348 lines
19 KiB
Plaintext
348 lines
19 KiB
Plaintext
//For the clockwork fabricator, this proc exists to make it easy to customize what the fabricator does when hitting something.
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//if a valid target, returns an associated list in this format;
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//list("operation_time" = 15, "new_obj_type" = /obj/structure/window/reinforced/clockwork, "power_cost" = 5, "spawn_dir" = dir, "dir_in_new" = TRUE)
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//otherwise, return literally any non-list thing but preferably FALSE
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//returning TRUE won't produce the "cannot be fabricated" message and will still prevent fabrication
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/atom/proc/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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/atom/proc/consume_visual(obj/item/clockwork/replica_fabricator/fabricator, power_amount)
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if(get_clockwork_power(power_amount))
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var/obj/effect/temp_visual/ratvar/beam/itemconsume/B = new /obj/effect/temp_visual/ratvar/beam/itemconsume(get_turf(src))
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B.pixel_x = pixel_x
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B.pixel_y = pixel_y
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//Turf conversion
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/turf/closed/wall/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent) //four sheets of metal
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return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 4), "spawn_dir" = SOUTH)
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/turf/closed/wall/mineral/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent) //two sheets of metal
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return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2), "spawn_dir" = SOUTH)
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/turf/closed/wall/mineral/iron/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent) //two sheets of metal, five rods
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return list("operation_time" = 50, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL - (POWER_METAL * 2) - (POWER_ROD * 5), "spawn_dir" = SOUTH)
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/turf/closed/wall/mineral/cult/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent) //no metal
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return list("operation_time" = 80, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = SOUTH)
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/turf/closed/wall/r_wall/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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/turf/closed/wall/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return list("operation_time" = 50, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = -POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
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/turf/open/floor/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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if(floor_tile == /obj/item/stack/tile/plasteel)
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new floor_tile(src)
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make_plating()
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playsound(src, 'sound/items/crowbar.ogg', 10, 1) //clink
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return list("operation_time" = 30, "new_obj_type" = /turf/open/floor/clockwork, "power_cost" = POWER_FLOOR, "spawn_dir" = SOUTH)
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/turf/open/floor/plating/asteroid/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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/turf/open/floor/plating/ashplanet/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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/turf/open/lava/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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/turf/open/floor/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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if(locate(/obj/structure/table) in src)
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return FALSE
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if(locate(/obj/structure/falsewall) in contents)
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to_chat(user, "<span class='warning'>There is a false wall in the way, preventing you from fabricating a clockwork wall on [src].</span>")
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return
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if(is_blocked_turf(src, TRUE))
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to_chat(user, "<span class='warning'>Something is in the way, preventing you from fabricating a clockwork wall on [src].</span>")
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return TRUE
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var/operation_time = 100
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if(!GLOB.ratvar_awakens && fabricator.speed_multiplier > 0) //if ratvar isn't awake, this always takes 10 seconds
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operation_time /= fabricator.speed_multiplier
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return list("operation_time" = operation_time, "new_obj_type" = /turf/closed/wall/clockwork, "power_cost" = POWER_WALL_MINUS_FLOOR, "spawn_dir" = SOUTH)
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//False wall conversion
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/obj/structure/falsewall/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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var/cost = POWER_WALL_MINUS_FLOOR
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if(ispath(mineral, /obj/item/stack/sheet/metal))
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cost -= (POWER_METAL * (2 + mineral_amount)) //four sheets of metal, plus an assumption that the girder is also two
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else
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cost -= (POWER_METAL * 2) //anything that doesn't use metal just has the girder
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return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = cost, "spawn_dir" = SOUTH)
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/obj/structure/falsewall/iron/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent) //two sheets of metal, two rods; special assumption
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return list("operation_time" = 50, "new_obj_type" = /obj/structure/falsewall/brass, "power_cost" = POWER_WALL_MINUS_FLOOR - (POWER_METAL * 2) - (POWER_ROD * 2), "spawn_dir" = SOUTH)
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/obj/structure/falsewall/reinforced/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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/obj/structure/falsewall/brass/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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//Metal conversion
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/obj/item/stack/tile/plasteel/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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if(source)
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return FALSE
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var/amount_temp = get_amount()
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var/no_delete = FALSE
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if(amount_temp < 2)
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to_chat(user, "<span class='warning'>You need at least <b>2</b> floor tiles to convert into power.</span>")
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return TRUE
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if(ISODD(amount_temp))
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amount_temp--
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no_delete = TRUE
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use(amount_temp)
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amount_temp *= 12.5 //each tile is 12.5 power so this is 2 tiles to 25 power
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consume_visual(fabricator, amount_temp)
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return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = -amount_temp, "spawn_dir" = SOUTH, "no_target_deletion" = no_delete)
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/obj/item/stack/rods/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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if(source)
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return FALSE
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var/power_amount = -(amount*POWER_ROD)
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consume_visual(fabricator, power_amount)
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return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = power_amount, "spawn_dir" = SOUTH)
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/obj/item/stack/sheet/metal/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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if(source)
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return FALSE
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var/power_amount = -(amount*POWER_METAL)
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consume_visual(fabricator, power_amount)
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return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = power_amount, "spawn_dir" = SOUTH)
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/obj/item/stack/sheet/plasteel/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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if(source)
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return FALSE
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var/power_amount = -(amount*POWER_PLASTEEL)
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consume_visual(fabricator, power_amount)
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return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = power_amount, "spawn_dir" = SOUTH)
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//Brass directly to power
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/obj/item/stack/tile/brass/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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if(source)
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return FALSE
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var/power_amount = -(amount*POWER_FLOOR)
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consume_visual(fabricator, power_amount)
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return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = power_amount, "spawn_dir" = SOUTH)
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//Airlock conversion
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/obj/machinery/door/airlock/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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var/doortype = /obj/machinery/door/airlock/clockwork
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if(glass)
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doortype = /obj/machinery/door/airlock/clockwork/brass
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return list("operation_time" = 60, "new_obj_type" = doortype, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = dir, "transfer_name" = TRUE)
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/obj/machinery/door/airlock/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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//Table conversion
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/obj/structure/table/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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var/fabrication_cost = POWER_STANDARD
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if(framestack == /obj/item/stack/rods)
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fabrication_cost -= POWER_ROD*framestackamount
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else if(framestack == /obj/item/stack/tile/brass)
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fabrication_cost -= POWER_FLOOR*framestackamount
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if(buildstack == /obj/item/stack/sheet/metal)
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fabrication_cost -= POWER_METAL*buildstackamount
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else if(buildstack == /obj/item/stack/sheet/plasteel)
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fabrication_cost -= POWER_PLASTEEL*buildstackamount
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return list("operation_time" = 20, "new_obj_type" = /obj/structure/table/reinforced/brass, "power_cost" = fabrication_cost, "spawn_dir" = SOUTH)
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/obj/structure/table/reinforced/brass/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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/obj/structure/table_frame/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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var/fabrication_cost = POWER_FLOOR
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if(framestack == /obj/item/stack/rods)
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fabrication_cost -= POWER_ROD*framestackamount
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else if(framestack == /obj/item/stack/tile/brass)
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fabrication_cost -= POWER_FLOOR*framestackamount
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return list("operation_time" = 10, "new_obj_type" = /obj/structure/table_frame/brass, "power_cost" = fabrication_cost, "spawn_dir" = SOUTH)
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/obj/structure/table_frame/brass/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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//Window conversion
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/obj/structure/window/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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var/windowtype = /obj/structure/window/reinforced/clockwork
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var/new_dir = TRUE
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var/fabrication_time = 15
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var/fabrication_cost = POWER_FLOOR
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if(fulltile)
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windowtype = /obj/structure/window/reinforced/clockwork/fulltile
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new_dir = FALSE
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fabrication_time = 30
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fabrication_cost = POWER_STANDARD
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if(reinf)
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fabrication_cost -= POWER_ROD
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if(reinf)
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fabrication_cost -= POWER_ROD
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for(var/obj/structure/grille/G in get_turf(src))
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INVOKE_ASYNC(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricate, G, user)
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return list("operation_time" = fabrication_time, "new_obj_type" = windowtype, "power_cost" = fabrication_cost, "spawn_dir" = dir, "dir_in_new" = new_dir)
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/obj/structure/window/reinforced/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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//Windoor conversion
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/obj/machinery/door/window/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return list("operation_time" = 30, "new_obj_type" = /obj/machinery/door/window/clockwork, "power_cost" = POWER_STANDARD, "spawn_dir" = dir, "dir_in_new" = TRUE, "transfer_name" = TRUE)
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/obj/machinery/door/window/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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//Grille conversion
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/obj/structure/grille/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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var/grilletype = /obj/structure/grille/ratvar
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var/fabrication_time = 15
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if(broken)
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grilletype = /obj/structure/grille/ratvar/broken
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fabrication_time = 5
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return list("operation_time" = fabrication_time, "new_obj_type" = grilletype, "power_cost" = 0, "spawn_dir" = dir)
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/obj/structure/grille/ratvar/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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//Lattice conversion
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/obj/structure/lattice/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
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/obj/structure/lattice/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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ratvar_act() //just in case we're the wrong type for some reason??
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return FALSE
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/obj/structure/lattice/catwalk/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return list("operation_time" = 0, "new_obj_type" = /obj/structure/lattice/catwalk/clockwork, "power_cost" = 0, "spawn_dir" = SOUTH, "no_target_deletion" = TRUE)
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/obj/structure/lattice/catwalk/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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return FALSE
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//Girder conversion
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/obj/structure/girder/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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var/fabrication_cost = POWER_GEAR - (POWER_METAL * 2)
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if(state == GIRDER_REINF_STRUTS || state == GIRDER_REINF)
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fabrication_cost -= POWER_PLASTEEL
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return list("operation_time" = 20, "new_obj_type" = /obj/structure/destructible/clockwork/wall_gear, "power_cost" = fabrication_cost, "spawn_dir" = SOUTH)
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//Hitting a clockwork structure will try to repair it.
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/obj/structure/destructible/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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. = TRUE
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var/list/repair_values = list()
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if(!fabricator.fabricator_repair_checks(repair_values, src, user))
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return
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user.visible_message("<span class='notice'>[user]'s [fabricator.name] starts covering [src] in glowing orange energy...</span>", \
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"<span class='alloy'>You start repairing [src]...</span>")
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fabricator.repairing = src
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while(fabricator && user && src)
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if(!do_after(user, repair_values["healing_for_cycle"] * fabricator.speed_multiplier, target = src, \
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extra_checks = CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricator_repair_checks, repair_values, src, user, TRUE)))
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break
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obj_integrity = CLAMP(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
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adjust_clockwork_power(-repair_values["power_required"])
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playsound(src, 'sound/machines/click.ogg', 50, 1)
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if(fabricator)
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fabricator.repairing = null
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if(user)
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user.visible_message("<span class='notice'>[user]'s [fabricator.name] stops covering [src] with glowing orange energy.</span>", \
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"<span class='alloy'>You finish repairing [src]. It is now at <b>[obj_integrity]/[max_integrity]</b> integrity.</span>")
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//Fabricator mob heal proc, to avoid as much copypaste as possible.
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/mob/living/proc/fabricator_heal(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator)
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var/list/repair_values = list()
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if(!fabricator.fabricator_repair_checks(repair_values, src, user))
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return
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user.visible_message("<span class='notice'>[user]'s [fabricator.name] starts coverin[src == user ? "g [user.p_them()]" : "g [src]"] in glowing orange energy...</span>", \
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"<span class='alloy'>You start repairin[src == user ? "g yourself" : "g [src]"]...</span>")
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fabricator.repairing = src
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while(fabricator && user && src)
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if(!do_after(user, repair_values["healing_for_cycle"] * fabricator.speed_multiplier, target = src, \
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extra_checks = CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricator_repair_checks, repair_values, src, user, TRUE)))
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break
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fabricator_heal_tick(repair_values["healing_for_cycle"])
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adjust_clockwork_power(-repair_values["power_required"])
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playsound(src, 'sound/machines/click.ogg', 50, 1)
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if(fabricator)
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fabricator.repairing = null
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return TRUE
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/mob/living/proc/fabricator_heal_tick(amount)
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var/static/list/damage_heal_order = list(BRUTE, BURN, TOX, OXY)
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heal_ordered_damage(amount, damage_heal_order)
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/mob/living/simple_animal/fabricator_heal_tick(amount)
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adjustHealth(-amount)
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//Hitting a ratvar'd silicon will also try to repair it.
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/mob/living/silicon/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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. = TRUE
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if(health == maxHealth) //if we're at maximum health, replace the turf under us
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return FALSE
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else if(fabricator_heal(user, fabricator) && user)
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user.visible_message("<span class='notice'>[user]'s [fabricator.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
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"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[abs(HEALTH_THRESHOLD_DEAD - health)]/[abs(HEALTH_THRESHOLD_DEAD - maxHealth)]</b> health.</span>")
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//Same with clockwork mobs.
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/mob/living/simple_animal/hostile/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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. = TRUE
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if(health == maxHealth) //if we're at maximum health, replace the turf under us
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return FALSE
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else if(fabricator_heal(user, fabricator) && user)
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user.visible_message("<span class='notice'>[user]'s [fabricator.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
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"<span class='alloy'>You finish repairin[src == user ? "g yourself. You are":"g [src]. [p_they(TRUE)] [p_are()]"] now at <b>[health]/[maxHealth]</b> health.</span>")
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//Cogscarabs get special interaction because they're drones and have innate self-heals/revives.
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/mob/living/simple_animal/drone/cogscarab/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
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. = TRUE
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if(stat == DEAD)
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try_reactivate(user) //if we're dead, try to repair us
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return
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if(health == maxHealth)
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return FALSE
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else if(!(flags_1 & GODMODE))
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user.visible_message("<span class='notice'>[user]'s [fabricator.name] starts coverin[src == user ? "g [user.p_them()]" : "g [src]"] in glowing orange energy...</span>", \
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"<span class='alloy'>You start repairin[src == user ? "g yourself" : "g [src]"]...</span>")
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|
fabricator.repairing = src
|
|
if(do_after(user, (maxHealth - health)*2, target=src))
|
|
adjustHealth(-maxHealth)
|
|
user.visible_message("<span class='notice'>[user]'s [fabricator.name] stops coverin[src == user ? "g [user.p_them()]" : "g [src]"] with glowing orange energy.</span>", \
|
|
"<span class='alloy'>You finish repairin[src == user ? "g yourself" : "g [src]"].</span>")
|
|
if(fabricator)
|
|
fabricator.repairing = null
|
|
|
|
//Convert shards and gear bits directly to power
|
|
/obj/item/clockwork/alloy_shards/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent, power_amount)
|
|
if(!power_amount)
|
|
power_amount = -POWER_STANDARD
|
|
consume_visual(fabricator, power_amount)
|
|
if(!silent) //looper no looping
|
|
for(var/obj/item/clockwork/alloy_shards/S in get_turf(src)) //convert all other shards in the turf if we can
|
|
if(S == src)
|
|
continue //we want the shards to be fabricated after the main shard, thus this delay
|
|
addtimer(CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricate, S, user, TRUE), 0)
|
|
return list("operation_time" = 0, "new_obj_type" = null, "power_cost" = power_amount, "spawn_dir" = SOUTH)
|
|
|
|
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent, power_amount)
|
|
if(!power_amount)
|
|
power_amount = -(CLOCKCULT_POWER_UNIT*0.08)
|
|
return ..()
|
|
|
|
/obj/item/clockwork/alloy_shards/large/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent, power_amount)
|
|
if(!power_amount)
|
|
power_amount = -(CLOCKCULT_POWER_UNIT*0.06)
|
|
return ..()
|
|
|
|
/obj/item/clockwork/alloy_shards/medium/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent, power_amount)
|
|
if(!power_amount)
|
|
power_amount = -(CLOCKCULT_POWER_UNIT*0.04)
|
|
return ..()
|
|
|
|
/obj/item/clockwork/alloy_shards/small/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent, power_amount)
|
|
if(!power_amount)
|
|
power_amount = -(CLOCKCULT_POWER_UNIT*0.02)
|
|
return ..()
|