'lolman? did you test your code?'

no i did not ms. kevinz
This commit is contained in:
lolman360
2020-07-22 10:49:56 +10:00
parent 4ac4d94c31
commit 0f1aa3c0ca
36 changed files with 2171 additions and 7 deletions
+75
View File
@@ -856,6 +856,81 @@ RLD
desc = "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells."
upgrade = RCD_UPGRADE_SIMPLE_CIRCUITS
/obj/item/construction/plumbing
name = "Plumbing Constructor"
desc = "An expertly modified RCD outfitted to construct plumbing machinery. Reload with compressed matter cartridges."
icon_state = "arcd"
item_state = "oldrcd"
has_ammobar = FALSE
matter = 200
max_matter = 200
///type of the plumbing machine
var/blueprint = null
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/choices = list()
///index, used in the attack self to get the type. stored here since it doesnt change
var/list/name_to_type = list()
///
var/list/machinery_data = list("cost" = list(), "delay" = list())
/obj/item/construction/plumbing/attack_self(mob/user)
..()
if(!choices.len)
for(var/A in subtypesof(/obj/machinery/plumbing))
var/obj/machinery/plumbing/M = A
if(initial(M.rcd_constructable))
choices += list(initial(M.name) = image(icon = initial(M.icon), icon_state = initial(M.icon_state)))
name_to_type[initial(M.name)] = M
machinery_data["cost"][A] = initial(M.rcd_cost)
machinery_data["delay"][A] = initial(M.rcd_delay)
var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
blueprint = name_to_type[choice]
playsound(src, 'sound/effects/pop.ogg', 50, FALSE)
to_chat(user, "<span class='notice'>You change [name]s blueprint to '[choice]'.</span>")
///pretty much rcd_create, but named differently to make myself feel less bad for copypasting from a sibling-type
/obj/item/construction/plumbing/proc/create_machine(atom/A, mob/user)
if(!machinery_data || !isopenturf(A))
return FALSE
if(checkResource(machinery_data["cost"][blueprint], user) && blueprint)
if(do_after(user, machinery_data["delay"][blueprint], target = A))
if(checkResource(machinery_data["cost"][blueprint], user) && canPlace(A))
useResource(machinery_data["cost"][blueprint], user)
activate()
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
new blueprint (A, FALSE, FALSE)
return TRUE
/obj/item/construction/plumbing/proc/canPlace(turf/T)
if(!isopenturf(T))
return FALSE
. = TRUE
for(var/obj/O in T.contents)
if(O.density) //let's not built ontop of dense stuff, like big machines and other obstacles, it kills my immershion
return FALSE
/obj/item/construction/plumbing/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!prox_check(proximity))
return
if(istype(A, /obj/machinery/plumbing))
var/obj/machinery/plumbing/P = A
if(P.anchored)
to_chat(user, "<span class='warning'>The [P.name] needs to be unanchored!</span>")
return
if(do_after(user, 20, target = P))
P.deconstruct() //Let's not substract matter
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE) //this is just such a great sound effect
else
create_machine(A, user)
#undef GLOW_MODE
#undef LIGHT_MODE
#undef REMOVE_MODE
+68 -1
View File
@@ -6,6 +6,7 @@ RPD
#define ATMOS_CATEGORY 0
#define DISPOSALS_CATEGORY 1
#define TRANSIT_CATEGORY 2
#define PLUMBING_CATEGORY 3
#define BUILD_MODE (1<<0)
#define WRENCH_MODE (1<<1)
@@ -75,6 +76,13 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
)
))
GLOBAL_LIST_INIT(fluid_duct_recipes, list(
"Fluid Ducts" = list(
new /datum/pipe_info/plumbing("Duct", /obj/machinery/duct, PIPE_ONEDIR),
new /datum/pipe_info/plumbing/multilayer("Duct Layer-Manifold",/obj/machinery/duct/multilayered, PIPE_STRAIGHT)
)
))
/datum/pipe_info
var/name
var/icon_state
@@ -175,6 +183,15 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
if(dt == PIPE_UNARY_FLIPPABLE)
icon_state = "[icon_state]_preview"
/datum/pipe_info/plumbing/New(label, obj/path, dt=PIPE_UNARY)
name = label
id = path
icon_state = initial(path.icon_state)
dirtype = dt
/datum/pipe_info/plumbing/multilayer //exists as identifier so we can see the difference between multi_layer and just ducts properly later on
/obj/item/pipe_dispenser
name = "Rapid Piping Device (RPD)"
desc = "A device used to rapidly pipe things."
@@ -200,15 +217,19 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
var/atmos_build_speed = 5 //deciseconds (500ms)
var/disposal_build_speed = 5
var/transit_build_speed = 5
var/plumbing_build_speed = 5
var/destroy_speed = 5
var/paint_speed = 5
var/category = ATMOS_CATEGORY
var/piping_layer = PIPING_LAYER_DEFAULT
var/ducting_layer = DUCT_LAYER_DEFAULT
var/datum/pipe_info/recipe
var/static/datum/pipe_info/first_atmos
var/static/datum/pipe_info/first_disposal
var/static/datum/pipe_info/first_transit
var/mode = BUILD_MODE | DESTROY_MODE | WRENCH_MODE
var/static/datum/pipe_info/first_plumbing
var/locked = FALSE //wheter we can change categories. Useful for the plumber
/obj/item/pipe_dispenser/New()
. = ..()
@@ -256,11 +277,13 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
var/list/data = list(
"category" = category,
"piping_layer" = piping_layer,
"ducting_layer" = ducting_layer,
"preview_rows" = recipe.get_preview(p_dir),
"categories" = list(),
"selected_color" = paint_color,
"paint_colors" = GLOB.pipe_paint_colors,
"mode" = mode
"locked" = locked
)
var/list/recipes
@@ -271,6 +294,8 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
recipes = GLOB.disposal_pipe_recipes
if(TRANSIT_CATEGORY)
recipes = GLOB.transit_tube_recipes
if(PLUMBING_CATEGORY)
recipes = GLOB.fluid_duct_recipes
for(var/c in recipes)
var/list/cat = recipes[c]
var/list/r = list()
@@ -299,6 +324,8 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
recipe = first_atmos
if(TRANSIT_CATEGORY)
recipe = first_transit
if(PLUMBING_CATEGORY)
recipe = first_plumbing
p_dir = NORTH
playeffect = FALSE
if("piping_layer")
@@ -469,16 +496,56 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
if(mode & WRENCH_MODE)
tube.wrench_act(user, src)
return
if(PLUMBING_CATEGORY) //Plumbing.
if(!can_make_pipe)
return ..()
A = get_turf(A)
if(isclosedturf(A))
to_chat(user, "<span class='warning'>[src]'s error light flickers; there's something in the way!</span>")
return
to_chat(user, "<span class='notice'>You start building a fluid duct...</span>")
playsound(get_turf(src), 'sound/machines/click.ogg', 50, 1)
if(do_after(user, plumbing_build_speed, target = A))
var/obj/machinery/duct/D
if(recipe.type == /datum/pipe_info/plumbing/multilayer)
var/temp_connects = NORTH + SOUTH
if(queued_p_dir == EAST)
temp_connects = EAST + WEST
D = new queued_p_type (A, TRUE, GLOB.pipe_paint_colors[paint_color], ducting_layer, temp_connects)
else
D = new queued_p_type (A, TRUE, GLOB.pipe_paint_colors[paint_color], ducting_layer)
D.add_fingerprint(usr)
if(mode & WRENCH_MODE)
D.wrench_act(user, src)
else
return ..()
/obj/item/pipe_dispenser/proc/activate()
playsound(get_turf(src), 'sound/items/deconstruct.ogg', 50, 1)
/obj/item/pipe_dispenser/plumbing
name = "Plumberinator"
desc = "A crude device to rapidly plumb things."
icon_state = "plumberer"
category = PLUMBING_CATEGORY
locked = TRUE
/obj/item/pipe_dispenser/plumbing/Initialize()
. = ..()
spark_system = new
spark_system.set_up(5, 0, src)
spark_system.attach(src)
if(!first_plumbing)
first_plumbing = GLOB.fluid_duct_recipes[GLOB.fluid_duct_recipes[1]][1]
recipe = first_plumbing
#undef ATMOS_CATEGORY
#undef DISPOSALS_CATEGORY
#undef TRANSIT_CATEGORY
#undef PLUMBING_CATEGORY
#undef BUILD_MODE
#undef DESTROY_MODE
@@ -773,6 +773,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
new /datum/stack_recipe("water bottle", /obj/item/reagent_containers/glass/beaker/waterbottle/empty), \
new /datum/stack_recipe("large water bottle", /obj/item/reagent_containers/glass/beaker/waterbottle/large/empty,3), \
new /datum/stack_recipe("shower curtain", /obj/structure/curtain, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("duct", /obj/item/stack/ducts,1), \
new /datum/stack_recipe("laser pointer case", /obj/item/glasswork/glass_base/laserpointer_shell, 30), \
new /datum/stack_recipe("wet floor sign", /obj/item/caution, 2)))
+3
View File
@@ -324,3 +324,6 @@
. = ..()
if(. && ricochet_damage_mod)
take_damage(P.damage * ricochet_damage_mod, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along ricochet_damage_mod damage to the structure for the ricochet
/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
return
+74
View File
@@ -0,0 +1,74 @@
//If you look at the "geyser_soup" overlay icon_state, you'll see that the first frame has 25 ticks.
//That's because the first 18~ ticks are completely skipped for some ungodly weird fucking byond reason
/obj/structure/geyser
name = "geyser"
icon = 'icons/obj/lavaland/terrain.dmi'
icon_state = "geyser"
anchored = TRUE
var/decay = 0 //reagents/tick removed
var/erupting_state = null //set to null to get it greyscaled from "[icon_state]_soup". Not very usable with the whole random thing, but more types can be added if you change the spawn prob
var/activated = FALSE //whether we are active and generating chems
var/reagent_id = "oil"
var/potency = 2 //how much reagents we add every process (2 seconds)
var/max_volume = 500
var/start_volume = 50
/obj/structure/geyser/proc/start_chemming()
activated = TRUE
create_reagents(max_volume, DRAINABLE)
reagents.add_reagent(reagent_id, start_volume)
START_PROCESSING(SSfluids, src) //It's main function is to be plumbed, so use SSfluids
if(erupting_state)
icon_state = erupting_state
else
var/mutable_appearance/I = mutable_appearance('icons/obj/lavaland/terrain.dmi', "[icon_state]_soup")
I.color = mix_color_from_reagents(reagents.reagent_list)
add_overlay(I)
/obj/structure/geyser/process()
if(activated && reagents.total_volume <= reagents.maximum_volume) //this is also evaluated in add_reagent, but from my understanding proc calls are expensive and should be avoided in continous
reagents.add_reagent(reagent_id, potency) //processes
if(potency > 0)
potency =- decay //decaying!
/obj/structure/geyser/plunger_act(obj/item/plunger/P, mob/living/user, _reinforced)
if(!_reinforced)
to_chat(user, "<span class='warning'>The [P.name] isn't strong enough!</span>")
return
if(activated)
to_chat(user, "<span class'warning'>The [name] is already active!")
return
to_chat(user, "<span class='notice'>You start vigorously plunging [src]!")
if(do_after(user, 50*P.plunge_mod, target = src) && !activated)
start_chemming()
/obj/structure/geyser/random
erupting_state = null
var/list/options = list("oil" = 2, "clf3" = 1) //formerly crudeoil, 2,1
/obj/structure/geyser/random/Initialize()
. = ..()
reagent_id = pickweight(options)
/obj/item/plunger
name = "plunger"
desc = "It's a plunger for plunging."
icon = 'icons/obj/watercloset.dmi'
icon_state = "plunger"
slot_flags = ITEM_SLOT_MASK
var/plunge_mod = 1 //time*plunge_mod = total time we take to plunge an object
var/reinforced = FALSE //whether we do heavy duty stuff like geysers
/obj/item/plunger/attack_obj(obj/O, mob/living/user)
if(!O.plunger_act(src, user, reinforced))
return ..()
/obj/item/plunger/reinforced
name = "reinforced plunger"
desc = " It's an M. 7 Reinforced Plunger for heavy duty plunging."
icon_state = "reinforced_plunger"
reinforced = TRUE
plunge_mod = 0.8