rcd_schematic/gsensor,
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/datum/rcd_schematic/pipe/filter,
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/datum/rcd_schematic/pipe/mixer,
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/datum/rcd_schematic/pipe/thermal_plate,
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/datum/rcd_schematic/pipe/heat_pump,
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/datum/rcd_schematic/pipe/injector,
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/datum/rcd_schematic/pipe/dp_vent,
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/* H/E Pipes */
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/datum/rcd_schematic/pipe/he,
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/datum/rcd_schematic/pipe/he_bent,
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/datum/rcd_schematic/pipe/juntion,
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/datum/rcd_schematic/pipe/heat_exchanger,
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/datum/rcd_schematic/pipe/he_manifold,
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/datum/rcd_schematic/pipe/he_manifold4w,
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/* Disposal Pipes */
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/datum/rcd_schematic/pipe/disposal,
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/datum/rcd_schematic/pipe/disposal/bent,
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/datum/rcd_schematic/pipe/disposal/junction,
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/datum/rcd_schematic/pipe/disposal/y_junction,
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/datum/rcd_schematic/pipe/disposal/trunk,
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/datum/rcd_schematic/pipe/disposal/bin,
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/datum/rcd_schematic/pipe/disposal/outlet,
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/datum/rcd_schematic/pipe/disposal/chute,
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/datum/rcd_schematic/pipe/disposal/sort,
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/datum/rcd_schematic/pipe/disposal/sort_wrap
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)
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/obj/item/device/rcd/rpd/New()
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if(map.multiz)
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schematics.Add(/datum/rcd_schematic/pipe/z_up)
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schematics.Add(/datum/rcd_schematic/pipe/z_down)
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schematics.Add(/datum/rcd_schematic/pipe/disposal/up)
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schematics.Add(/datum/rcd_schematic/pipe/disposal/down)
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..()
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/obj/item/device/rcd/rpd/examine(var/mob/user)
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..()
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to_chat(user, "<span class='notice'>To quickly scroll between directions of the selected schematic, use alt+mousewheel.")
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to_chat(user, "<span class='notice'>To quickly scroll between layers, use shift+mousewheel.</span>")
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to_chat(user, "<span class='notice'>Note that hotkeys like ctrl click do not work while the RPD is held in your active hand!</span>")
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/obj/item/device/rcd/rpd/pickup(var/mob/living/L)
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..()
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L.lazy_register_event(/lazy_event/on_clickon, src, .proc/mob_onclickon)
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/obj/item/device/rcd/rpd/dropped(var/mob/living/L)
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..()
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L.lazy_unregister_event(/lazy_event/on_clickon, src, .proc/mob_onclickon)
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hook_key = null
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// If the RPD is held, some modifiers are removed.
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// This is to prevent the mouse wheel bindings (which require alt and such)
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// from being a pain to use, because alt click intercepts regular clicks.
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/obj/item/device/rcd/rpd/proc/mob_onclickon(mob/user, list/modifiers, atom/target)
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if (user.get_active_hand() != src)
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return
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if(istype(target, /mob/living/carbon))
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return //If we're alt clicking a carbon, let's assume we want to interact with them.
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modifiers -= list("alt", "shift", "ctrl")
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/obj/item/device/rcd/rpd/mech/Topic(var/href, var/list/href_list)
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..()
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if(href_list["close"])
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return
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if(usr.incapacitated() || usr.isStunned() || usr.loc != src.loc.loc)
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return TRUE
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if (href_list["schematic"])
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var/datum/rcd_schematic/C = find_schematic(href_list["schematic"])
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if (!istype(C))
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return 1
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switch (href_list["act"])
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if ("select")
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try_switch(usr, C)
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if ("fav")
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favorites |= C
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rebuild_ui()
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if ("defav")
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favorites -= C
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rebuild_ui()
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if ("favorder")
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var/index = favorites.Find(C)
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if (href_list["order"] == "up")
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if (index == favorites.len)
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return 1
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favorites.Swap(index, index + 1)
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else
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if (index == 1)
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return 1
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favorites.Swap(index, index - 1)
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rebuild_favs()
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return 1
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// The href didn't get handled by us so we pass it down to the selected schematic.
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if (selected)
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return selected.Topic(href, href_list)
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/obj/item/device/rcd/rpd/slime_act(primarytype, mob/user)
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if(primarytype == /mob/living/carbon/slime/metal)
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if(has_metal_slime)
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to_chat(user, "It already has a slime extract attached.")
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return FALSE
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else
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has_metal_slime=1
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verbs += /obj/item/device/rcd/rpd/proc/multilayer
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to_chat(user, "You jam the slime extract into the RPD's fabricator.")
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return TRUE
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if(primarytype == /mob/living/carbon/slime/yellow)
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if(has_yellow_slime)
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to_chat(user, "It already has a slime extract attached.")
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return FALSE
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else
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has_yellow_slime=1
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verbs += /obj/item/device/rcd/rpd/proc/autowrench
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to_chat(user, "You jam the slime extract into the RPD's output nozzle.")
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return TRUE
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/obj/item/device/rcd/rpd/afterattack(var/atom/A, var/mob/user)
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if(!selected)
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return 1
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if(~selected.flags & (RCD_SELF_SANE | RCD_RANGE) && !(user.Adjacent(A) && A.Adjacent(user))) // If RCD_SELF_SANE and RCD_RANGE are disabled we use adjacency.
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return 1
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if(selected.flags & RCD_RANGE && ~selected.flags & RCD_SELF_SANE && get_dist(A, user) > 1) // RCD_RANGE is used AND we're NOT SELF_SANE, use range(1)
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return 1
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if(selected.flags & RCD_GET_TURF) // Get the turf because RCD_GET_TURF is on.
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A = get_turf(A)
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if (!A)
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return // Thing clicked was in nullspace, so we won't pass a null turf.
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if(~selected.flags & RCD_SELF_SANE && get_energy(user) < selected.energy_cost) // Handle energy amounts, but only if not SELF_SANE.
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return 1
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if(build_all && istype(selected, /datum/rcd_schematic/pipe))
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var/datum/rcd_schematic/pipe/our_schematic = selected //typecast
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if(our_schematic.layer) // this is needed because disposal pipe schematic datums are retarded
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for(var/layer in 1 to 5)
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busy = TRUE // Busy to prevent switching schematic while it's in use.
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our_schematic.set_layer(layer)
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if(layer != 5 )
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spawn(-1)
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our_schematic.attack(A, user)
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else
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var/t = our_schematic.attack(A, user)
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if(!t) // No errors
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if(~our_schematic.flags & RCD_SELF_COST) // Handle energy costs unless the schematic does it itself.
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use_energy(our_schematic.energy_cost, user)
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else
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if(istext(t))
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to_chat(user, "<span class='warning'>\the [src]'s error light flickers: [t]</span>")
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else
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to_chat(user, "<span class='warning'>\the [src]'s error light flickers.</span>")
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busy = FALSE
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return 1
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busy = TRUE // Busy to prevent switching schematic while it's in use.
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var/t = selected.attack(A, user)
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if(!t) // No errors
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if(~selected.flags & RCD_SELF_COST) // Handle energy costs unless the schematic does it itself.
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use_energy(selected.energy_cost, user)
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else
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if(istext(t))
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to_chat(user, "<span class='warning'>\the [src]'s error light flickers: [t]</span>")
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else
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to_chat(user, "<span class='warning'>\the [src]'s error light flickers.</span>")
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busy = FALSE
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return 1
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/obj/item/device/rcd/rpd/proc/multilayer()
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set category = "Object"
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set name = "Multilayer Mode"
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if(usr.incapacitated())
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return
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src.build_all = !src.build_all
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to_chat(usr, "You toggle the multilayer building mode on the RPD")
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/obj/item/device/rcd/rpd/proc/autowrench()
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set category = "Object"
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set name = "Autowrench Mode"
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if(usr.incapacitated())
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return
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src.autowrench = !src.autowrench
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to_chat(usr, "You toggle the automatic wrenching feature on the RPD")
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/obj/item/device/rcd/rpd/admin
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name = "experimental Rapid-Piping-Device (RPD)"
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/obj/item/device/rcd/rpd/suicide_act(var/mob/living/user)
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to_chat(viewers(user), "<span class='danger'>[user] is building pipes inside \himself! It looks like \he's trying to commit suicide!</span>")
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playsound(src, 'sound/items/Deconstruct.ogg', 75, 1)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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var/datum/organ/external/head/head_organ = H.get_organ(LIMB_HEAD)
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if(head_organ)
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head_organ.explode()
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else
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user.gib()
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else
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user.gib()
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new /obj/item/pipe(get_turf(src))
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return (SUICIDE_ACT_BRUTELOSS)
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/obj/item/device/rcd/rpd/admin/afterattack(var/atom/A, var/mob/user)
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if(!user.check_rights(R_ADMIN))
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visible_message("\The [src] disappears into nothing.")
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qdel(src)
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return
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return ..()
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/obj/item/device/rcd/rpd/admin/delay(var/mob/user, var/atom/target, var/amount)
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return TRUE
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