Files
GS13NG/code/__DEFINES/construction.dm
Zna12 1585de0687 [Ready to merge] Au-toy-lathe (#5534)
* Autoylathe Complete.

All the errors with the autoylathe should be fixed for now

* Toylathe Tweaking and plastic's initializing.

Well, this gets plastics halfway there. The toylathe now has 8 categories to choose from and some other sutff. It's all coming back.

* TOY LATHE NOW ACCEPTING PLASTIC

TOYLATHE IS WORKING AND RUNNING PROPERLY. SOME GUNS HAVE BEEN ADDED AND WILL NEED MORE TIME TO ADD MORE GUNS.

* Toy Datum construction.

Building some datums for the toys for the autoylathe to print.

* Toys toys toys

Adding toys to the list woo

* Autoylathe complete.

Holy shit it's fucking done.

* Fixes a duplicate id.

Also adds some shit to the hacked list.

* Okay this shit needs to stop

Rogue indentations? Nani?

* ugh

fuck

* Rogue indents

* Power issues

Fixes power scaling and the draining an APC

* Rogue File deletion.

Part of an early experiment that didn't work out.

* Some other tweaks and shit

Moves datums to the autoylathe designs and also fixes a dumb mistake I made.

* Clamps?

Added a clamp. Who knew?

* Shit.

Won't compile if it keeps looking for a file that doesn't exist

* Woops

Deleted a line not paying attention

* reworked initialize

I think I did this right.

* Revert "reworked initialize"

This reverts commit 649c156baebd64b6cd84e95f2f4c3cbd70dabce7.

* Odd variables that don't have any other references in the coding.

Why are these even here? Seriously.

* UNUSED VARIABLE?!

NANI?! Deleted. Don't need em.
2018-02-17 17:18:22 -08:00

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/*ALL DEFINES RELATED TO CONSTRUCTION, CONSTRUCTING THINGS, OR CONSTRUCTED OBJECTS GO HERE*/
//Defines for construction states
//girder construction states
#define GIRDER_NORMAL 0
#define GIRDER_REINF_STRUTS 1
#define GIRDER_REINF 2
#define GIRDER_DISPLACED 3
#define GIRDER_DISASSEMBLED 4
//rwall construction states
#define INTACT 0
#define SUPPORT_LINES 1
#define COVER 2
#define CUT_COVER 3
#define BOLTS 4
#define SUPPORT_RODS 5
#define SHEATH 6
//window construction states
#define WINDOW_OUT_OF_FRAME 0
#define WINDOW_IN_FRAME 1
#define WINDOW_SCREWED_TO_FRAME 2
//airlock assembly construction states
#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
//plastic flaps construction states
#define PLASTIC_FLAPS_NORMAL 0
#define PLASTIC_FLAPS_DETACHED 1
//default_unfasten_wrench() return defines
#define CANT_UNFASTEN 0
#define FAILED_UNFASTEN 1
#define SUCCESSFUL_UNFASTEN 2
//disposal unit mode defines, which do double time as the construction defines
#define PRESSURE_OFF 0
#define PRESSURE_ON 1
#define PRESSURE_MAXED 2
#define SCREWS_OUT -1
//ai core defines
#define EMPTY_CORE 0
#define CIRCUIT_CORE 1
#define SCREWED_CORE 2
#define CABLED_CORE 3
#define GLASS_CORE 4
#define AI_READY_CORE 5
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
//emitter construction defines
#define EM_UNSECURED 0
#define EM_SECURED 1
#define EM_WELDED 2
//Construction defines for the pinion airlock
#define GEAR_SECURE 1
#define GEAR_LOOSE 2
//floodlights because apparently we use defines now
#define FLOODLIGHT_NEEDS_WIRES 0
#define FLOODLIGHT_NEEDS_LIGHTS 1
#define FLOODLIGHT_NEEDS_SECURING 2
#define FLOODLIGHT_NEEDS_WRENCHING 3
//other construction-related things
//windows affected by nar-sie turn this color.
#define NARSIE_WINDOW_COLOUR "#7D1919"
//let's just pretend fulltile windows being children of border windows is fine
#define FULLTILE_WINDOW_DIR NORTHEAST
//Material defines, for determining how much of a given material an item contains
#define MAT_METAL "$metal"
#define MAT_GLASS "$glass"
#define MAT_SILVER "$silver"
#define MAT_GOLD "$gold"
#define MAT_DIAMOND "$diamond"
#define MAT_URANIUM "$uranium"
#define MAT_PLASMA "$plasma"
#define MAT_BLUESPACE "$bluespace"
#define MAT_BANANIUM "$bananium"
#define MAT_TITANIUM "$titanium"
#define MAT_BIOMASS "$biomass"
#define MAT_PLASTIC "$plastic"
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define MINERAL_MATERIAL_AMOUNT 2000
//The maximum size of a stack object.
#define MAX_STACK_SIZE 50
//maximum amount of cable in a coil
#define MAXCOIL 30
//tablecrafting defines
#define CAT_NONE ""
#define CAT_WEAPONRY "Weaponry"
#define CAT_WEAPON "Weapons"
#define CAT_AMMO "Ammunition"
#define CAT_ROBOT "Robots"
#define CAT_MISC "Misc"
#define CAT_PRIMAL "Tribal"
#define CAT_CLOTHING "Clothing"
#define CAT_FOOD "Foods"
#define CAT_BREAD "Breads"
#define CAT_BURGER "Burgers"
#define CAT_CAKE "Cakes"
#define CAT_EGG "Egg-Based Food"
#define CAT_MEAT "Meats"
#define CAT_MISCFOOD "Misc. Food"
#define CAT_PASTRY "Pastries"
#define CAT_PIE "Pies"
#define CAT_PIZZA "Pizzas"
#define CAT_SALAD "Salads"
#define CAT_SANDWICH "Sandwiches"
#define CAT_SOUP "Soups"
#define CAT_SPAGHETTI "Spaghettis"
#define RCD_FLOORWALL 1
#define RCD_AIRLOCK 2
#define RCD_DECONSTRUCT 3
#define RCD_WINDOWGRILLE 4