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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

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3.6 KiB
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#define ECD_LOOSE 0
#define ECD_BOLTED 1
#define ECD_WELDED 2
/obj/structure/ecd
name = "Electronic Countermeasures Device"
desc = "A large, heavy duty device in the shape of a cylinder. There's something about this piece of tech that feels rather alien. Inside, something hums softly."
icon = 'icons/obj/structure/ECD.dmi'
icon_state = "ECD"
anchored = TRUE
density = TRUE
var/state = ECD_WELDED
slowdown = 10
layer = ABOVE_HUMAN_LAYER
/obj/structure/ecd/examine(mob/user, distance, is_adjacent, infix, suffix, show_extended)
. = ..()
switch(state)
if(ECD_LOOSE)
to_chat(user, SPAN_NOTICE("\The [src] isn't attached to anything."))
if(ECD_BOLTED)
to_chat(user, SPAN_NOTICE("\The [src] is bolted to the floor."))
if(ECD_WELDED)
to_chat(user, SPAN_NOTICE("\The [src] is bolted and welded to the floor."))
if(istype(user, /mob/living))
var/mob/living/living_user = user
if(living_user.isSynthetic())
to_chat(living_user, SPAN_NOTICE("\The [src] does not seem to be doing anything, but you can feel it. A signal, beyond anything you can consciously understand, weaving and scratching a shield around the back of your mind."))
/obj/structure/ecd/attackby(obj/item/attacking_item, mob/user, params)
if(attacking_item.tool_behaviour == TOOL_WRENCH)
switch(state)
if(ECD_LOOSE)
state = ECD_BOLTED
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message(SPAN_NOTICE("\The [user] secures \the [src] to the floor."), \
SPAN_NOTICE("You secure \the [src]'s external reinforcing bolts to the floor."), \
SPAN_WARNING("You hear a ratcheting noise."))
anchored = TRUE
if(ECD_BOLTED)
state = ECD_LOOSE
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message(SPAN_NOTICE("\The [user] unsecures \the [src]'s reinforcing bolts from the floor."), \
SPAN_NOTICE("You undo \the [src]'s external reinforcing bolts."), \
SPAN_WARNING("You hear a ratcheting noise."))
anchored = FALSE
if(ECD_WELDED)
to_chat(user, SPAN_WARNING("\The [src] needs to be unwelded from the floor."))
return
if(attacking_item.tool_behaviour == TOOL_WELDER)
var/obj/item/weldingtool/WT = attacking_item
switch(state)
if(ECD_LOOSE)
to_chat(user, SPAN_WARNING("\The [src] needs to be wrenched to the floor."))
if(ECD_BOLTED)
if(WT.use(0, user))
playsound(get_turf(src), 'sound/items/welder_pry.ogg', 50, TRUE)
user.visible_message(SPAN_NOTICE("\The [user] starts to weld \the [src] to the floor."), \
SPAN_NOTICE("You start to weld \the [src] to the floor."), \
SPAN_WARNING("You hear the sound of metal being welded."))
if(attacking_item.use_tool(src, user, 20, volume = 50))
if(!src || !WT.isOn())
return
state = ECD_WELDED
to_chat(user, SPAN_NOTICE("You weld \the [src] to the floor."))
else
to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task."))
if(ECD_WELDED)
if(WT.use(0, user))
playsound(get_turf(src), 'sound/items/welder_pry.ogg', 50, TRUE)
user.visible_message(SPAN_NOTICE("\The [user] starts to cut \the [src] free from the floor."), \
SPAN_NOTICE("You start to cut \the [src] free from the floor."), \
SPAN_WARNING("You hear the sound of metal being welded."))
if(attacking_item.use_tool(src, user, 20, volume = 50))
if(!src || !WT.isOn())
return
state = ECD_BOLTED
to_chat(user, SPAN_NOTICE("You cut \the [src] free from the floor."))
else
to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task."))
#undef ECD_LOOSE
#undef ECD_BOLTED
#undef ECD_WELDED