This commit is contained in:
Zuhayr
2015-06-10 23:14:34 +09:30
parent 48b063a96e
commit f9134028b6
9 changed files with 196 additions and 196 deletions
-1
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@@ -601,7 +601,6 @@
#include "code\game\objects\items\stacks\nanopaste.dm"
#include "code\game\objects\items\stacks\rods.dm"
#include "code\game\objects\items\stacks\stack.dm"
#include "code\game\objects\items\stacks\sheets\glass.dm"
#include "code\game\objects\items\stacks\sheets\leather.dm"
#include "code\game\objects\items\stacks\sheets\light.dm"
#include "code\game\objects\items\stacks\tiles\light.dm"
@@ -1,174 +0,0 @@
/* Glass stack types
* Contains:
* Glass sheets
* Reinforced glass sheets
* Phoron Glass Sheets
* Reinforced Phoron Glass Sheets (AKA Holy fuck strong windows)
* Glass shards - TODO: Move this into code/game/object/item/weapons
*/
/*
* Glass sheets
*/
/obj/item/stack/material/glass
name = "glass"
singular_name = "glass sheet"
icon_state = "sheet-glass"
var/created_window = /obj/structure/window/basic
var/is_reinforced = 0
var/list/construction_options = list("One Direction", "Full Window")
default_type = "glass"
/obj/item/stack/material/glass/attack_self(mob/user as mob)
construct_window(user)
/obj/item/stack/material/glass/attackby(obj/item/W, mob/user)
..()
if(!is_reinforced)
if(istype(W,/obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CC = W
if (get_amount() < 1 || CC.get_amount() < 5)
user << "<span class='warning>You need five lengths of coil and one sheet of glass to make wired glass.</span>"
return
CC.use(5)
use(1)
user << "<span class='notice'>You attach wire to the [name].</span>"
new /obj/item/stack/light_w(user.loc)
else if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() < 1 || get_amount() < 1)
user << "<span class='warning'>You need one rod and one sheet of glass to make reinforced glass.</span>"
return
var/obj/item/stack/material/glass/reinforced/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
var/obj/item/stack/material/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
V.use(1)
G.use(1)
if (!G && replace)
user.put_in_hands(RG)
/obj/item/stack/material/glass/proc/construct_window(mob/user as mob)
if(!user || !src) return 0
if(!istype(user.loc,/turf)) return 0
if(!user.IsAdvancedToolUser())
return 0
var/title = "Sheet-[name]"
title += " ([src.get_amount()] sheet\s left)"
switch(input(title, "What would you like to construct?") as null|anything in construction_options)
if("One Direction")
if(!src) return 1
if(src.loc != user) return 1
var/list/directions = new/list(cardinal)
var/i = 0
for (var/obj/structure/window/win in user.loc)
i++
if(i >= 4)
user << "\red There are too many windows in this location."
return 1
directions-=win.dir
if(!(win.dir in cardinal))
user << "\red Can't let you do that."
return 1
//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
var/dir_to_set = 2
for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
var/found = 0
for(var/obj/structure/window/WT in user.loc)
if(WT.dir == direction)
found = 1
if(!found)
dir_to_set = direction
break
new created_window( user.loc, dir_to_set, 1 )
src.use(1)
if("Full Window")
if(!src) return 1
if(src.loc != user) return 1
if(src.get_amount() < 4)
user << "\red You need more glass to do that."
return 1
if(locate(/obj/structure/window) in user.loc)
user << "\red There is a window in the way."
return 1
new created_window( user.loc, SOUTHWEST, 1 )
src.use(4)
if("Windoor")
if(!is_reinforced) return 1
if(!src || src.loc != user) return 1
if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
user << "\red There is already a windoor assembly in that location."
return 1
if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
user << "\red There is already a windoor in that location."
return 1
if(src.get_amount() < 5)
user << "\red You need more glass to do that."
return 1
new /obj/structure/windoor_assembly(user.loc, user.dir, 1)
src.use(5)
return 0
/*
* Reinforced glass sheets
*/
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
default_type = "reinforced glass"
created_window = /obj/structure/window/reinforced
is_reinforced = 1
construction_options = list("One Direction", "Full Window", "Windoor")
/*
* Phoron Glass sheets
*/
/obj/item/stack/material/glass/phoronglass
name = "phoron glass"
singular_name = "phoron glass sheet"
icon_state = "sheet-phoronglass"
created_window = /obj/structure/window/phoronbasic
default_type = "phoron glass"
/obj/item/stack/material/glass/phoronglass/attackby(obj/item/W, mob/user)
..()
if( istype(W, /obj/item/stack/rods) )
var/obj/item/stack/rods/V = W
var/obj/item/stack/material/glass/phoronrglass/RG = new (user.loc)
RG.add_fingerprint(user)
RG.add_to_stacks(user)
V.use(1)
var/obj/item/stack/material/glass/G = src
src = null
var/replace = (user.get_inactive_hand()==G)
G.use(1)
if (!G && !RG && replace)
user.put_in_hands(RG)
else
return ..()
/*
* Reinforced phoron glass sheets
*/
/obj/item/stack/material/glass/phoronrglass
name = "reinforced phoron glass"
singular_name = "reinforced phoron glass sheet"
icon_state = "sheet-phoronrglass"
default_type = "reinforced phoron glass"
created_window = /obj/structure/window/phoronreinforced
is_reinforced = 1
+7 -4
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@@ -114,9 +114,12 @@
"<span class='notice'>You have [anchored ? "fastened the grille to" : "unfastened the grill from"] the floor.</span>")
return
//window placing begin
else if(istype(W,/obj/item/stack/material/glass))
var/obj/item/stack/material/glass/ST = W
//window placing begin //TODO CONVERT PROPERLY TO MATERIAL DATUM
else if(istype(W,/obj/item/stack/material))
var/obj/item/stack/material/ST = W
if(!ST.material.created_window)
return 0
var/dir_to_set = 1
if(loc == user.loc)
dir_to_set = user.dir
@@ -146,7 +149,7 @@
user << "<span class='notice'>There is already a window facing this way there.</span>"
return
var/wtype = ST.created_window
var/wtype = ST.material.created_window
if (ST.use(1))
var/obj/structure/window/WD = new wtype(loc, dir_to_set, 1)
user << "<span class='notice'>You place the [WD] on [src].</span>"
+1 -1
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@@ -223,7 +223,7 @@
new /obj/item/weapon/reagent_containers/food/snacks/soydope(get_turf(src))
qdel(src)
return
else //This may need to be made more specific, but at this point I am not sure what the criteria should be.
else if(seed.get_trait(TRAIT_FLESH_COLOUR))
user << "You slice up \the [src]."
var/slices = rand(3,5)
var/reagents_to_transfer = round(reagents.total_volume/slices)
+1 -2
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@@ -60,7 +60,6 @@
set_trait(TRAIT_IDEAL_HEAT, 293) // Preferred temperature in Kelvin.
set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0.25) // Plant eats this much per tick.
set_trait(TRAIT_PLANT_COLOUR, "#46B543") // Colour of the plant icon.
set_trait(TRAIT_FLESH_COLOUR, "#46B543")
spawn(5)
sleep(-1)
@@ -637,7 +636,7 @@
if(GENE_STRUCTURE)
traits_to_copy = list(TRAIT_PLANT_ICON,TRAIT_PRODUCT_ICON,TRAIT_HARVEST_REPEAT)
if(GENE_FRUIT)
traits_to_copy = list(TRAIT_STINGS,TRAIT_EXPLOSIVE,TRAIT_JUICY)
traits_to_copy = list(TRAIT_STINGS,TRAIT_EXPLOSIVE,TRAIT_FLESH_COLOUR,TRAIT_JUICY)
if(GENE_SPECIAL)
traits_to_copy = list(TRAIT_TELEPORTING)
+3
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@@ -844,6 +844,7 @@
set_trait(TRAIT_PRODUCT_ICON,"treefruit")
set_trait(TRAIT_PRODUCT_COLOUR,"#3AF026")
set_trait(TRAIT_PLANT_ICON,"tree")
set_trait(TRAIT_FLESH_COLOUR,"#3AF026")
/datum/seed/citrus/lemon
name = "lemon"
@@ -856,6 +857,7 @@
..()
set_trait(TRAIT_PRODUCES_POWER,1)
set_trait(TRAIT_PRODUCT_COLOUR,"#F0E226")
set_trait(TRAIT_FLESH_COLOUR,"#F0E226")
/datum/seed/citrus/orange
name = "orange"
@@ -867,6 +869,7 @@
/datum/seed/citrus/orange/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#FFC20A")
set_trait(TRAIT_FLESH_COLOUR,"#FFC20A")
/datum/seed/grass
name = "grass"
+38 -1
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@@ -47,6 +47,19 @@
return 0
..(S,tamount,1)
/obj/item/stack/material/attack_self(var/mob/user)
if(!material.build_windows(user, src))
..()
/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
if(istype(W,/obj/item/stack/cable_coil))
material.build_wired_product(user, W, src)
return
else if(istype(W, /obj/item/stack/rods))
material.build_rod_product(user, W, src)
return
return ..()
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-silver"
@@ -75,7 +88,7 @@
default_type = "phoron"
/obj/item/stack/material/plastic
name = "Plastic"
name = "plastic"
icon_state = "sheet-plastic"
default_type = "plastic"
@@ -151,3 +164,27 @@
singular_name = "leather piece"
icon_state = "sheet-leather"
default_type = "leather"
/obj/item/stack/material/glass
name = "glass"
singular_name = "glass sheet"
icon_state = "sheet-glass"
default_type = "glass"
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
default_type = "reinforced glass"
/obj/item/stack/material/glass/phoronglass
name = "phoron glass"
singular_name = "phoron glass sheet"
icon_state = "sheet-phoronglass"
default_type = "phoron glass"
/obj/item/stack/material/glass/phoronrglass
name = "reinforced phoron glass"
singular_name = "reinforced phoron glass sheet"
icon_state = "sheet-phoronrglass"
default_type = "reinforced phoron glass"
+6
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@@ -13,20 +13,26 @@
matter = null
/obj/item/stack/material/cyborg/plastic
icon_state = "sheet-plastic"
default_type = "plastic"
/obj/item/stack/material/cyborg/steel
icon_state = "sheet-metal"
default_type = "steel"
/obj/item/stack/material/cyborg/plasteel
icon_state = "sheet-plasteel"
default_type = "plasteel"
/obj/item/stack/material/cyborg/wood
icon_state = "sheet-wood"
default_type = "wood"
/obj/item/stack/material/cyborg/glass
icon_state = "sheet-glass"
default_type = "glass"
/obj/item/stack/material/cyborg/glass/reinforced
icon_state = "sheet-rglass"
default_type = "reinforced glass"
charge_costs = list(500, 1000)
+140 -13
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@@ -77,6 +77,12 @@ var/list/name_to_material
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/list/composite_material // If set, object matter var will be a list containing these values.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
var/created_window
var/rod_product
var/wire_product
var/list/window_options = list()
// Damage values.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
var/weight = 20 // Determines blunt damage/throwforce for weapons.
@@ -90,6 +96,37 @@ var/list/name_to_material
// Wallrot crumble message.
var/rotting_touch_message = "crumbles under your touch"
// Placeholders for light tiles and rglass.
/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!rod_product)
user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
return
if(used_stack.get_amount() < 1 || target_stack.get_amount() < 1)
user << "<span class='warning'>You need one rod and one sheet of [display_name] to make anything useful.</span>"
return
used_stack.use(1)
target_stack.use(1)
var/obj/item/stack/S = new rod_product(get_turf(user))
S.add_fingerprint(user)
S.add_to_stacks(user)
if(!(user.l_hand && user.r_hand))
user.put_in_hands(S)
/material/proc/build_wired_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!wire_product)
user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
return
if(used_stack.get_amount() < 5 || target_stack.get_amount() < 1)
user << "<span class='warning'>You need five wires and one sheet of [display_name] to make anything useful.</span>"
return
used_stack.use(5)
target_stack.use(1)
user << "<span class='notice'>You attach wire to the [name].</span>"
var/obj/item/product = new wire_product(get_turf(user))
if(!(user.l_hand && user.r_hand))
user.put_in_hands(product)
// Make sure we have a display name and shard icon even if they aren't explicitly set.
/material/New()
..()
@@ -100,6 +137,10 @@ var/list/name_to_material
if(!shard_icon)
shard_icon = shard_type
// This is a placeholder for proper integration of windows/windoors into the system.
/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
return 0
// Weapons handle applying a divisor for this value locally.
/material/proc/get_blunt_damage()
return weight //todo
@@ -288,21 +329,82 @@ var/list/name_to_material
weight = 15
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction", "Full Window")
created_window = /obj/structure/window/basic
wire_product = /obj/item/stack/light_w
rod_product = /obj/item/stack/material/glass/reinforced
/material/glass/phoron
name = "phoron glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
ignition_point = 300
integrity = 200 // idk why but phoron windows are strong, so.
icon_colour = "#FC2BC5"
stack_origin_tech = "materials=3;phorontech=2"
/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
/material/glass/phoron/reinforced
name = "reinforced phoron glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = "materials=4;phorontech=2"
composite_material = list() //todo
if(!user || !used_stack || !created_window || !window_options.len)
return 0
if(!user.IsAdvancedToolUser())
user << "<span class='warning'>This task is too complex for your clumsy hands.</span>"
return 1
var/turf/T = user.loc
if(!istype(T))
user << "<span class='warning'>You must be standing on open flooring to build a window.</span>"
return 1
var/title = "Sheet-[used_stack.name] ([used_stack.get_amount()] sheet\s left)"
var/choice = input(title, "What would you like to construct?") as null|anything in window_options
if(!choice || !used_stack || !user || used_stack.loc != user || user.stat || user.loc != T)
return 1
// Get data for building windows here.
var/list/possible_directions = cardinal.Copy()
var/window_count = 0
for (var/obj/structure/window/check_window in user.loc)
window_count++
possible_directions -= check_window.dir
// Get the closest available dir to the user's current facing.
var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
var/failed_to_build
if(window_count >= 4)
failed_to_build = 1
else
if(choice in list("One Direction","Windoor"))
if(possible_directions.len)
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
if(direction in possible_directions)
build_dir = direction
break
else
failed_to_build = 1
if(!failed_to_build && choice == "Windoor")
if(!is_reinforced())
user << "<span class='warning'>This material is not reinforced enough to use for a door.</span>"
return
if((locate(/obj/structure/windoor_assembly) in T.contents) || (locate(/obj/machinery/door/window) in T.contents))
failed_to_build = 1
if(failed_to_build)
user << "<span class='warning'>There is no room in this location.</span>"
return 1
var/build_path = /obj/structure/windoor_assembly
var/sheets_needed = 4
if(choice == "Windoor")
sheets_needed = 5
build_dir = user.dir
else
build_path = created_window
if(used_stack.get_amount() < sheets_needed)
user << "<span class='warning'>You need at least [sheets_needed] sheets to build this.</span>"
return 1
// Build the structure and update sheet count etc.
used_stack.use(sheets_needed)
new build_path(T, build_dir, 1)
return 1
/material/glass/proc/is_reinforced()
return (hardness > 35) //todo
/material/glass/reinforced
name = "reinforced glass"
@@ -317,6 +419,31 @@ var/list/name_to_material
weight = 30
stack_origin_tech = "materials=2"
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
window_options = list("One Direction", "Full Window", "Windoor")
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
/material/glass/phoron
name = "phoron glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
ignition_point = 300
integrity = 200 // idk why but phoron windows are strong, so.
icon_colour = "#FC2BC5"
stack_origin_tech = "materials=3;phorontech=2"
created_window = /obj/structure/window/phoronbasic
wire_product = null
rod_product = /obj/item/stack/material/glass/phoronrglass
/material/glass/phoron/reinforced
name = "reinforced phoron glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = "materials=4;phorontech=2"
composite_material = list() //todo
created_window = /obj/structure/window/phoronreinforced
hardness = 40
rod_product = null
/material/plastic
name = "plastic"