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Aurora.3/code/game/objects/items/weapons/tools.dm
2017-05-27 18:56:22 +03:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/* Tools!
* Note: Multitools are /obj/item/device
*
* Contains:
* Wrench
* Screwdriver
* Wirecutters
* Welding Tool
* Crowbar
*/
/*
* Wrench
*/
/obj/item/weapon/wrench
name = "wrench"
desc = "A wrench with many common uses. Can be usually found in your hand."
icon = 'icons/obj/items.dmi'
icon_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
/*
* Screwdriver
*/
/obj/item/weapon/screwdriver
name = "screwdriver"
desc = "You can be totally screwwy with this."
icon = 'icons/obj/items.dmi'
icon_state = "screwdriver"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
force = 5.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
matter = list(DEFAULT_WALL_MATERIAL = 75)
attack_verb = list("stabbed")
/obj/item/weapon/screwdriver/New()
switch(pick("red","blue","purple","brown","green","cyan","yellow"))
if ("red")
icon_state = "screwdriver2"
item_state = "screwdriver"
if ("blue")
icon_state = "screwdriver"
item_state = "screwdriver_blue"
if ("purple")
icon_state = "screwdriver3"
item_state = "screwdriver_purple"
if ("brown")
icon_state = "screwdriver4"
item_state = "screwdriver_brown"
if ("green")
icon_state = "screwdriver5"
item_state = "screwdriver_green"
if ("cyan")
icon_state = "screwdriver6"
item_state = "screwdriver_cyan"
if ("yellow")
icon_state = "screwdriver7"
item_state = "screwdriver_yellow"
if (prob(75))
src.pixel_y = rand(0, 16)
..()
/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob, var/target_zone)
if(!istype(M) || user.a_intent == "help")
return ..()
if(target_zone != "eyes" && target_zone != "head")
return ..()
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
/*
* Wirecutters
*/
/obj/item/weapon/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'icons/obj/items.dmi'
icon_state = "cutters"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6.0
throw_speed = 2
throw_range = 9
w_class = 2.0
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 80)
attack_verb = list("pinched", "nipped")
sharp = 1
edge = 1
/obj/item/weapon/wirecutters/New()
if(prob(50))
icon_state = "cutters-y"
item_state = "cutters_yellow"
..()
/obj/item/weapon/wirecutters/attack(mob/living/carbon/C as mob, mob/user as mob, var/target_zone)
if(user.a_intent == I_HELP && (C.handcuffed) && (istype(C.handcuffed, /obj/item/weapon/handcuffs/cable)))
usr.visible_message("\The [usr] cuts \the [C]'s restraints with \the [src]!",\
"You cut \the [C]'s restraints with \the [src]!",\
"You hear cable being cut.")
C.handcuffed = null
if(C.buckled && C.buckled.buckle_require_restraints)
C.buckled.unbuckle_mob()
C.update_inv_handcuffed()
return
else
..()
/*
* Welding Tool
*/
/obj/item/weapon/weldingtool
name = "welding tool"
desc = "A welding tool with a built-in fuel tank, designed for welding and cutting metal."
icon = 'icons/obj/tools/welding.dmi'
icon_state = "welder_off"
flags = CONDUCT
slot_flags = SLOT_BELT
var/base_iconstate = "welder"//These are given an _on/_off suffix before being used
var/base_itemstate = "welder"
contained_sprite = 1
//Amount of OUCH when it's thrown
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
//Cost to make in the autolathe
matter = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 30)
//R&D tech level
origin_tech = list(TECH_ENGINEERING = 1)
//Welding tool specific stuff
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
var/max_fuel = 20 //The max amount of fuel the welder can hold
/obj/item/weapon/weldingtool/largetank
name = "industrial welding tool"
desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers."
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 60)
base_iconstate = "ind_welder"
origin_tech = list(TECH_ENGINEERING = 2)
/obj/item/weapon/weldingtool/hugetank
name = "advanced welding tool"
desc = "A rare and powerful welding tool with a super-extended fuel tank."
max_fuel = 80
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 120)
base_iconstate = "adv_welder"
origin_tech = list(TECH_ENGINEERING = 3)
//The Experimental Welding Tool!
/obj/item/weapon/weldingtool/experimental
name = "experimental welding tool"
desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply"
max_fuel = 40
w_class = 2.0
matter = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 120)
base_iconstate = "exp_welder"
origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4)
base_itemstate = "exp_welder"
var/last_gen = 0
var/fuelgen_delay = 800//The time, in deciseconds, required to regenerate one unit of fuel
//800 = 1 unit per 1 minute and 20 seconds,
//This is roughly half the rate that fuel is lost if the welder is left idle, so it you carelessly leave it on it will still run out
//Welding tool functionality here
/obj/item/weapon/weldingtool/Initialize()
. = ..()
// var/random_fuel = min(rand(10,20),max_fuel)
var/datum/reagents/R = new/datum/reagents(max_fuel)
reagents = R
R.my_atom = src
R.add_reagent("fuel", max_fuel)
update_icon()
/obj/item/weapon/weldingtool/update_icon()
..()
var/add = welding ? "_on" : "_off"
icon_state = base_iconstate + add //These are given an _on/_off suffix before being used
item_state = base_itemstate + add
var/mob/M = loc
if(istype(M))
M.update_inv_l_hand()
M.update_inv_r_hand()
/obj/item/weapon/weldingtool/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/weapon/weldingtool/examine(mob/user)
if(..(user, 0))
user << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if (isrobot(loc))
user << span("alert", "You cannot modify your own welder!")
return
if(welding)
user << span("danger", "Stop welding first!")
return
status = !status
if(status)
user << span("notice", "You secure the welder.")
else
user << span("notice", "The welder can now be attached and modified.")
src.add_fingerprint(user)
return
if((!status) && (istype(W,/obj/item/stack/rods)))
var/obj/item/stack/rods/R = W
R.use(1)
var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
src.loc = F
F.weldtool = src
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
user.remove_from_mob(src)
else
user.remove_from_mob(src)
src.master = F
src.layer = initial(src.layer)
user.remove_from_mob(src)
if (user.client)
user.client.screen -= src
src.loc = F
src.add_fingerprint(user)
return
..()
return
/obj/item/weapon/weldingtool/process()
if(welding)
if(prob(5))
remove_fuel(1)
if(get_fuel() < 1)
setWelding(0)
//I'm not sure what this does. I assume it has to do with starting fires...
//...but it doesnt check to see if the welder is on or not.
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = get_turf(M)
if (istype(location, /turf))
location.hotspot_expose(700, 5)
/obj/item/weapon/weldingtool/attack(mob/living/M as mob, mob/user as mob, var/target_zone)
if(hasorgans(M))
var/obj/item/organ/external/S = M:organs_by_name[target_zone]
if (!S) return
if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP)
return ..()
if(M.isSynthetic() && M == user)
user << "<span class='warning'>You can't repair damage to your own body - it's against OH&S.</span>"
return
if(S.brute_dam == 0)
// Organ undamaged
user << "Nothing to fix here!"
return
if (!src.welding)
// Welder is switched off!
user << "<span class='warning'>You need to light the welding tool, first!</span>"
return
if(S.brute_dam > ROBOLIMB_SELF_REPAIR_CAP)
user << "<span class='warning'>The damage is far too severe to patch over externally.</span>"
return
if (src.remove_fuel(0))
// Use a bit of fuel and repair
S.heal_damage(15,0,0,1)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("<span class='warning'>\The [user] patches some dents on \the [M]'s [S.name] with \the [src].</span>")
else
// Welding tool is out of fuel
user << "Need more welding fuel!"
return
else
return ..()
/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob, proximity)
if(!proximity) return
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
O.reagents.trans_to_obj(src, max_fuel)
user << "<span class='notice'>Welder refueled</span>"
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
var/obj/structure/reagent_dispensers/fueltank/tank = O
if(tank.armed)
user << "You are already heating the [O]"
return
tank.armed = 1
user.visible_message("[user] begins heating the [O].", "You start to heat the [O].")
message_admins("[key_name_admin(user)] is attempting a welder bomb at ([loc.x],[loc.y],[loc.z]) - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[O.x];Y=[O.y];Z=[O.z]'>JMP</a>")
if(do_after(user,100))
if(tank.defuse)
user.visible_message("[user] melts some of the framework on the [O].", "You melt some of the framework.")
tank.defuse = 0
tank.armed = 0
return
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.",ckey=key_name(user))
user << span("alert", "That was stupid of you.")
tank.explode()
return
else
tank.armed = 0
user << "You thought better of yourself."
return
return
if (src.welding)
remove_fuel(1)
var/turf/location = get_turf(user)
if(isliving(O))
var/mob/living/L = O
L.IgniteMob()
if (istype(location, /turf))
location.hotspot_expose(700, 50, 1)
return
/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
setWelding(!welding, usr)
return
//Returns the amount of fuel in the welder
/obj/item/weapon/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount("fuel")
//Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use()
/obj/item/weapon/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null)
if(!welding)
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
if(M)
eyecheck(M)
return 1
else
if(M)
M << span("notice", "You need more welding fuel to complete this task.")
return 0
//Returns whether or not the welding tool is currently on.
/obj/item/weapon/weldingtool/proc/isOn()
return src.welding
//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
//so that the welding tool updates accordingly
/obj/item/weapon/weldingtool/proc/setWelding(var/set_welding, var/mob/M)
if(!status) return
var/turf/T = get_turf(src)
//If we're turning it on
if(set_welding && !welding)
if (get_fuel() > 0)
if(M)
M << "<span class='notice'>You switch the [src] on.</span>"
else if(T)
T.visible_message("<span class='danger'>\The [src] turns on.</span>")
src.force = 15
src.damtype = "fire"
src.w_class = 4
welding = 1
update_icon()
set_processing(1)
else
if(M)
M << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
//Otherwise
else if(!set_welding && welding)
if(M)
M << "<span class='notice'>You switch \the [src] off.</span>"
else if(T)
T.visible_message("<span class='warning'>\The [src] turns off.</span>")
src.force = 3
src.damtype = "brute"
src.w_class = initial(src.w_class)
src.welding = 0
set_processing(0)
update_icon()
//A wrapper function for the experimental tool to override
/obj/item/weapon/weldingtool/proc/set_processing(var/state = 0)
if (state == 1)
START_PROCESSING(SSprocessing, src)
else
STOP_PROCESSING(SSprocessing, src)
//Decides whether or not to damage a player's eyes based on what they're wearing as protection
//Note: This should probably be moved to mob
/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
if(!iscarbon(user)) return 1
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
var/obj/item/organ/eyes/E = H.internal_organs_by_name["eyes"]
if(!E)
return
var/safety = H.eyecheck()
switch(safety)
if(FLASH_PROTECTION_MODERATE)
usr << "<span class='warning'>Your eyes sting a little.</span>"
E.damage += rand(1, 2)
if(E.damage > 12)
user.eye_blurry += rand(3,6)
if(FLASH_PROTECTION_NONE)
usr << "<span class='warning'>Your eyes burn.</span>"
E.damage += rand(2, 4)
if(E.damage > 10)
E.damage += rand(4,10)
if(FLASH_PROTECTION_REDUCED)
usr << "<span class='danger'>Your equipment intensify the welder's glow. Your eyes itch and burn severely.</span>"
user.eye_blurry += rand(12,20)
E.damage += rand(12, 16)
if(safety<FLASH_PROTECTION_MAJOR)
if(E.damage > 10)
user << "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>"
if (E.damage >= E.min_broken_damage)
user << "<span class='danger'>You go blind!</span>"
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "<span class='danger'>You go blind!</span>"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
addtimer(CALLBACK(user, /mob/.proc/reset_nearsighted), 100)
// This is on /mob instead of the welder so the timer is stopped when the mob is deleted.
/mob/proc/reset_nearsighted()
disabilities &= ~NEARSIGHTED
/obj/item/weapon/weldingtool/Destroy()
STOP_PROCESSING(SSprocessing, src) //Stop processing when destroyed regardless of conditions
return ..()
//Make sure the experimental tool only stops processing when its turned off AND full
/obj/item/weapon/weldingtool/experimental/set_processing(var/state = 0)
if (state == 1)
START_PROCESSING(SSprocessing, src)
last_gen = world.time
else if (welding == 0 && get_fuel() >= max_fuel)
STOP_PROCESSING(SSprocessing, src)
/obj/item/weapon/weldingtool/experimental/process()
..()
fuel_gen()
/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
if (get_fuel() < max_fuel)
var/gen_amount = ((world.time-last_gen)/fuelgen_delay)
var/remainder = max_fuel - get_fuel()
gen_amount = min(gen_amount, remainder)
reagents.add_reagent("fuel", gen_amount)
//reagents += (gen_amount)
if(get_fuel() >= max_fuel)
//reagents = max_fuel
set_processing(0)
else
set_processing(0)
last_gen = world.time
/*
* Crowbar
*/
/obj/item/weapon/crowbar
name = "crowbar"
desc = "Used to remove floors and to pry open doors."
icon = 'icons/obj/items.dmi'
icon_state = "crowbar"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
item_state = "crowbar"
w_class = 2.0
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
/obj/item/weapon/crowbar/red
icon = 'icons/obj/items.dmi'
icon_state = "red_crowbar"
item_state = "crowbar_red"
/*/obj/item/weapon/combitool
name = "combi-tool"
desc = "It even has one of those nubbins for doing the thingy."
icon = 'icons/obj/items.dmi'
icon_state = "combitool"
w_class = 2
var/list/spawn_tools = list(
/obj/item/weapon/screwdriver,
/obj/item/weapon/wrench,
/obj/item/weapon/wirecutters,
/obj/item/weapon/material/kitchen/utensil/knife,
/obj/item/weapon/material/kitchen/utensil/fork,
/obj/item/weapon/material/hatchet
)
var/list/tools = list()
var/current_tool = 1
/obj/item/weapon/combitool/examine()
..()
if(loc == usr && tools.len)
usr << "It has the following fittings:"
for(var/obj/item/tool in tools)
usr << "\icon[tool] - [tool.name][tools[current_tool]==tool?" (selected)":""]"
/obj/item/weapon/combitool/New()
..()
for(var/type in spawn_tools)
tools |= new type(src)
/obj/item/weapon/combitool/attack_self(mob/user as mob)
if(++current_tool > tools.len) current_tool = 1
var/obj/item/tool = tools[current_tool]
if(!tool)
user << "You can't seem to find any fittings in \the [src]."
else
user << "You switch \the [src] to the [tool.name] fitting."
return 1
/obj/item/weapon/combitool/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!M.Adjacent(user))
return 0
var/obj/item/tool = tools[current_tool]
if(!tool) return 0
return (tool ? tool.attack(M,user) : 0)
/obj/item/weapon/combitool/afterattack(var/atom/target, var/mob/living/user, proximity, params)
if(!proximity)
return 0
var/obj/item/tool = tools[current_tool]
if(!tool) return 0
tool.loc = user
var/resolved = target.attackby(tool,user)
if(!resolved && tool && target)
tool.afterattack(target,user,1)
if(tool)
tool.loc = src*/