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Aurora.3/code/game/objects/items/weapons/tools.dm
2022-06-29 20:40:40 +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
* Pipe Wrench
*/
/*
* Wrench
*/
/obj/item/wrench
name = "wrench"
desc = "An adjustable tool used for gripping and turning nuts or bolts."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "wrench"
item_state = "wrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
usesound = 'sound/items/wrench.ogg'
drop_sound = 'sound/items/drop/wrench.ogg'
pickup_sound = 'sound/items/pickup/wrench.ogg'
/obj/item/wrench/iswrench()
return TRUE
/*
* Screwdriver
*/
/obj/item/screwdriver
name = "screwdriver"
desc = "A tool with a flattened or cross-shaped tip that fits into the head of a screw to turn it."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "screwdriver"
item_state = "screwdriver"
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
force = 8
throwforce = 5
throw_speed = 3
throw_range = 5
w_class = ITEMSIZE_TINY
matter = list(DEFAULT_WALL_MATERIAL = 75)
attack_verb = list("stabbed")
usesound = 'sound/items/screwdriver.ogg'
drop_sound = 'sound/items/drop/screwdriver.ogg'
pickup_sound = 'sound/items/pickup/screwdriver.ogg'
lock_picking_level = 5
build_from_parts = TRUE
worn_overlay = "head"
/obj/item/screwdriver/Initialize()
. = ..()
if(build_from_parts) //random colors!
color = pick(COLOR_BLUE, COLOR_RED, COLOR_PURPLE, COLOR_BROWN, COLOR_GREEN, COLOR_CYAN, COLOR_YELLOW)
add_overlay(overlay_image(icon, "[initial(icon_state)]_[worn_overlay]", flags=RESET_COLOR))
/obj/item/screwdriver/update_icon()
var/matrix/tf = matrix()
if(istype(loc, /obj/item/storage))
tf.Turn(-90) //Vertical for storing compactly
tf.Translate(-3,0) //Could do this with pixel_x but let's just update the appearance once.
transform = tf
/obj/item/screwdriver/get_belt_overlay()
var/mutable_appearance/body = mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver")
var/mutable_appearance/head = mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver_head")
body.color = color
head.add_overlay(body)
return head
/obj/item/screwdriver/pickup(mob/user)
..()
update_icon()
/obj/item/screwdriver/dropped(mob/user)
..()
update_icon()
/obj/item/screwdriver/attack_hand()
..()
update_icon()
/obj/item/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 != BP_EYES && target_zone != BP_HEAD) || M.eyes_protected(src, FALSE))
return ..()
if((user.is_clumsy()) && prob(50))
M = user
return eyestab(M,user)
/obj/item/screwdriver/isscrewdriver()
return TRUE
/*
* Wirecutters
*/
/obj/item/wirecutters
name = "wirecutters"
desc = "A tool used to cut wires in electrical work."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "wirecutters"
item_state = "wirecutters"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 6
throw_speed = 2
throw_range = 9
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 80)
attack_verb = list("pinched", "nipped")
sharp = TRUE
edge = TRUE
usesound = 'sound/items/wirecutter.ogg'
drop_sound = 'sound/items/drop/wirecutter.ogg'
pickup_sound = 'sound/items/pickup/wirecutter.ogg'
var/bomb_defusal_chance = 30 // 30% chance to safely defuse a bomb
build_from_parts = TRUE
worn_overlay = "head"
var/list/color_options = list(COLOR_BLUE, COLOR_RED, COLOR_PURPLE, COLOR_BROWN, COLOR_GREEN, COLOR_CYAN, COLOR_YELLOW)
/obj/item/wirecutters/Initialize()
. = ..()
if(build_from_parts)
color = pick(color_options)
add_overlay(overlay_image(icon, "[initial(icon_state)]_[worn_overlay]", flags=RESET_COLOR))
/obj/item/wirecutters/update_icon()
var/matrix/tf = matrix()
if(istype(loc, /obj/item/storage))
tf.Turn(-90) //Vertical for storing compactly
tf.Translate(-1,0) //Could do this with pixel_x but let's just update the appearance once.
transform = tf
/obj/item/wirecutters/get_belt_overlay()
var/mutable_appearance/body = mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "wirecutters")
var/mutable_appearance/head = mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "wirecutters_head")
body.color = color
head.add_overlay(body)
return head
/obj/item/wirecutters/pickup(mob/user)
..()
update_icon()
/obj/item/wirecutters/dropped(mob/user)
..()
update_icon()
/obj/item/wirecutters/attack_hand()
..()
update_icon()
/obj/item/wirecutters/attack(mob/living/carbon/C, mob/user, var/target_zone)
if(user.a_intent == I_HELP && (C.handcuffed) && (istype(C.handcuffed, /obj/item/handcuffs/cable)))
user.visible_message(SPAN_NOTICE("\The [user] cuts \the [C]'s restraints with \the [src]!"),\
SPAN_NOTICE("You cut \the [C]'s restraints with \the [src]!"),\
SPAN_NOTICE("You hear cable being cut."))
C.handcuffed = null
if(C.buckled_to?.buckle_require_restraints)
C.buckled_to.unbuckle()
C.update_inv_handcuffed()
return
else
..()
/obj/item/wirecutters/iswirecutter()
return TRUE
/obj/item/wirecutters/toolbelt
color_options = list(COLOR_TOOLS)
/obj/item/wirecutters/bomb
name = "bomb defusal wirecutters"
desc = "A tool used to delicately sever the wires used in bomb fuses."
icon_state = "mini_wirecutters"
toolspeed = 0.6
bomb_defusal_chance = 90 // 90% chance, because the thrill of dying must be kept at all times, duh
/*
* Welding Tool
*/
/obj/item/weldingtool
name = "welding tool"
desc = "A welding tool with a built-in fuel tank, designed for welding and cutting metal."
icon = 'icons/obj/contained_items/tools/welding_tools.dmi'
icon_state = "welder"
item_state = "welder"
var/welding_state = "welding_sparks"
contained_sprite = TRUE
flags = CONDUCT
slot_flags = SLOT_BELT
drop_sound = 'sound/items/drop/weldingtool.ogg'
pickup_sound = 'sound/items/pickup/weldingtool.ogg'
usesound = 'sound/items/welder.ogg'
attack_verb = list("hit", "bludgeoned", "whacked")
//Amount of OUCH when it's thrown
force = 3
throwforce = 5
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
//Cost to make in the autolathe
matter = list(DEFAULT_WALL_MATERIAL = 70, MATERIAL_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 = TRUE //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
var/change_icons = TRUE
/obj/item/weldingtool/iswelder()
return TRUE
/obj/item/weldingtool/largetank
name = "industrial welding tool"
desc = "A welding tool with an extended-capacity built-in fuel tank, standard issue for engineers."
icon_state = "indwelder"
item_state = "welder"
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 60)
origin_tech = list(TECH_ENGINEERING = 2)
/obj/item/weldingtool/hugetank
name = "advanced welding tool"
desc = "A rare and powerful welding tool with a super-extended fuel tank."
icon_state = "advwelder"
item_state = "advwelder"
max_fuel = 80
matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GLASS = 120)
origin_tech = list(TECH_ENGINEERING = 3)
/obj/item/weldingtool/emergency
name = "emergency welding tool"
desc = "A miniaturized version of a standard welding tool, this one was made to be used during emergencies."
icon_state = "miniwelder"
item_state = "miniwelder"
max_fuel = 10
//The Experimental Welding Tool!
/obj/item/weldingtool/experimental
name = "experimental welding tool"
desc = "A scientifically-enhanced welding tool that uses fuel-producing microbes to gradually replenish its fuel supply."
icon_state = "expwelder"
item_state = "expwelder"
max_fuel = 40
matter = list(DEFAULT_WALL_MATERIAL = 100, MATERIAL_GLASS = 120)
origin_tech = list(TECH_ENGINEERING = 4, TECH_BIO = 4)
var/last_gen = 0
var/fuelgen_delay = 400 //The time, in deciseconds, required to regenerate one unit of fuel
//400 = 1 unit per 40 seconds
change_icons = FALSE
var/obj/item/eyeshield/eyeshield
var/obj/item/overcapacitor/overcap
//Welding tool functionality here
/obj/item/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(/decl/reagent/fuel, max_fuel)
update_icon()
/obj/item/weldingtool/use_tool(atom/target, mob/living/user, delay, amount, volume, datum/callback/extra_checks)
var/image/welding_sparks = image('icons/effects/effects.dmi', welding_state, EFFECTS_ABOVE_LIGHTING_LAYER)
target.add_overlay(welding_sparks)
. = ..()
target.cut_overlay(welding_sparks)
/obj/item/weldingtool/proc/update_torch()
if(welding)
add_overlay("[initial(icon_state)]-on")
item_state = "[initial(item_state)]1"
else
item_state = "[initial(item_state)]"
if(welding == 2)
set_light(0.7, 2, l_color = LIGHT_COLOR_CYAN)
else if (welding == 1)
set_light(0.6, 1.5, l_color = LIGHT_COLOR_LAVA)
else
set_light(0)
/obj/item/weldingtool/update_icon()
cut_overlays()
if(change_icons)
var/ratio = get_fuel() / max_fuel
ratio = CEILING(ratio*4, 1) * 25
add_overlay("[initial(icon_state)][ratio]")
update_torch()
var/mob/M = loc
if(istype(M))
M.update_inv_l_hand()
M.update_inv_r_hand()
/obj/item/weldingtool/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/weldingtool/examine(mob/user)
if(..(user, 0))
to_chat(user, text("[icon2html(src, user)] [] contains []/[] units of fuel!", src.name, get_fuel(),src.max_fuel ))
/obj/item/weldingtool/attackby(obj/item/W, mob/user)
if(W.isscrewdriver())
if(isrobot(loc))
to_chat(user, SPAN_ALERT("You cannot modify your own welder!"))
return TRUE
if(welding)
to_chat(user, SPAN_DANGER("Stop welding first!"))
return TRUE
status = !status
if(status)
to_chat(user, SPAN_NOTICE("You secure the welder."))
else
to_chat(user, SPAN_NOTICE("The welder can now be attached and modified."))
add_fingerprint(user)
return TRUE
if(!status && (istype(W, /obj/item/stack/rods)))
var/obj/item/stack/rods/R = W
R.use(1)
add_fingerprint(user)
user.drop_from_inventory(src)
var/obj/item/flamethrower/F = new /obj/item/flamethrower(get_turf(src), src)
user.put_in_hands(F)
return TRUE
return ..()
/obj/item/weldingtool/process()
if(welding)
if(prob(5))
use(1, null, colourChange = FALSE)
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/weldingtool/attack(mob/living/M, mob/user, var/target_zone)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/S = H.organs_by_name[target_zone]
if(!S)
return
if(!(S.status & ORGAN_ASSISTED) || user.a_intent != I_HELP)
return ..()
if(H.isSynthetic() && H == user && !(H.get_species() == SPECIES_IPC_TERMINATOR))
to_chat(user, SPAN_WARNING("You can't repair damage to your own body - it's against OH&S."))
return
if (!welding)
to_chat(user, SPAN_WARNING("You need to light the welding tool first!"))
return
if(S.brute_dam)
if(S.brute_dam > ROBOLIMB_SELF_REPAIR_CAP)
to_chat(user, SPAN_WARNING("The damage is far too severe to patch over externally!"))
return
else
repair_organ(user, H, S)
else if(S.open != 2)
to_chat(user, SPAN_NOTICE("You can't see any external damage to repair."))
else
return ..()
/obj/item/weldingtool/proc/repair_organ(var/mob/living/user, var/mob/living/carbon/human/target, var/obj/item/organ/external/affecting)
if(!affecting.brute_dam)
user.visible_message(SPAN_NOTICE("\The [user] finishes repairing the physical damage on \the [target]'s [affecting.name]."))
return
if(do_mob(user, target, 30))
if(use(0))
var/static/list/repair_messages = list(
"patches some dents",
"mends some tears",
"repairs some joints"
)
affecting.heal_damage(brute = 15, robo_repair = TRUE)
user.visible_message(SPAN_WARNING("\The [user] [pick(repair_messages)] on [target]'s [affecting.name] with \the [src]."))
playsound(target, usesound, 15)
repair_organ(user, target, affecting)
/obj/item/weldingtool/afterattack(obj/O, mob/user, proximity)
if(!proximity)
return
if(istype(O, /obj/structure/reagent_dispensers/fueltank) && O.Adjacent(user) && !welding)
O.reagents.trans_to_obj(src, max_fuel)
to_chat(user, "<span class='notice'>You refuel your welder.</span>")
playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
return
else if(istype(O, /obj/structure/reagent_dispensers/fueltank) && O.Adjacent(user) && welding)
if(use_check(user, USE_DISALLOW_SPECIALS))
to_chat(user, SPAN_WARNING("A strange force prevents you from doing this.")) //there is no way to justify this icly
return
var/obj/structure/reagent_dispensers/fueltank/tank = O
if(tank.armed)
to_chat(user, "<span class='warning'>You are already heating \the [O]!</span>")
return
user.visible_message("<span class='warning'>[user] begins heating \the [O]...</span>", "<span class='warning'>You start to heat \the [O]!</span>")
switch(alert("Are you sure you want to do this? It is quite dangerous and could get you in trouble.", "Heat up fuel tank", "No", "Yes"))
if("Yes")
log_and_message_admins("is attempting to welderbomb", user)
to_chat(user, SPAN_ALERT("You start heating the fueltank..."))
tank.armed = 1
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
log_and_message_admins("triggered a fuel tank explosion", user)
to_chat(user, SPAN_ALERT("That was stupid of you."))
tank.ex_act(3.0)
return
else
tank.armed = 0
to_chat(user, "You thought better of yourself.")
return
if("No")
tank.armed = 0
to_chat(user, "You thought better of yourself.")
return
return
if (welding)
use(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/weldingtool/attack_self(mob/user)
setWelding(!welding, user)
//Returns the amount of fuel in the welder
/obj/item/weldingtool/proc/get_fuel()
return REAGENT_VOLUME(reagents, /decl/reagent/fuel)
//Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob.
/obj/item/weldingtool/use(var/amount = 1, var/mob/M = null, var/colourChange = TRUE)
if(!welding)
return 0
else if(welding > 0 && colourChange)
addtimer(CALLBACK(src, /atom/proc/update_icon), 5)
if(get_fuel() >= amount)
reagents.remove_reagent(/decl/reagent/fuel, amount)
if(M)
eyecheck(M)
return 1
else
if(M)
to_chat(M, SPAN_NOTICE("You need more welding fuel to complete this task."))
return 0
/obj/item/weldingtool/use_resource(mob/user, var/use_amount)
if(get_fuel() >= use_amount)
reagents.remove_reagent(/decl/reagent/fuel, use_amount)
//Returns whether or not the welding tool is currently on.
/obj/item/weldingtool/proc/isOn()
return src.welding
/obj/item/weldingtool/isFlameSource()
return isOn()
//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/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)
to_chat(M, "<span class='notice'>You switch the [src] on.</span>")
else if(T)
T.visible_message("<span class='danger'>\The [src] turns on.</span>")
playsound(loc, 'sound/items/welder_activate.ogg', 50, 1)
force = 15
damtype = BURN
w_class = ITEMSIZE_LARGE
welding = TRUE
hitsound = SOUNDS_LASER_MEAT
attack_verb = list("scorched", "burned", "blasted", "blazed")
update_icon()
set_processing(TRUE)
else
if(M)
to_chat(M, "<span class='notice'>You need more welding fuel to complete this task.</span>")
return
//Otherwise
else if(!set_welding && welding)
if(M)
to_chat(M, "<span class='notice'>You switch \the [src] off.</span>")
else if(T)
T.visible_message("<span class='warning'>\The [src] turns off.</span>")
playsound(loc, 'sound/items/welder_deactivate.ogg', 50, 1)
force = 3
damtype = BRUTE
w_class = initial(w_class)
welding = FALSE
hitsound = /decl/sound_category/swing_hit_sound
attack_verb = list("hit", "bludgeoned", "whacked")
set_processing(FALSE)
update_icon()
//A wrapper function for the experimental tool to override
/obj/item/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/weldingtool/proc/eyecheck(mob/user)
if(!iscarbon(user))
return 1
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/internal/eyes/E = H.get_eyes()
if(!E)
return
if(H.status_flags & GODMODE)
return
var/safety = H.eyecheck()
var/damage_to_take = 0
switch(safety)
if(FLASH_PROTECTION_MODERATE)
damage_to_take = E.max_damage / 6
to_chat(user, "<span class='warning'>Your eyes sting a little.</span>")
E.take_damage(damage_to_take)
if(FLASH_PROTECTION_NONE)
damage_to_take = E.max_damage / 5
to_chat(user, "<span class='warning'>Your eyes burn!</span>")
E.take_damage(damage_to_take)
if(FLASH_PROTECTION_REDUCED)
damage_to_take = E.max_damage / 3
to_chat(user, "<span class='danger'><font size=4>Your eyes are burning!</font></span>")
user.eye_blurry += rand(12, 20)
E.take_damage(damage_to_take)
if(safety < FLASH_PROTECTION_MAJOR)
if(E.is_bruised())
to_chat(user, "<span class='danger'>You can't see anymore!</span>")
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/weldingtool/Destroy()
STOP_PROCESSING(SSprocessing, src) //Stop processing when destroyed regardless of conditions
return ..()
/obj/item/weldingtool/experimental/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/eyeshield))
if(eyeshield)
to_chat(user, SPAN_WARNING("\The [src] already has an eye shield installed!"))
return TRUE
user.drop_from_inventory(I, src)
to_chat(user, SPAN_NOTICE("You install \the [I] into \the [src]."))
eyeshield = I
add_overlay("eyeshield_attached", TRUE)
return TRUE
if(istype(I, /obj/item/overcapacitor))
if(overcap)
to_chat(user, SPAN_WARNING("\The [src] already has an overcapacitor installed!"))
return TRUE
user.drop_from_inventory(I, src)
to_chat(user, SPAN_NOTICE("You install \the [I] into \the [src]."))
overcap = I
add_overlay("overcap_attached", TRUE)
toolspeed *= 2
return TRUE
if(I.isscrewdriver())
if(!eyeshield && !overcap)
to_chat(user, SPAN_WARNING("\The [src] doesn't have any accessories to remove!"))
return TRUE
var/list/accessories = list()
if(eyeshield)
var/image/radial_button = image(icon = src.icon, icon_state = "eyeshield")
accessories["Eye Shield"] = radial_button
if(overcap)
var/image/radial_button = image(icon = src.icon, icon_state = "overcap")
accessories["Overcapacitor"] = radial_button
var/obj/item/remove_accessory
switch(show_radial_menu(user, src, accessories, radius = 42, tooltips = TRUE))
if("Eye Shield")
remove_accessory = eyeshield
eyeshield = null
if("Overcapacitor")
remove_accessory = overcap
overcap = null
toolspeed *= 0.5
if(!remove_accessory)
return TRUE
user.put_in_hands(remove_accessory)
to_chat(user, SPAN_NOTICE("You remove \the [remove_accessory] into \the [src]."))
cut_overlay("[remove_accessory.icon_state]_attached", TRUE)
return TRUE
return ..()
//Make sure the experimental tool only stops processing when its turned off AND full
/obj/item/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/weldingtool/experimental/process()
..()
fuel_gen()
/obj/item/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(/decl/reagent/fuel, gen_amount)
if(get_fuel() >= max_fuel)
set_processing(0)
else
set_processing(0)
last_gen = world.time
/obj/item/weldingtool/experimental/eyecheck(mob/user)
if(eyeshield)
return
return ..()
/obj/item/weldingtool/experimental/use(amount, mob/M, colourChange)
. = ..(overcap ? amount * 3 : amount, M, colourChange)
if(!. && welding && overcap) // to ensure that the fuel gets used even if the amount is high
reagents.remove_reagent(/decl/reagent/fuel, get_fuel())
/obj/item/eyeshield
name = "experimental eyeshield"
desc = "An advanced eyeshield capable of dampening the welding glare produced when working on modern super-materials, removing the need for user-worn welding gear."
desc_info = "This can be attached to an experimental welder to give it welding protection, removing the need for welding goggles or masks."
icon = 'icons/obj/contained_items/tools/welding_tools.dmi'
icon_state = "eyeshield"
item_state = "eyeshield"
contained_sprite = TRUE
/obj/item/overcapacitor
name = "experimental overcapacitor"
desc = "An advanced capacitor that injects a current into the welding stream, doubling the speed of welding tasks without sacrificing quality. Excess current burns up welding fuel, reducing fuel efficiency, however."
desc_info = "This can be attached to an experimental welder to double the speed it works at, at the cost of tripling the fuel cost of using it."
icon = 'icons/obj/contained_items/tools/welding_tools.dmi'
icon_state = "overcap"
item_state = "overcap"
contained_sprite = TRUE
/*
* Crowbar
*/
/obj/item/crowbar
name = "crowbar"
desc = "An iron bar with a flattened end, used as a lever to remove floors and pry open doors."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "crowbar"
item_state = "crowbar"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
throwforce = 7
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/crowbar.ogg'
pickup_sound = 'sound/items/pickup/crowbar.ogg'
usesound = /decl/sound_category/crowbar_sound
origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
/obj/item/crowbar/iscrowbar()
return TRUE
/obj/item/crowbar/red
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar_red"
item_state = "crowbar_red"
/obj/item/crowbar/rescue_axe //Imagine something like a crash axe found on airplanes or forcing tools used by emergency services. This is a tool first and foremost.
name = "rescue axe"
desc = "A short lightweight emergency tool meant to chop, pry and pierce. Most of the handle is insulated excepting the wedge at the very bottom. The axe head atop the tool has a short pick opposite of the blade."
icon_state = "rescue_axe"
item_state = "rescue_axe"
w_class = ITEMSIZE_NORMAL
force = 12
throwforce = 12
flags = null //Handle is insulated, so this means it won't conduct electricity and hurt you.
sharp = TRUE
edge = TRUE
origin_tech = list(TECH_ENGINEERING = 2)
/obj/item/crowbar/rescue_axe/resolve_attackby(atom/A)//In practice this means it just does full damage to reinforced windows, which halve the force of attacks done against it already. That's just fine.
if(istype(A, /obj/structure/window))
force = initial(force) * 2
else
force = initial(force)
. = ..()
/obj/item/crowbar/rescue_axe/iscrowbar()//go ham
if(ismob(loc))
var/mob/M = loc
if(M.a_intent && M.a_intent == I_HURT)
return FALSE
return TRUE
/obj/item/crowbar/rescue_axe/red
icon_state = "rescue_axe_red"
item_state = "rescue_axe_red"
// Pipe wrench
/obj/item/pipewrench
name = "pipe wrench"
desc = "A big wrench that is made for working with pipes."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "pipewrench"
item_state = "pipewrench"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 2)
matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
/obj/item/pipewrench/Initialize()
. = ..()
color = color_rotation(rand(-11, 12) * 15)
/obj/item/combitool
name = "combi-tool"
desc = "It even has one of those nubbins for doing the thingy."
icon = 'icons/obj/tools.dmi'
icon_state = "combitool"
item_state = "combitool"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
force = 3
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/multitool.ogg'
pickup_sound = 'sound/items/pickup/multitool.ogg'
var/list/tools = list(
"crowbar",
"screwdriver",
"wrench",
"wirecutters",
"multitool"
)
var/current_tool = 1
/obj/item/combitool/Initialize()
desc = "[initial(desc)] It has [tools.len] possibilit[tools.len == 1 ? "y" : "ies"]."
for(var/tool in tools)
tools[tool] = image('icons/obj/tools.dmi', icon_state = "[icon_state]-[tool]")
. = ..()
/obj/item/combitool/examine(var/mob/user)
. = ..()
if(. && tools.len)
to_chat(user, "It has the following fittings: <b>[english_list(tools)]</b>.")
/obj/item/combitool/iswrench()
return current_tool == "wrench"
/obj/item/combitool/isscrewdriver()
return current_tool == "screwdriver"
/obj/item/combitool/iswirecutter()
return current_tool == "wirecutters"
/obj/item/combitool/iscrowbar()
return current_tool == "crowbar"
/obj/item/combitool/ismultitool()
return current_tool == "multitool"
/obj/item/combitool/proc/update_tool()
icon_state = "[initial(icon_state)]-[current_tool]"
/obj/item/combitool/attack_self(var/mob/user)
if(++current_tool > tools.len)
current_tool = 1
var/tool = RADIAL_INPUT(user, tools)
if(tool)
playsound(user, 'sound/items/penclick.ogg', 25)
current_tool = tool
update_tool()
return 1
/obj/item/powerdrill
name = "impact wrench"
desc = "The screwdriver's big brother."
icon = 'icons/obj/contained_items/tools/impact_wrench.dmi'
icon_state = "impact_wrench-screw"
item_state = "impact_wrench"
contained_sprite = TRUE
flags = HELDMAPTEXT
force = 8
attack_verb = list("gored", "drilled", "screwed", "punctured")
w_class = ITEMSIZE_SMALL
toolspeed = 3
usesound = 'sound/items/drill_use.ogg'
var/current_tool = 1
var/list/tools = list(
"screwdriverbit",
"wrenchbit"
)
/obj/item/powerdrill/Initialize()
. = ..()
update_tool()
/obj/item/powerdrill/set_initial_maptext()
held_maptext = SMALL_FONTS(7, "S")
/obj/item/powerdrill/examine(var/mob/user)
. = ..()
if(. && tools.len)
to_chat(user, "It has the following fittings:")
for(var/tool in tools)
to_chat(user, "- [tool][tools[current_tool] == tool ? " (selected)" : ""]")
/obj/item/powerdrill/MouseEntered(location, control, params)
. = ..()
var/list/modifiers = params2list(params)
if(modifiers["shift"] && get_dist(usr, src) <= 2)
params = replacetext(params, "shift=1;", "") // tooltip doesn't appear unless this is stripped
openToolTip(usr, src, params, "Impact Drill:", "[capitalize(tools[current_tool])]")
/obj/item/powerdrill/MouseExited(location, control, params)
. = ..()
closeToolTip(usr)
/obj/item/powerdrill/iswrench()
return tools[current_tool] == "wrenchbit"
/obj/item/powerdrill/isscrewdriver()
return tools[current_tool] == "screwdriverbit"
/obj/item/powerdrill/proc/update_tool()
if(isscrewdriver())
usesound = 'sound/items/drill_use.ogg'
icon_state = "impact_wrench-screw"
check_maptext(SMALL_FONTS(7, "S"))
else if(iswrench())
usesound = 'sound/items/air_wrench.ogg'
icon_state = "impact_wrench-wrench"
check_maptext(SMALL_FONTS(7, "W"))
/obj/item/powerdrill/attack_self(var/mob/user)
if(++current_tool > tools.len)
current_tool = 1
var/tool = tools[current_tool]
if(!tool)
to_chat(user, "You can't seem to find any fittings in \the [src].")
else
to_chat(user, "You switch \the [src] to the [tool] fitting.")
playsound(loc, 'sound/items/change_drill.ogg', 50, 1)
update_tool()
return TRUE
/obj/item/powerdrill/issurgerycompatible()
return FALSE // too unwieldy for most surgeries
/obj/item/steelwool
name = "steel wool"
desc = "Harvested from the finest NanoTrasen steel sheep."
icon = 'icons/obj/tools.dmi'
icon_state = "steel_wool"
flags = NOBLUDGEON
w_class = ITEMSIZE_SMALL
var/lit
matter = list(MATERIAL_STEEL = 40)
/obj/item/steelwool/isFlameSource()
return lit
/obj/item/steelwool/attackby(obj/item/W, mob/user)
if(W.isFlameSource())
ignite(W, user)
return TRUE
else if(istype(W, /obj/item/cell))
var/obj/item/cell/S = W
if(S.charge)
ignite(W, user)
else
to_chat(user, SPAN_WARNING("The cell isn't charged!"))
return TRUE
/obj/item/steelwool/fire_act()
ignite()
/obj/item/steelwool/proc/ignite(var/L, mob/user)
if(lit && user)
to_chat(user, SPAN_WARNING("The steel wool is already lit!"))
return
else
lit = TRUE
if(user)
user.visible_message(SPAN_NOTICE("[user] ignites the steel wool with \the [L]."), SPAN_NOTICE("You ignite the steel wool with \the [L]"), SPAN_NOTICE("You hear a gentle flame crackling."))
playsound(get_turf(src), 'sound/items/flare.ogg', 50)
desc += " Watch your hands!"
icon_state = "burning_wool"
set_light(2, 2, LIGHT_COLOR_LAVA)
addtimer(CALLBACK(src, .proc/endburn), 120 SECONDS, TIMER_UNIQUE)
/obj/item/steelwool/proc/endburn()
visible_message(SPAN_NOTICE("The steel wool burns out."))
if(ishuman(loc))
var/mob/living/carbon/human/user = loc
if(!user.gloves)
var/UserLoc = get_equip_slot()
if(UserLoc == slot_l_hand)
user.apply_damage(5, BURN, BP_L_HAND)
to_chat(user, SPAN_DANGER("The steel wool burns your left hand!"))
else if(UserLoc == slot_r_hand)
user.apply_damage(5, BURN, BP_R_HAND)
to_chat(user, SPAN_DANGER("The steel wool burns your right hand!"))
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
/obj/item/hammer
name = "hammer"
desc = "A tool with a weighted head used for striking."
icon = 'icons/obj/tools.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_tools.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_tools.dmi',
)
icon_state = "hammer"
item_state = "hammer"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
throwforce = 5
throw_speed = 3
throw_range = 3
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 75)
attack_verb = list("smashed", "hammered")
drop_sound = 'sound/items/drop/crowbar.ogg'
pickup_sound = 'sound/items/pickup/crowbar.ogg'
usesound = /decl/sound_category/hammer_sound
/obj/item/hammer/Initialize()
. = ..()
var/mutable_appearance/handle = mutable_appearance('icons/obj/tools.dmi', "hammer_handle")
handle.color = pick(COLOR_BLUE, COLOR_RED, COLOR_PURPLE, COLOR_BROWN, COLOR_GREEN, COLOR_CYAN, COLOR_YELLOW)
add_overlay(handle)
/obj/item/hammer/ishammer()
return TRUE