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BatrachophrenoandGitHub 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00

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/obj/structure/mech_wreckage
name = "wreckage"
desc = "It might have some salvagable parts."
density = 1
opacity = 1
anchored = 1
icon_state = "wreck"
icon = 'icons/mecha/mech_part_items.dmi'
var/prepared = FALSE
/obj/structure/mech_wreckage/Initialize(mapload, var/mob/living/heavy_vehicle/exosuit, var/gibbed)
. = ..(mapload)
if(exosuit)
name = "wreckage of \the [exosuit.name]"
if(!gibbed)
INVOKE_ASYNC(src, PROC_REF(wreck_break_hardpoint), exosuit)
for(var/obj/item/mech_component/comp in list(exosuit.arms, exosuit.legs, exosuit.head, exosuit.body))
if(comp && prob(40))
exosuit.remove_body_part(comp, src)
/obj/structure/mech_wreckage/proc/wreck_break_hardpoint(var/mob/living/heavy_vehicle/exosuit)
for(var/hardpoint in exosuit.hardpoints)
if(exosuit.hardpoints[hardpoint] && prob(40))
var/obj/item/thing = exosuit.hardpoints[hardpoint]
if(exosuit.remove_system(hardpoint))
thing.forceMove(src)
/obj/structure/mech_wreckage/powerloader/Initialize(mapload)
var/mob/living/heavy_vehicle/premade/ripley/new_mech = new(loc)
. = ..(mapload, new_mech, FALSE)
if(!QDELETED(new_mech))
qdel(new_mech)
/obj/structure/mech_wreckage/attack_hand(var/mob/user)
if(contents.len)
var/obj/item/thing = pick(contents)
if(istype(thing))
thing.forceMove(get_turf(user))
user.put_in_hands(thing)
to_chat(user, "You retrieve \the [thing] from \the [src].")
return
return ..()
/obj/structure/mech_wreckage/attackby(obj/item/attacking_item, mob/user)
var/cutting
if(attacking_item.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/WT = attacking_item
if(WT.isOn())
cutting = TRUE
else
to_chat(user, SPAN_WARNING("Turn the torch on, first."))
return
else if(istype(attacking_item, /obj/item/gun/energy/plasmacutter))
cutting = TRUE
if(cutting)
if(!prepared)
prepared = 1
to_chat(user, SPAN_NOTICE("You partially dismantle \the [src]."))
else
to_chat(user, SPAN_WARNING("\The [src] has already been weakened."))
return 1
else if(attacking_item.tool_behaviour == TOOL_WRENCH)
if(prepared)
to_chat(user, SPAN_NOTICE("You finish dismantling \the [src]."))
new /obj/item/stack/material/steel(get_turf(src),rand(5,10))
qdel(src)
else
to_chat(user, SPAN_WARNING("It's too solid to dismantle. Try cutting through some of the bigger bits."))
return 1
else if(istype(attacking_item) && attacking_item.force > 20)
visible_message(SPAN_DANGER("\The [src] has been smashed with \the [attacking_item] by \the [user]!"))
if(prob(20))
new /obj/item/stack/material/steel(get_turf(src),rand(1,3))
qdel(src)
return 1
return ..()
/obj/structure/mech_wreckage/Destroy()
for(var/obj/thing in contents)
if(prob(65))
thing.forceMove(get_turf(src))
else
qdel(thing)
return ..()