/
RSF.dm
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/
RSF.dm
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/*
CONTAINS:
RSF
*/
///Extracts the related object from a associated list of objects and values, or lists and objects.
#define OBJECT_OR_LIST_ELEMENT(from, input) (islist(input) ? from[input] : input)
/obj/item/rsf
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
icon = 'icons/obj/tools.dmi'
icon_state = "rsf"
///The icon state to revert to when the tool is empty
var/spent_icon_state = "rsf_empty"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
opacity = FALSE
density = FALSE
anchored = FALSE
item_flags = NOBLUDGEON
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
///The current matter count
var/matter = 0
///The max amount of matter in the device
var/max_matter = 30
///The type of the object we are going to dispense
var/to_dispense
///The cost of the object we are going to dispense
var/dispense_cost = 0
w_class = WEIGHT_CLASS_NORMAL
///An associated list of atoms and charge costs. This can contain a seperate list, as long as it's associated item is an object
var/list/cost_by_item = list(/obj/item/reagent_containers/food/drinks/drinkingglass = 20,
/obj/item/paper = 10,
/obj/item/storage/pill_bottle/dice = 200,
/obj/item/pen = 50,
/obj/item/clothing/mask/cigarette = 10,
)
///An associated list of fuel and it's value
var/list/matter_by_item = list(/obj/item/rcd_ammo = 10,)
///A list of surfaces that we are allowed to place things on.
var/list/allowed_surfaces = list(/turf/open/floor, /obj/structure/table)
///The unit of mesure of the matter, for use in text
var/discriptor = "fabrication-units"
///The verb that describes what we're doing, for use in text
var/action_type = "Dispensing"
/obj/item/rsf/Initialize()
. = ..()
to_dispense ||= cost_by_item[1]
/obj/item/rsf/examine(mob/user)
. = ..()
. += "<span class='notice'>It currently holds [matter]/[max_matter] [discriptor].</span>"
/obj/item/rsf/cyborg
matter = 30
/obj/item/rsf/attackby(obj/item/W, mob/user, params)
if(is_type_in_list(W,matter_by_item))//If the thing we got hit by is in our matter list
var/tempMatter = matter_by_item[W.type] + matter
if(tempMatter > max_matter)
to_chat(user, "<span class='warning'>\The [src] can't hold any more [discriptor]!</span>")
return
qdel(W)
matter = tempMatter //We add its value
playsound(src.loc, 'sound/machines/click.ogg', 10, TRUE)
to_chat(user, "<span class='notice'>\The [src] now holds [matter]/[max_matter] [discriptor].</span>")
icon_state = initial(icon_state)//and set the icon state to the initial value it had
else
return ..()
/obj/item/rsf/attack_self(mob/user)
playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE)
var/target = cost_by_item
var/cost = 0
//Warning, prepare for bodgecode
while(islist(target))//While target is a list we continue the loop
var/picked = show_radial_menu(user, src, formRadial(target), custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE)
if(!check_menu(user) || picked == null)
return
for(var/emem in target)//Back through target agian
var/atom/test = OBJECT_OR_LIST_ELEMENT(target, emem)
if(picked == initial(test.name))//We try and find the entry that matches the radial selection
cost = target[emem]//We cash the cost
target = emem
break
//If we found a list we start it all again, this time looking through its contents.
//This allows for sublists
to_dispense = target
dispense_cost = cost
// Change mode
///Forms a radial menu based off an object in a list, or a list's associated object
/obj/item/rsf/proc/formRadial(from)
var/list/radial_list = list()
for(var/meme in from)//We iterate through all of targets entrys
var/atom/temp = OBJECT_OR_LIST_ELEMENT(from, meme)
//We then add their data into the radial menu
radial_list[initial(temp.name)] = image(icon = initial(temp.icon), icon_state = initial(temp.icon_state))
return radial_list
/obj/item/rsf/proc/check_menu(mob/user)
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/rsf/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity)
return
if(!is_allowed(A))
return
if(use_matter(dispense_cost, user))//If we can charge that amount of charge, we do so and return true
playsound(loc, 'sound/machines/click.ogg', 10, TRUE)
var/atom/meme = new to_dispense(get_turf(A))
to_chat(user, "<span class='notice'>[action_type] [meme.name]...</span>")
///A helper proc. checks to see if we can afford the amount of charge that is passed, and if we can docs the charge from our base, and returns TRUE. If we can't we return FALSE
/obj/item/rsf/proc/use_matter(charge, mob/user)
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
var/end_charge = R.cell.charge - charge
if(end_charge < 0)
to_chat(user, "<span class='warning'>You do not have enough power to use [src].</span>")
icon_state = spent_icon_state
return FALSE
R.cell.charge = end_charge
return TRUE
else
if(matter - 1 < 0)
to_chat(user, "<span class='warning'>\The [src] doesn't have enough [discriptor] left.</span>")
icon_state = spent_icon_state
return FALSE
matter--
to_chat(user, "<span class='notice'>\The [src] now holds [matter]/[max_matter] [discriptor].</span>")
return TRUE
///Helper proc that iterates through all the things we are allowed to spawn on, and sees if the passed atom is one of them
/obj/item/rsf/proc/is_allowed(atom/to_check)
for(var/sort in allowed_surfaces)
if(istype(to_check, sort))
return TRUE
return FALSE
/obj/item/rsf/cookiesynth
name = "Cookie Synthesizer"
desc = "A self-recharging device used to rapidly deploy cookies."
icon_state = "rcd"
spent_icon_state = "rcd"
max_matter = 10
cost_by_item = list()
dispense_cost = 100
discriptor = "cookie-units"
action_type = "Fabricates"
to_dispense = /obj/item/reagent_containers/food/snacks/cookie
///Tracks whether or not the cookiesynth is about to print a poisoned cookie
var/toxin = FALSE //This might be better suited to some initialize fuckery, but I don't have a good "poisoned" sprite
///Holds a copy of world.time taken the last time the synth gained a charge. Used with cooldowndelay to track when the next charge should be gained
var/cooldown = 0
///The period between recharges
var/cooldowndelay = 10
/obj/item/rsf/cookiesynth/Initialize()
. = ..()
START_PROCESSING(SSprocessing, src)
/obj/item/rsf/cookiesynth/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/rsf/cookiesynth/attackby()
return
/obj/item/rsf/cookiesynth/emag_act(mob/user)
obj_flags ^= EMAGGED
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>You short out [src]'s reagent safety checker!</span>")
else
to_chat(user, "<span class='warning'>You reset [src]'s reagent safety checker!</span>")
/obj/item/rsf/cookiesynth/attack_self(mob/user)
var/mob/living/silicon/robot/P = null
if(iscyborg(user))
P = user
if(((obj_flags & EMAGGED) || (P && P.emagged)) && !toxin)
toxin = TRUE
to_dispense = /obj/item/reagent_containers/food/snacks/cookie/sleepy
to_chat(user, "<span class='alert'>Cookie Synthesizer hacked.</span>")
else
toxin = FALSE
to_dispense = /obj/item/reagent_containers/food/snacks/cookie
to_chat(user, "<span class='notice'>Cookie Synthesizer reset.</span>")
/obj/item/rsf/cookiesynth/process()
matter = min(matter + 1, max_matter) //We add 1 up to a point
if(matter >= max_matter)
STOP_PROCESSING(SSprocessing, src)
/obj/item/rsf/cookiesynth/afterattack(atom/A, mob/user, proximity)
if(cooldown > world.time)
return
. = ..()
cooldown = world.time + cooldowndelay
if(!(datum_flags & DF_ISPROCESSING))
START_PROCESSING(SSprocessing, src)