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Aurora.3/code/game/objects/items/weapons/tools.dm
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NanakoACandskull132 e240def2bf Contained Sprites v2 (#758)
Overhauls the contained sprites system to be feature complete in terms of what it can do and offers. Now almost all cases of clothing and other items may use the system properly.
2016-08-25 16:55:42 +02:00

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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
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = "materials=1;engineering=1"
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")
suicide_act(mob/user)
viewers(user) << pick("\red <b>[user] is stabbing the [src.name] into \his temple! It looks like \he's trying to commit suicide.</b>", \
"\red <b>[user] is stabbing the [src.name] into \his heart! It looks like \he's trying to commit suicide.</b>")
return(BRUTELOSS)
/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)
return
/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M)) return ..()
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "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
matter = list(DEFAULT_WALL_MATERIAL = 80)
origin_tech = "materials=1;engineering=1"
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)
if((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"
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 = "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)
origin_tech = "engineering=2"
base_iconstate = "ind_welder"
/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)
origin_tech = "engineering=3"
base_iconstate = "adv_welder"
//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)
origin_tech = "engineering=4;biotech=4"
base_iconstate = "exp_welder"
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/New()
// 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()
return
/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()
if(welding)
processing_objects -= src
..()
/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(welding)
user << "<span class='danger'>Stop welding first!</span>"
return
status = !status
if(status)
user << "<span class='notice'>You secure the welder.</span>"
else
user << "<span class='notice'>The welder can now be attached and modified.</span>"
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/M as mob, mob/user as mob)
if(hasorgans(M))
var/obj/item/organ/external/S = M:organs_by_name[user.zone_sel.selecting]
if (!S) return
if(!(S.status & ORGAN_ROBOT) || user.a_intent != I_HELP)
return ..()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
if(M == user)
user << "\red You can't repair damage to your own body - it's against OH&S."
return
if(S.brute_dam)
S.heal_damage(15,0,0,1)
user.visible_message("\red \The [user] patches some dents on \the [M]'s [S.name] with \the [src].")
return
else
user << "Nothing to fix!"
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.")
user << "\red 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 class='notice'>You need more welding fuel to complete this task.</span>"
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)
processing_objects.Add(src)
else
processing_objects.Remove(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
var/safety = user:eyecheck()
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
if(H.species.flags & IS_SYNTHETIC)
return
switch(safety)
if(1)
usr << "\red Your eyes sting a little."
E.damage += rand(1, 2)
if(E.damage > 12)
user.eye_blurry += rand(3,6)
if(0)
usr << "\red Your eyes burn."
E.damage += rand(2, 4)
if(E.damage > 10)
E.damage += rand(4,10)
if(-1)
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20)
E.damage += rand(12, 16)
if(safety<2)
if(E.damage > 10)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (E.damage >= E.min_broken_damage)
user << "\red You go blind!"
user.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= NEARSIGHTED
spawn(100)
user.disabilities &= ~NEARSIGHTED
return
/obj/item/weapon/weldingtool/Destroy()
processing_objects.Remove(src)//Stop processing when destroyed regardless of conditions
..()
//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)
processing_objects.Add(src)
last_gen = world.time
else if (welding == 0 && get_fuel() >= max_fuel)
processing_objects.Remove(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
matter = list(DEFAULT_WALL_MATERIAL = 50)
origin_tech = "engineering=1"
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*/