Files
Aurora.3/code/game/objects/items/weapons/tools.dm
johnsonmt88@gmail.com fa65c484cd Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00

367 lines
9.7 KiB
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/*
CONTAINS:
WRENCH
SCREWDRIVER
WELDINGTOOOL
*/
// WRENCH
/obj/item/weapon/wrench
name = "wrench"
desc = "A wrench with common uses. Can be found in your hand."
icon = 'items.dmi'
icon_state = "wrench"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 5.0
throwforce = 7.0
w_class = 2.0
m_amt = 150
origin_tech = "materials=1;engineering=1"
// SCREWDRIVER
/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)
// WELDING TOOL
/obj/item/weapon/weldingtool
name = "Welding Tool"
icon = 'items.dmi'
icon_state = "welder"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
//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
m_amt = 70
g_amt = 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/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)
return
/obj/item/weapon/weldingtool/examine()
set src in usr
usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
return
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "\red Stop welding first!"
return
status = !status
if(status)
user << "\blue You resecure the welder."
else
user << "\blue 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.u_equip(src)
else
user.u_equip(src)
src.master = F
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = F
src.add_fingerprint(user)
return
..()
return
/obj/item/weapon/weldingtool/process()
switch(welding)
//If off
if(0)
if(src.icon_state != "welder") //Check that the sprite is correct, if it isnt, it means toggle() was not called
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
src.welding = 0
processing_objects.Remove(src)
return
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
if(src.icon_state != "welder1") //Check that the sprite is correct, if it isnt, it means toggle() was not called
src.force = 15
src.damtype = "fire"
src.icon_state = "welder1"
if(prob(5))
remove_fuel(1)
//If you're actually actively welding, use fuel faster.
//Is this actually used or set anywhere? - Nodrak
if(2)
if(prob(75))
remove_fuel(1)
//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/afterattack(obj/O as obj, mob/user as mob)
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
O.reagents.trans_to(src, max_fuel)
user << "\blue Welder refueled"
playsound(src.loc, 'refill.ogg', 50, 1, -6)
return
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
log_game("[key_name(user)] triggered a fueltank explosion.")
user << "\red That was stupid of you."
explosion(O.loc,-1,0,2)
if(O)
del(O)
return
if (src.welding)
remove_fuel(1)
var/turf/location = get_turf(user)
if (istype(location, /turf))
location.hotspot_expose(700, 50, 1)
return
/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
toggle()
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 || !check_fuel())
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
check_fuel()
if(M)
eyecheck(M)
return 1
else
if(M)
M << "\blue 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/temp_welding)
//If we're turning it on
if(temp_welding > 0)
if (remove_fuel(1))
usr << "\blue The [src] switches on."
src.force = 15
src.damtype = "fire"
src.icon_state = "welder1"
processing_objects.Add(src)
else
usr << "\blue Need more fuel!"
src.welding = 0
return
//Otherwise
else
usr << "\blue The [src] switches off."
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
src.welding = 0
//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
/obj/item/weapon/weldingtool/proc/check_fuel()
if((get_fuel() <= 0) && welding)
toggle(1)
return 0
return 1
//Toggles the welder off and on
/obj/item/weapon/weldingtool/proc/toggle(var/message = 0)
if(!status) return
src.welding = !( src.welding )
if (src.welding)
if (remove_fuel(1))
usr << "\blue You switch the [src] on."
src.force = 15
src.damtype = "fire"
src.icon_state = "welder1"
processing_objects.Add(src)
else
usr << "\blue Need more fuel!"
src.welding = 0
return
else
if(!message)
usr << "\blue You switch the [src] off."
else
usr << "\blue The [src] shuts off!"
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
src.welding = 0
//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()
switch(safety)
if(1)
usr << "\red Your eyes sting a little."
user.eye_stat += rand(1, 2)
if(user.eye_stat > 12)
user.eye_blurry += rand(3,6)
if(0)
usr << "\red Your eyes burn."
user.eye_stat += rand(2, 4)
if(user.eye_stat > 10)
user.eye_blurry += 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)
user.eye_stat += rand(12, 16)
if(user.eye_stat > 10 && safety < 2)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (prob(user.eye_stat - 25 + 1))
user << "\red You go blind!"
user.sdisabilities |= 1
else if (prob(user.eye_stat - 15 + 1))
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= 1
spawn(100)
user.disabilities &= ~1
return
/obj/item/weapon/weldingtool/largetank
name = "Industrial Welding Tool"
max_fuel = 40
m_amt = 70
g_amt = 60
origin_tech = "engineering=2"
/obj/item/weapon/weldingtool/hugetank
name = "Upgraded Welding Tool"
max_fuel = 80
w_class = 3.0
m_amt = 70
g_amt = 120
origin_tech = "engineering=3"
/obj/item/weapon/weldingtool/experimental
name = "Experimental Welding Tool"
max_fuel = 80
w_class = 3.0
m_amt = 70
g_amt = 120
/obj/item/weapon/wirecutters
name = "wirecutters"
desc = "This cuts wires."
icon = 'items.dmi'
icon_state = "cutters"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BELT
force = 6.0
throw_speed = 2
throw_range = 9
w_class = 2.0
m_amt = 80
origin_tech = "materials=1;engineering=1"
/obj/item/weapon/wirecutters/New()
if(prob(50))
icon_state = "cutters-y"
item_state = "cutters_yellow"