Files
Aurora.3/code/modules/materials/material_sheets.dm
Alberyk 3392da8f54 Adds woodcutting mechanics (#15906)
* we out there cutting

* Fix

* changelog

* more wood cutting

* stump

* cool icons

* suggestions

* the log
2023-03-07 17:20:14 +00:00

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// Stacked resources. They use a material datum for a lot of inherited values.
/obj/item/stack/material
desc_info = "Use in your hand to bring up the recipe menu. If you have enough sheets, click on something on the list to build it."
force = 5
throwforce = 5
w_class = ITEMSIZE_NORMAL
throw_speed = 3
throw_range = 3
max_amount = 50
recyclable = TRUE // Pretty much all materials should be recyclable
var/default_type = DEFAULT_WALL_MATERIAL
var/material/material
var/perunit
var/apply_colour //temp pending icon rewrite
var/painted_colour
var/use_material_sound = TRUE
/obj/item/stack/material/Initialize(mapload, amount)
. = ..()
randpixel_xy()
if(!default_type)
default_type = DEFAULT_WALL_MATERIAL
material = SSmaterials.get_material_by_name(default_type)
if(!material)
return INITIALIZE_HINT_QDEL
recipes = material.get_recipes()
stacktype = material.stack_type
if(islist(material.stack_origin_tech))
origin_tech = material.stack_origin_tech.Copy()
perunit = SHEET_MATERIAL_AMOUNT
if(apply_colour)
var/image/I = new(icon, icon_state)
I.color = material.icon_colour
add_overlay(I)
if(use_material_sound) // SEE MATERIALS.DM
drop_sound = material.drop_sound
pickup_sound = material.pickup_sound
if(material.conductive)
flags |= CONDUCT
matter = material.get_matter()
/obj/item/stack/material/get_material()
return material
/obj/item/stack/material/proc/update_strings()
// Update from material datum.
singular_name = material.sheet_singular_name
if(amount>1)
name = "[material.use_name] [material.sheet_plural_name]"
desc = "A stack of [material.use_name] [material.sheet_plural_name]."
gender = PLURAL
else
name = "[material.use_name] [material.sheet_singular_name]"
desc = "A [material.sheet_singular_name] of [material.use_name]."
gender = NEUTER
/obj/item/stack/material/update_icon()
. = ..()
cut_overlays()
if(material)
update_strings()
if(apply_colour) // This is ass, but stops maptext from getting colored.
var/image/I = new(icon, icon_state)
if(!painted_colour)
I.color = material.icon_colour
else
I.color = painted_colour
add_overlay(I)
/obj/item/stack/material/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
var/obj/item/stack/material/M = S
if(!istype(M) || material.name != M.material.name)
return 0
var/transfer = ..(S,tamount,1)
if(src)
update_icon()
if(M)
M.update_icon()
return transfer
/obj/item/stack/material/attack_self(var/mob/user)
if(!material.build_windows(user, src))
..()
/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
if(iscoil(W))
material.build_wired_product(user, W, src)
return
else if(istype(W, /obj/item/stack/rods))
material.build_rod_product(user, W, src)
return
return ..()
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-silver"
default_type = MATERIAL_IRON
apply_colour = TRUE
/obj/item/stack/material/iron/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/sandstone
name = "sandstone brick"
icon_state = "sheet-sandstone"
default_type = MATERIAL_SANDSTONE
icon_has_variants = TRUE
/obj/item/stack/material/sandstone/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/marble
name = "marble brick"
icon_state = "sheet-marble"
default_type = MATERIAL_MARBLE
/obj/item/stack/material/marble/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/diamond
name = "diamond"
icon_state = "sheet-diamond"
default_type = MATERIAL_DIAMOND
icon_has_variants = TRUE
/obj/item/stack/material/diamond/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/uranium
name = "uranium"
icon_state = "sheet-uranium"
default_type = MATERIAL_URANIUM
icon_has_variants = TRUE
/obj/item/stack/material/uranium/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/phoron
name = "solid phoron"
icon_state = "sheet-phoron"
default_type = MATERIAL_PHORON
icon_has_variants = TRUE
/obj/item/stack/material/phoron/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/plastic
name = "plastic"
icon_state = "sheet-plastic"
item_state = "sheet-plastic"
default_type = MATERIAL_PLASTIC
icon_has_variants = TRUE
/obj/item/stack/material/plastic/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/gold
name = "gold"
icon_state = "sheet-gold"
default_type = MATERIAL_GOLD
icon_has_variants = TRUE
/obj/item/stack/material/gold/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-silver"
default_type = MATERIAL_OSMIUM
/obj/item/stack/material/osmium/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/silver
name = "silver"
icon_state = "sheet-silver"
default_type = MATERIAL_SILVER
icon_has_variants = TRUE
/obj/item/stack/material/silver/full/Initialize()
. = ..()
amount = max_amount
update_icon()
//Valuable resource, cargo can sell it.
/obj/item/stack/material/platinum
name = "platinum"
icon_state = "sheet-adamantine"
default_type = MATERIAL_PLATINUM
icon_has_variants = TRUE
/obj/item/stack/material/platinum/full/Initialize()
. = ..()
amount = max_amount
update_icon()
//Extremely valuable to Research.
/obj/item/stack/material/mhydrogen
name = "metallic hydrogen"
icon_state = "sheet-metalhydrogen"
default_type = MATERIAL_HYDROGEN_METALLIC
/obj/item/stack/material/mhydrogen/full/Initialize()
. = ..()
amount = max_amount
update_icon()
//Fuel for the super portable generator.
/obj/item/stack/material/tritium
name = "tritium"
icon_state = "sheet-silver"
default_type = MATERIAL_TRITIUM
apply_colour = TRUE
/obj/item/stack/material/tritium/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/osmium
name = "osmium"
icon_state = "sheet-silver"
default_type = MATERIAL_OSMIUM
apply_colour = TRUE
/obj/item/stack/material/osmium/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/steel
name = DEFAULT_WALL_MATERIAL
icon_state = "sheet-metal"
default_type = DEFAULT_WALL_MATERIAL
icon_has_variants = TRUE
/obj/item/stack/material/steel/attackby(obj/item/W, mob/user)
. = ..()
if(is_sharp(W))
if(amount < 5)
to_chat(user, SPAN_WARNING("You need at least five sheets of steel to do this!"))
return
user.visible_message("<b>[user]</b> starts carving some steel wool out of \the [src].", SPAN_NOTICE("You start carving some steel wool out of \the [src]."))
if(do_after(user, 10 SECONDS))
if(amount < 5)
return
to_chat(user, SPAN_NOTICE("You carve some steel wool out of \the [src]."))
var/obj/item/steelwool/SW = new /obj/item/steelwool(get_turf(src))
user.put_in_hands(SW)
use(5)
/obj/item/stack/material/steel/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/plasteel
name = "plasteel"
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
default_type = MATERIAL_PLASTEEL
icon_has_variants = TRUE
/obj/item/stack/material/plasteel/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/shuttle
name = "plastitanium"
icon_state = "sheet-plastitanium"
item_state = "sheet-metal"
default_type = MATERIAL_SHUTTLE
icon_has_variants = TRUE
/obj/item/stack/material/shuttle/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood
name = "wooden plank"
icon_state = "sheet-wood"
default_type = MATERIAL_WOOD
icon_has_variants = TRUE
/obj/item/stack/material/wood/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured
icon_state = "sheet-woodcolour"
/obj/item/stack/material/wood/coloured/birch
color = WOOD_COLOR_BIRCH
/obj/item/stack/material/wood/coloured/birch/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/mahogany
color = WOOD_COLOR_RICH
/obj/item/stack/material/wood/coloured/mahogany/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/maple
color = WOOD_COLOR_PALE
/obj/item/stack/material/wood/coloured/maple/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/bamboo
icon_state = "sheet-bamboo"
/obj/item/stack/material/wood/coloured/bamboo/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/ebony
color = WOOD_COLOR_BLACK
/obj/item/stack/material/wood/coloured/ebony/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/walnut
color = WOOD_COLOR_CHOCOLATE
/obj/item/stack/material/wood/coloured/walnut/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/coloured/yew
color = WOOD_COLOR_YELLOW
/obj/item/stack/material/wood/coloured/yew/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/log
name = "log"
icon_state = "sheet-log"
default_type = MATERIAL_WOOD_LOG
max_amount = 25
icon_has_variants = TRUE
var/chopping
/obj/item/stack/material/wood/log/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/wood/log/attackby(obj/item/I, mob/user)
if(I.can_woodcut() && isturf(loc) && !chopping)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
chopping = TRUE
visible_message(SPAN_NOTICE("\The [user] begins chopping \the [src] into planks."),
SPAN_NOTICE("You begin chopping \the [src] into planks."))
playsound(get_turf(src), 'sound/effects/woodcutting.ogg', 50, 1)
if(do_after(user, 70))
if(amount && Adjacent(user))
use(1)
var/obj/item/stack/material/wood/W = new(get_turf(user))
W.amount = rand(2,3)
chopping = FALSE
return
else
..()
/obj/item/stack/material/wood/branch
name = "branch"
icon_state = "sheet-branch"
default_type = MATERIAL_WOOD_BRANCH
max_amount = 25
icon_has_variants = TRUE
/obj/item/stack/material/wood/branch/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/cloth
name = "cloth"
icon_state = "sheet-cloth"
default_type = MATERIAL_CLOTH
icon_has_variants = TRUE
apply_colour = TRUE
/obj/item/stack/material/cloth/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/cloth/attackby(obj/item/I, mob/user)
if(is_sharp(I))
user.visible_message("<span class='notice'>\The [user] begins cutting up [src] with [I].</span>", "<span class='notice'>You begin cutting up [src] with [I].</span>")
if(I.use_tool(src, user, 20, volume = 50)) // takes less time than bedsheets, a second per rag produced on average
to_chat(user, "<span class='notice'>You cut [src] into pieces!</span>")
for(var/i in 1 to rand(1,3)) // average of 2 per
new /obj/item/reagent_containers/glass/rag(get_turf(src))
use(1)
return
..()
/obj/item/stack/material/cardboard
name = "cardboard"
icon_state = "sheet-card"
default_type = MATERIAL_CARDBOARD
icon_has_variants = TRUE
/obj/item/stack/material/cardboard/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/leather
name = "leather"
desc = "Created by only the finest of biogenerators!"
icon_state = "sheet-leather"
default_type = MATERIAL_LEATHER
icon_has_variants = TRUE
/obj/item/stack/material/leather/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/leather/fine
name = "fine leather"
desc = "Handcrafted by an artisan, this leather is a wonderful status symbol for the wealthy few... Despite it not being any tougher than its biogenerated counterpart."
default_type = MATERIAL_LEATHER_FINE
/obj/item/stack/material/glass
name = "glass"
icon_state = "sheet-glass"
default_type = MATERIAL_GLASS
icon_has_variants = TRUE
/obj/item/stack/material/glass/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/glass/wired
name = "wired glass"
icon = 'icons/obj/item/stacks/tiles.dmi'
icon_state = "glass_wire"
default_type = MATERIAL_GLASS_WIRED
/obj/item/stack/material/glass/wired/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
icon_state = "sheet-rglass"
item_state = "sheet-rglass"
default_type = MATERIAL_GLASS_REINFORCED
/obj/item/stack/material/glass/reinforced/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/glass/phoronglass
name = "borosilicate glass"
desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures"
singular_name = "borosilicate glass sheet"
icon_state = "sheet-pglass"
item_state = "sheet-pglass"
default_type = MATERIAL_GLASS_PHORON
/obj/item/stack/material/glass/phoronglass/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/glass/phoronrglass
name = "reinforced borosilicate glass"
desc = "This sheet is special platinum-glass alloy designed to withstand large temperatures. It is reinforced with few rods."
singular_name = "reinforced borosilicate glass sheet"
icon_state = "sheet-prglass"
item_state = "sheet-prglass"
default_type = MATERIAL_GLASS_REINFORCED_PHORON
/obj/item/stack/material/glass/phoronrglass/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/bronze
name = "bronze"
icon_state = "sheet-brass"
default_type = "bronze"
icon_has_variants = TRUE
/obj/item/stack/material/bronze/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/titanium
name = "titanium"
icon_state = "sheet-titanium"
default_type = MATERIAL_TITANIUM
icon_has_variants = TRUE
/obj/item/stack/material/titanium/full/Initialize()
. = ..()
amount = max_amount
update_icon()
/obj/item/stack/material/graphite
name = "graphite"
icon_state = "sheet-graphite"
default_type = MATERIAL_GRAPHITE
icon_has_variants = TRUE
/obj/item/stack/material/graphite/full/Initialize()
. = ..()
amount = max_amount
update_icon()