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Batrachophreno 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

177 lines
5.5 KiB
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/* Glass stack types
* Contains:
* * Glass sheets
* * Reinforced glass sheets
* * Wired 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"
icon_has_variants = TRUE
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
/obj/item/stack/material/glass/mechanics_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Left-click this item in-hand to view its crafting menu."
/obj/item/stack/material/glass/assembly_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Combining this item with metal rods will create reinforced glass."
/obj/item/stack/material/glass/attack_self(mob/user as mob)
construct_window(user)
/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(GLOB.cardinals)
var/i = 0
for (var/obj/structure/window/win in user.loc)
i++
if(i >= 4)
to_chat(user, SPAN_WARNING("There are too many windows in this location."))
return 1
directions-=win.dir
if(!(win.dir in GLOB.cardinals))
to_chat(user, SPAN_WARNING("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)
to_chat(user, SPAN_WARNING("You need more glass to do that."))
return 1
if(locate(/obj/structure/window) in user.loc)
to_chat(user, SPAN_WARNING("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))
to_chat(user, SPAN_WARNING("There is already a windoor assembly in that location."))
return 1
if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
to_chat(user, SPAN_WARNING("There is already a windoor in that location."))
return 1
if(src.get_amount() < 5)
to_chat(user, SPAN_WARNING("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")
/*
* Wired glass sheets
*/
/obj/item/stack/material/glass/wired
name = "wired glass tile"
singular_name = "wired glass floor tile"
desc = "A glass tile, which is wired, somehow."
icon = 'icons/obj/item/stacks/tiles.dmi'
icon_state = "glass_wire"
created_window = null
default_type = "wired glass"
construction_options = list()
icon_has_variants = FALSE
/obj/item/stack/material/glass/wired/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/stack/material/steel))
var/obj/item/stack/material/steel/M = attacking_item
if (M.use(1))
var/obj/item/L = new /obj/item/stack/tile/light
user.drop_from_inventory(L, get_turf(src))
to_chat(user, SPAN_NOTICE("You make a light tile."))
use(1)
else
to_chat(user, SPAN_WARNING("You need one metal sheet to finish the light tile!"))
else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER)
user.drop_from_inventory(attacking_item, get_turf(src))
to_chat(user, SPAN_NOTICE("You detach the wire from the [name]."))
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
new /obj/item/stack/cable_coil(user.loc, 5)
new /obj/item/stack/material/glass(user.loc)
use(1)
else
return ..()
/*
* 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/borosilicate
default_type = "phoron glass"
icon_has_variants = FALSE
/*
* 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/borosilicate/reinforced
is_reinforced = 1
icon_has_variants = FALSE