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5277251959
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.
177 lines
7.1 KiB
Plaintext
177 lines
7.1 KiB
Plaintext
/obj/item/stack/material/animalhide
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name = "hide"
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desc = "The by-product of some animal farming."
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singular_name = "hide piece"
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icon_state = "sheet-hide"
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default_type = MATERIAL_HIDE
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icon_has_variants = TRUE
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drop_sound = 'sound/items/drop/cloth.ogg'
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pickup_sound = 'sound/items/pickup/cloth.ogg'
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var/bare = FALSE //is this hair devoid of fur, hair, scales, carapace? Prevents re-stripping. Can also apply it to a hide type if we don't want to tan, like, xeno hide.
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var/hide_type = "hair" //type of skin this animal has; scales for lizard, carapace for xeno.
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/obj/item/stack/material/animalhide/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(bare)
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. += "You could use a bladed item on this to scrape it clean, the first step in creating leather sheets."
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/obj/item/stack/material/animalhide/human
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name = "human skin"
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desc = "The by-product of human farming."
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singular_name = "human skin piece"
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default_type = "human hide"
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/obj/item/stack/material/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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default_type = "corgi hide"
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icon_has_variants = FALSE
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/obj/item/stack/material/animalhide/cat
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name = "cat hide"
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desc = "The by-product of cat farming."
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icon_state = "sheet-cat"
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singular_name = "cat hide piece"
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default_type = "cat hide"
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icon_has_variants = FALSE
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/obj/item/stack/material/animalhide/monkey
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name = "monkey hide"
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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default_type = "monkey hide"
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icon_has_variants = FALSE
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/obj/item/stack/material/animalhide/lizard
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name = "lizard skin"
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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default_type = "lizard hide"
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icon_has_variants = FALSE
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hide_type = "scales"
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/obj/item/stack/material/animalhide/barehide
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name = "bare hide"
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desc = "A hide without fur or scales. Can be tanned into leather."
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singular_name = "bare hide piece"
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icon_state = "sheet-hairlesshide"
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default_type = "bare hide"
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bare = TRUE
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/obj/item/stack/material/animalhide/barehide/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "You can put this into a washing machine to make wet leather, another key step in making it into leather sheets."
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/obj/item/stack/material/animalhide/wetleather
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name = "wet leather"
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desc = "This leather has been cleaned but still needs to be dried."
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singular_name = "wet leather piece"
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icon_state = "sheet-wetleather"
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default_type = "wet leather"
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icon_has_variants = TRUE
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bare = TRUE
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var/wetness = 30 //Reduced when exposed to high temperautres or manually dried with a welding tool.
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var/drying_threshold_temperature = 500 //Kelvin to start drying from exposed fire.
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var/being_dried = FALSE //If we're manually drying this.
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/obj/item/stack/material/animalhide/wetleather/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "This can be dried into high-quality fine leather by exposing it to a fire of a sufficient temperature, or manually with a welding tool. You don't need eye protection for the welding tool."
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//Wet leather can't be used to make things. Too soggy.
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/obj/item/stack/material/animalhide/wetleather/list_recipes(mob/user, recipes_sublist, var/datum/stack_recipe/sublist)
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to_chat(user, SPAN_WARNING("\The [src] isn't suitable for crafting!"))
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return
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//Animal Hide to leather steps
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//Step one - dehairing.
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/obj/item/stack/material/animalhide/attackby(obj/item/attacking_item, mob/user)
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if(is_sharp(attacking_item) && !attacking_item.noslice && attacking_item.tool_behaviour != TOOL_WIRECUTTER) //Can we cut and slice with the item? And does the hide still have something to remove? Say no to wirecutters since it's more about bladed items.
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if(bare)
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to_chat(user, SPAN_WARNING("There's nothing left to remove from \the [src]!"))
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return
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//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
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user.visible_message(SPAN_NOTICE("\The [user] starts slicing the [hide_type] from \the [src]."),
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SPAN_NOTICE("You start slicing the [hide_type] from \the [src]"),
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SPAN_NOTICE("You hear the sound of a knife scraping against flesh."))
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if(do_after(user, 5 SECONDS, src))
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if(amount <= 0) //Ensures we don't get multiple products from queuing clicks.
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return
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use(1)
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user.visible_message(SPAN_NOTICE("[user] removes \the [hide_type] from \the [singular_name]."),
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SPAN_NOTICE("You remove \the [hide_type] from \the [singular_name]!"))
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playsound(get_turf(src), drop_sound, 50, 1)
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//Try locating an exisitng stack on the tile and add to there if possible
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if(locate(/obj/item/stack/material/animalhide/barehide) in get_turf(user))
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for(var/obj/item/stack/material/animalhide/barehide/BH in get_turf(user))
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if(BH.amount < BH.max_amount)
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BH.add(1)
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to_chat(user, SPAN_NOTICE("You add the newly-stripped hide to the stack. It now contains [BH.amount] hides."))
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break
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//if there isn't one, just make a new hide.
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else
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new /obj/item/stack/material/animalhide/barehide(get_turf(user))
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else
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..()
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//Step two - washing..... it's actually in washing machine code.
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//Step three - drying
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/obj/item/stack/material/animalhide/wetleather/fire_act(exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature >= drying_threshold_temperature)
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wetness--
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if(wetness <= 0)
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make_leather()
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/obj/item/stack/material/animalhide/wetleather/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_WELDER)
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var/obj/item/weldingtool/WT = attacking_item
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if(WT.isOn())
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if(being_dried)
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to_chat(user, SPAN_WARNING("\The [src] are already being dried"))
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return
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user.visible_message(SPAN_NOTICE("\The [user] starts drying \the [src] with \the [WT]."), SPAN_NOTICE("You start drying the wet leather with \the [WT]..."))
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being_dried = TRUE
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while(do_after(user, 2 SECONDS, src) && wetness > 0)
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if(!WT.use(1) || !WT.isOn())
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break
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if(prob(5))
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var/msg = pick("You run the tool over \the [src]...", "The leather is drying nicely...", "You spread the heat out evenly...", "You continue to dry out \the [src].")
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to_chat(user, SPAN_NOTICE(msg))
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wetness = max(0, wetness - rand(3, 5)) //6 to 10 passes
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if(wetness <= 0)
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to_chat(user, SPAN_NOTICE("You dry \the [src] completely, making a piece of leather!"))
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make_leather()
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if(!amount || QDELETED(src)) //Safety
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break
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being_dried = FALSE
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else
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to_chat(user, SPAN_NOTICE("\The [WT] dries better when it's lit."))
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return
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else
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..()
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//This will use one piece of the stack, create a piece of leather, then reset the wetness level to simulate drying the next piece of the stack.
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/obj/item/stack/material/animalhide/wetleather/proc/make_leather()
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//see if there's a stack we can add to
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if(locate(/obj/item/stack/material/leather/fine) in get_turf(src))
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for(var/obj/item/stack/material/leather/fine/L in get_turf(src))
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if(L.amount < L.max_amount)
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L.add(1)
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use(1)
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wetness = initial(wetness)
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break
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//If it gets to here it means it did not find a suitable stack on the tile.
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else
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new /obj/item/stack/material/leather/fine(get_turf(src))
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use(1)
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wetness = initial(wetness)
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