Merge remote-tracking branch 'origin/master' into TGUI-CHAT-TGUI-CHAT-TGUI-CHAT
This commit is contained in:
@@ -135,6 +135,14 @@ RLD
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flick("[icon_state]_empty", src) //somewhat hacky thing to make RCDs with ammo counters actually have a blinking yellow light
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return .
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/obj/item/construction/proc/check_menu(mob/living/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/construction/proc/range_check(atom/A, mob/user)
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if(!(A in range(custom_range, get_turf(user))))
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to_chat(user, "<span class='warning'>The \'Out of Range\' light on [src] blinks red.</span>")
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@@ -275,13 +283,6 @@ RLD
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//Not scaling these down to button size because they look horrible then, instead just bumping up radius.
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return MA
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/obj/item/construction/rcd/proc/check_menu(mob/living/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
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if(!user)
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return
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@@ -855,6 +856,82 @@ RLD
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desc = "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells."
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upgrade = RCD_UPGRADE_SIMPLE_CIRCUITS
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/obj/item/construction/plumbing
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name = "Plumbing Constructor"
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desc = "An expertly modified RCD outfitted to construct plumbing machinery. Reload with compressed matter cartridges."
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icon = 'icons/obj/tools.dmi'
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icon_state = "arcd"
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item_state = "oldrcd"
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has_ammobar = FALSE
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matter = 200
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max_matter = 200
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///type of the plumbing machine
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var/blueprint = null
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///index, used in the attack self to get the type. stored here since it doesnt change
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var/list/choices = list()
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///index, used in the attack self to get the type. stored here since it doesnt change
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var/list/name_to_type = list()
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///
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var/list/machinery_data = list("cost" = list(), "delay" = list())
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/obj/item/construction/plumbing/attack_self(mob/user)
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..()
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if(!choices.len)
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for(var/A in subtypesof(/obj/machinery/plumbing))
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var/obj/machinery/plumbing/M = A
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if(initial(M.rcd_constructable))
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choices += list(initial(M.name) = image(icon = initial(M.icon), icon_state = initial(M.icon_state)))
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name_to_type[initial(M.name)] = M
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machinery_data["cost"][A] = initial(M.rcd_cost)
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machinery_data["delay"][A] = initial(M.rcd_delay)
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var/choice = show_radial_menu(user, src, choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
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if(!check_menu(user))
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return
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blueprint = name_to_type[choice]
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playsound(src, 'sound/effects/pop.ogg', 50, FALSE)
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to_chat(user, "<span class='notice'>You change [name]s blueprint to '[choice]'.</span>")
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///pretty much rcd_create, but named differently to make myself feel less bad for copypasting from a sibling-type
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/obj/item/construction/plumbing/proc/create_machine(atom/A, mob/user)
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if(!machinery_data || !isopenturf(A))
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return FALSE
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if(checkResource(machinery_data["cost"][blueprint], user) && blueprint)
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if(do_after(user, machinery_data["delay"][blueprint], target = A))
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if(checkResource(machinery_data["cost"][blueprint], user) && canPlace(A))
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useResource(machinery_data["cost"][blueprint], user)
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activate()
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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new blueprint (A, FALSE, FALSE)
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return TRUE
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/obj/item/construction/plumbing/proc/canPlace(turf/T)
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if(!isopenturf(T))
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return FALSE
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. = TRUE
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for(var/obj/O in T.contents)
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if(O.density) //let's not built ontop of dense stuff, like big machines and other obstacles, it kills my immershion
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return FALSE
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/obj/item/construction/plumbing/afterattack(atom/A, mob/user)
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. = ..()
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if(!range_check(A, user))
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return
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if(istype(A, /obj/machinery/plumbing))
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var/obj/machinery/plumbing/P = A
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if(P.anchored)
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to_chat(user, "<span class='warning'>The [P.name] needs to be unanchored!</span>")
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return
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if(do_after(user, 20, target = P))
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P.deconstruct() //Let's not substract matter
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playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE) //this is just such a great sound effect
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else
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create_machine(A, user)
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#undef GLOW_MODE
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#undef LIGHT_MODE
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#undef REMOVE_MODE
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