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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.
87 lines
3.6 KiB
Plaintext
87 lines
3.6 KiB
Plaintext
#define ECD_LOOSE 0
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#define ECD_BOLTED 1
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#define ECD_WELDED 2
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/obj/structure/ecd
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name = "Electronic Countermeasures Device"
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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."
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icon = 'icons/obj/structure/ECD.dmi'
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icon_state = "ECD"
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anchored = TRUE
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density = TRUE
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var/state = ECD_WELDED
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slowdown = 10
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layer = ABOVE_HUMAN_LAYER
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/obj/structure/ecd/examine(mob/user, distance, is_adjacent, infix, suffix, show_extended)
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. = ..()
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switch(state)
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if(ECD_LOOSE)
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to_chat(user, SPAN_NOTICE("\The [src] isn't attached to anything."))
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if(ECD_BOLTED)
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to_chat(user, SPAN_NOTICE("\The [src] is bolted to the floor."))
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if(ECD_WELDED)
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to_chat(user, SPAN_NOTICE("\The [src] is bolted and welded to the floor."))
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if(istype(user, /mob/living))
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var/mob/living/living_user = user
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if(living_user.isSynthetic())
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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."))
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/obj/structure/ecd/attackby(obj/item/attacking_item, mob/user, params)
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if(attacking_item.tool_behaviour == TOOL_WRENCH)
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switch(state)
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if(ECD_LOOSE)
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state = ECD_BOLTED
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attacking_item.play_tool_sound(get_turf(src), 75)
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user.visible_message(SPAN_NOTICE("\The [user] secures \the [src] to the floor."), \
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SPAN_NOTICE("You secure \the [src]'s external reinforcing bolts to the floor."), \
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SPAN_WARNING("You hear a ratcheting noise."))
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anchored = TRUE
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if(ECD_BOLTED)
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state = ECD_LOOSE
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attacking_item.play_tool_sound(get_turf(src), 75)
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user.visible_message(SPAN_NOTICE("\The [user] unsecures \the [src]'s reinforcing bolts from the floor."), \
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SPAN_NOTICE("You undo \the [src]'s external reinforcing bolts."), \
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SPAN_WARNING("You hear a ratcheting noise."))
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anchored = FALSE
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if(ECD_WELDED)
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to_chat(user, SPAN_WARNING("\The [src] needs to be unwelded from the floor."))
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return
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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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switch(state)
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if(ECD_LOOSE)
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to_chat(user, SPAN_WARNING("\The [src] needs to be wrenched to the floor."))
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if(ECD_BOLTED)
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if(WT.use(0, user))
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playsound(get_turf(src), 'sound/items/welder_pry.ogg', 50, TRUE)
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user.visible_message(SPAN_NOTICE("\The [user] starts to weld \the [src] to the floor."), \
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SPAN_NOTICE("You start to weld \the [src] to the floor."), \
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SPAN_WARNING("You hear the sound of metal being welded."))
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if(attacking_item.use_tool(src, user, 20, volume = 50))
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if(!src || !WT.isOn())
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return
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state = ECD_WELDED
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to_chat(user, SPAN_NOTICE("You weld \the [src] to the floor."))
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else
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to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task."))
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if(ECD_WELDED)
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if(WT.use(0, user))
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playsound(get_turf(src), 'sound/items/welder_pry.ogg', 50, TRUE)
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user.visible_message(SPAN_NOTICE("\The [user] starts to cut \the [src] free from the floor."), \
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SPAN_NOTICE("You start to cut \the [src] free from the floor."), \
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SPAN_WARNING("You hear the sound of metal being welded."))
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if(attacking_item.use_tool(src, user, 20, volume = 50))
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if(!src || !WT.isOn())
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return
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state = ECD_BOLTED
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to_chat(user, SPAN_NOTICE("You cut \the [src] free from the floor."))
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else
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to_chat(user, SPAN_WARNING("You need more welding fuel to complete this task."))
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#undef ECD_LOOSE
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#undef ECD_BOLTED
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#undef ECD_WELDED
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