Adds the Bluespace Drop Pod upgrade to the cargo express console

This commit is contained in:
MrDoomBringer
2018-01-23 02:35:59 -05:00
committed by CitadelStationBot
parent 5e1ff26276
commit 8e090b430b
8 changed files with 143 additions and 88 deletions
@@ -1,84 +0,0 @@
//The "BDPtarget" temp visual is created by the expressconsole, which in turn makes two things: a falling droppod animation, and the droppod itself.
//------------------------------------BLUESPACE DROP POD-------------------------------------//
/obj/structure/closet/bsdroppod
name = "Supply Drop Pod"
desc = "A Nanotrasen supply drop pod."
icon = 'icons/obj/2x2.dmi'
icon_state = "BDP"
pixel_x = -16//2x2 sprite
pixel_y = -5
layer = TABLE_LAYER//so that the crate inside doesn't appear underneath
allow_objects = TRUE
allow_dense = TRUE
delivery_icon = null
can_weld_shut = FALSE
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 90, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
anchored = TRUE
anchorable = FALSE
var/datum/supply_order/SupplyOrder
/obj/structure/closet/bsdroppod/Initialize(mapload, datum/supply_order/so)
. = ..()
SupplyOrder = so//uses Supply Order passed from expressconsole into BDPtarget
addtimer(CALLBACK(src, .proc/open), 30)//open 3seconds after appearing
/obj/structure/closet/bsdroppod/update_icon()
cut_overlays()
if (opened)
add_overlay("BDP_open")
else
add_overlay("BDP_door")
/obj/structure/closet/bsdroppod/toggle(mob/living/user)
return
/obj/structure/closet/bsdroppod/open()
var/turf/T = get_turf(src)
opened = TRUE
SupplyOrder.generate(T)//not called during populateContents as supplyorder generation requires a turf
update_icon()
playsound(src, open_sound, 15, 1, -3)
/obj/structure/closet/bsdroppod/Destroy()//make some sparks b4 deletion
QDEL_NULL(SupplyOrder)
return ..()
//------------------------------------FALLING BLUESPACE DROP POD-------------------------------------//
/obj/effect/temp_visual/BDPfall
icon = 'icons/obj/2x2.dmi'
icon_state = "BDP_falling"
pixel_x = -16
pixel_y = -5
pixel_z = 200
name = "Bluespace Drop Pod"
desc = "Get out of the way!"
layer = FLY_LAYER//that wasnt flying, that was falling with style!
randomdir = FALSE
//------------------------------------TEMPORARY_VISUAL-------------------------------------//
/obj/effect/BDPtarget
icon = 'icons/mob/actions/actions_items.dmi'
icon_state = "sniper_zoom"
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
light_range = 2
var/obj/effect/temp_visual/fallingPod
/obj/effect/BDPtarget/Initialize(mapload, datum/supply_order/SO)
. = ..()
addtimer(CALLBACK(src, .proc/beginLaunch, SO), 30)//wait 3 seconds
/obj/effect/BDPtarget/proc/beginLaunch(datum/supply_order/SO)
fallingPod = new /obj/effect/temp_visual/BDPfall(drop_location())
animate(fallingPod, pixel_z = 0, time = 3, easing = LINEAR_EASING)//make and animate a falling pod
addtimer(CALLBACK(src, .proc/endLaunch, SO), 3, TIMER_CLIENT_TIME)//fall 0.3seconds
/obj/effect/BDPtarget/proc/endLaunch(datum/supply_order/SO)
new /obj/structure/closet/bsdroppod(drop_location(), SO)//pod is created
explosion(src,0,0,2, flame_range = 2) //explosion and camshake (shoutout to @cyberboss)
qdel(src)
/obj/effect/BDPtarget/Destroy()
QDEL_NULL(fallingPod)//delete falling pod after animation's over
return ..()
@@ -0,0 +1,118 @@
//The "BDPtarget" temp visual is created by the expressconsole, which in turn makes two things: a falling droppod animation, and the droppod itself.
//------------------------------------SUPPLY POD-------------------------------------//
/obj/structure/closet/supplypod
name = "Supply Drop Pod"
desc = "A Nanotrasen supply drop pod."
icon = 'icons/obj/2x2.dmi'
icon_state = "supplypod"
pixel_x = -16//2x2 sprite
pixel_y = -5
layer = TABLE_LAYER//so that the crate inside doesn't appear underneath
allow_objects = TRUE
allow_dense = TRUE
delivery_icon = null
can_weld_shut = FALSE
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 90, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
anchored = TRUE
anchorable = FALSE
var/datum/supply_order/SupplyOrder
/obj/structure/closet/supplypod/bluespacepod
name = "Bluespace Drop Pod"
desc = "A Nanotrasen Bluespace drop pod. Teleports back to Centcom after delivery."
icon_state = "bluespacepod"
/obj/structure/closet/supplypod/Initialize(mapload, datum/supply_order/so)
. = ..()
SupplyOrder = so//uses Supply Order passed from expressconsole into BDPtarget
addtimer(CALLBACK(src, .proc/open), 30)//open 3seconds after appearing
/obj/structure/closet/supplypod/update_icon()
cut_overlays()
if (opened)
add_overlay("[icon_state]_open")
else
add_overlay("[icon_state]_door")
/obj/structure/closet/supplypod/bluespacepod/tool_interact(obj/item/W, mob/user)
return TRUE
/obj/structure/closet/supplypod/toggle(mob/living/user)
return
/obj/structure/closet/supplypod/open()
var/turf/T = get_turf(src)
opened = TRUE
SupplyOrder.generate(T)//not called during populateContents as supplyorder generation requires a turf
update_icon()
playsound(src, open_sound, 15, 1, -3)
if(istype(src,/obj/structure/closet/supplypod/bluespacepod))
addtimer(CALLBACK(src, .proc/sparks), 30)//if bluespace, then 3 seconds after opening, make some sparks and delete
/obj/structure/closet/supplypod/proc/sparks()//sparks cant be called from addtimer
do_sparks(5, TRUE, src)
qdel(src)//no need for QDEL_IN if we already have a timer
/obj/structure/closet/supplypod/Destroy()//make some sparks b4 deletion
QDEL_NULL(SupplyOrder)
return ..()
//------------------------------------FALLING SUPPLY POD-------------------------------------//
/obj/effect/temp_visual/DPfall
icon = 'icons/obj/2x2.dmi'
pixel_x = -16
pixel_y = -5
pixel_z = 200
desc = "Get out of the way!"
layer = FLY_LAYER//that wasnt flying, that was falling with style!
randomdir = FALSE
/obj/effect/temp_visual/DPfall/Initialize(var/dropLocation, var/podID)
if (podID == 1)
icon_state = "bluespacepod_falling"
name = "Bluespace Drop Pod"
else
icon_state = "supplypod_falling"
name = "Supply Drop Pod"
. = ..()
//------------------------------------TEMPORARY_VISUAL-------------------------------------//
/obj/effect/DPtarget
icon = 'icons/mob/actions/actions_items.dmi'
icon_state = "sniper_zoom"
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
light_range = 2
var/obj/effect/temp_visual/fallingPod
/obj/effect/DPtarget/Initialize(mapload, datum/supply_order/SO, var/podID)
. = ..()
addtimer(CALLBACK(src, .proc/beginLaunch, SO, podID), 30)//wait 3 seconds
/obj/effect/DPtarget/proc/beginLaunch(datum/supply_order/SO, var/podID)
fallingPod = new /obj/effect/temp_visual/DPfall(drop_location(), podID)
animate(fallingPod, pixel_z = 0, time = 3, easing = LINEAR_EASING)//make and animate a falling pod
addtimer(CALLBACK(src, .proc/endLaunch, SO, podID), 3, TIMER_CLIENT_TIME)//fall 0.3seconds
/obj/effect/DPtarget/proc/endLaunch(datum/supply_order/SO, var/podID)
if (podID == 1)//podID 1 = bluespace supplypod, podID 0 = standard supplypod
new /obj/structure/closet/supplypod/bluespacepod(drop_location(), SO)//pod is created
explosion(src,0,0,2, flame_range = 1) //explosion and camshake (shoutout to @cyberboss)
else
new /obj/structure/closet/supplypod(drop_location(), SO)//pod is created
explosion(src,0,0,2, flame_range = 3) //less advanced equipment than bluespace pod, so larger explosion when landing
qdel(src)
/obj/effect/DPtarget/Destroy()
QDEL_NULL(fallingPod)//delete falling pod after animation's over
return ..()
//------------------------------------UPGRADES-------------------------------------//
/obj/item/disk/cargo/bluespace_pod
name = "Bluespace Drop Pod Upgrade"
desc = "This disk provides a firmware update to the Express Supply Console, granting the use of Nanotrasen's Bluespace Drop Pods to the supply department."
icon = 'icons/obj/module.dmi'
icon_state = "cargodisk"
item_state = "card-id"
w_class = WEIGHT_CLASS_SMALL
+13 -2
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@@ -12,7 +12,12 @@
var/message
var/locked = TRUE
var/list/meme_pack_data
<<<<<<< HEAD
=======
var/podID = 0//0 is your standard supply droppod (requires dissassembly after landing), 1 is the bluespace drop pod (teleports out after landing)
>>>>>>> 9ec4f2f... Adds the Bluespace Drop Pod upgrade to the cargo express console (#34560)
/obj/machinery/computer/cargo/express/Initialize()
. = ..()
packin_up()
@@ -24,6 +29,12 @@
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the interface.</span>")
else if(istype(W, /obj/item/disk/cargo/bluespace_pod))
podID = 1//doesnt effect circuit board, so that reversal is possible
to_chat(user, "<span class='notice'>You insert the disk into [src], allowing for advanced supply delivery vehicles.</span>")
qdel(W)
return TRUE
/obj/machinery/computer/cargo/express/emag_act(mob/living/user)
if(emagged)
return
@@ -114,7 +125,7 @@
if(empty_turfs && empty_turfs.len)
var/LZ = empty_turfs[rand(empty_turfs.len-1)]
SSshuttle.points -= SO.pack.cost * 2
new /obj/effect/BDPtarget(LZ, SO)
new /obj/effect/DPtarget(LZ, SO, podID)
. = TRUE
update_icon()
else
@@ -131,7 +142,7 @@
for(var/i in 1 to MAX_EMAG_ROCKETS)
var/LZ = empty_turfs[rand(empty_turfs.len-1)]
LAZYREMOVE(empty_turfs, LZ)
new /obj/effect/BDPtarget(LZ, SO)
new /obj/effect/DPtarget(LZ, SO, podID)
. = TRUE
update_icon()
CHECK_TICK
@@ -13,6 +13,16 @@
category = list("Mining Designs")
departmental_flags = DEPARTMENTAL_FLAG_CARGO
/datum/design/bluespace_pod
name = "Supply Drop Pod Upgrade Disk"
desc = "Allows the Cargo Express Console to call down the Bluespace Drop Pod, greatly increasing user saftey."//who?
id = "bluespace_pod"//the coder reading this
build_type = PROTOLATHE
materials = list(MAT_GLASS = 1000)
build_path = /obj/item/disk/cargo/bluespace_pod
category = list("Mining Designs")
departmental_flags = DEPARTMENTAL_FLAG_CARGO
/datum/design/drill
name = "Mining Drill"
desc = "Yours is the drill that will pierce through the rock walls."
+1 -1
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@@ -432,7 +432,7 @@
display_name = "Advanced Mining Technology"
description = "Efficiency Level 127" //dumb mc references
prereq_ids = list("basic_mining", "adv_engi", "adv_power", "adv_plasma")
design_ids = list("drill_diamond", "jackhammer", "hypermod", "plasmacutter", "plasmacutter_adv")
design_ids = list("drill_diamond", "jackhammer", "hypermod", "plasmacutter", "plasmacutter_adv", "bluespace_pod")
research_cost = 2500
export_price = 5000
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@@ -1112,7 +1112,6 @@
#include "code\game\objects\structures\crates_lockers\closets\utility_closets.dm"
#include "code\game\objects\structures\crates_lockers\closets\wardrobe.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\bar.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\bsdroppod.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\cargo.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\engineering.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\freezer.dm"
@@ -1123,6 +1122,7 @@
#include "code\game\objects\structures\crates_lockers\closets\secure\scientist.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\secure_closets.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\security.dm"
#include "code\game\objects\structures\crates_lockers\closets\secure\supplypod.dm"
#include "code\game\objects\structures\crates_lockers\crates\bins.dm"
#include "code\game\objects\structures\crates_lockers\crates\critter.dm"
#include "code\game\objects\structures\crates_lockers\crates\large.dm"