Merge remote-tracking branch 'origin/master' into TGUI-CHAT-TGUI-CHAT-TGUI-CHAT

This commit is contained in:
Letter N
2020-08-22 13:40:36 +08:00
147 changed files with 3447 additions and 803 deletions
+84 -7
View File
@@ -135,6 +135,14 @@ RLD
flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light
return .
/obj/item/construction/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/construction/proc/range_check(atom/A, mob/user)
if(!(A in range(custom_range, get_turf(user))))
to_chat(user, "<span class='warning'>The \'Out of Range\' light on [src] blinks red.</span>")
@@ -275,13 +283,6 @@ RLD
//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
return MA
/obj/item/construction/rcd/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
if(!user)
return
@@ -855,6 +856,82 @@ 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 = 'icons/obj/tools.dmi'
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)
. = ..()
if(!range_check(A, user))
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