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Part 1 in the "why my impact wrench no wrench bolt" saga tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that) essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
167 lines
5.3 KiB
Plaintext
167 lines
5.3 KiB
Plaintext
/* Glass stack types
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* Contains:
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* Glass sheets
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* Reinforced glass sheets
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* Wired glass sheets
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* Phoron Glass Sheets
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* Reinforced Phoron Glass Sheets (AKA Holy fuck strong windows)
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* Glass shards - TODO: Move this into code/game/object/item/weapons
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*/
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/*
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* Glass sheets
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*/
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/obj/item/stack/material/glass
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name = "glass"
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singular_name = "glass sheet"
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icon_state = "sheet-glass"
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var/created_window = /obj/structure/window/basic
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var/is_reinforced = 0
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var/list/construction_options = list("One Direction", "Full Window")
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default_type = "glass"
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icon_has_variants = TRUE
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drop_sound = 'sound/items/drop/glass.ogg'
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/obj/item/stack/material/glass/attack_self(mob/user as mob)
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construct_window(user)
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/obj/item/stack/material/glass/proc/construct_window(mob/user as mob)
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if(!user || !src) return 0
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if(!istype(user.loc,/turf)) return 0
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if(!user.IsAdvancedToolUser())
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return 0
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var/title = "Sheet-[name]"
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title += " ([src.get_amount()] sheet\s left)"
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switch(input(title, "What would you like to construct?") as null|anything in construction_options)
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if("One Direction")
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if(!src) return 1
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if(src.loc != user) return 1
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var/list/directions = new/list(cardinal)
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var/i = 0
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for (var/obj/structure/window/win in user.loc)
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i++
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if(i >= 4)
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to_chat(user, "<span class='warning'>There are too many windows in this location.</span>")
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return 1
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directions-=win.dir
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if(!(win.dir in cardinal))
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to_chat(user, "<span class='warning'>Can't let you do that.</span>")
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return 1
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//Determine the direction. It will first check in the direction the person making the window is facing, if it finds an already made window it will try looking at the next cardinal direction, etc.
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var/dir_to_set = 2
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for(var/direction in list( user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
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var/found = 0
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for(var/obj/structure/window/WT in user.loc)
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if(WT.dir == direction)
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found = 1
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if(!found)
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dir_to_set = direction
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break
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new created_window( user.loc, dir_to_set, 1 )
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src.use(1)
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if("Full Window")
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if(!src) return 1
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if(src.loc != user) return 1
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if(src.get_amount() < 4)
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to_chat(user, "<span class='warning'>You need more glass to do that.</span>")
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return 1
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if(locate(/obj/structure/window) in user.loc)
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to_chat(user, "<span class='warning'>There is a window in the way.</span>")
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return 1
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new created_window( user.loc, SOUTHWEST, 1 )
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src.use(4)
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if("Windoor")
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if(!is_reinforced) return 1
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if(!src || src.loc != user) return 1
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if(isturf(user.loc) && locate(/obj/structure/windoor_assembly/, user.loc))
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to_chat(user, "<span class='warning'>There is already a windoor assembly in that location.</span>")
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return 1
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if(isturf(user.loc) && locate(/obj/machinery/door/window/, user.loc))
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to_chat(user, "<span class='warning'>There is already a windoor in that location.</span>")
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return 1
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if(src.get_amount() < 5)
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to_chat(user, "<span class='warning'>You need more glass to do that.</span>")
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return 1
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new /obj/structure/windoor_assembly(user.loc, user.dir, 1)
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src.use(5)
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return 0
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/*
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* Reinforced glass sheets
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*/
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/obj/item/stack/material/glass/reinforced
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name = "reinforced glass"
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singular_name = "reinforced glass sheet"
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icon_state = "sheet-rglass"
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default_type = "reinforced glass"
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created_window = /obj/structure/window/reinforced
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is_reinforced = 1
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construction_options = list("One Direction", "Full Window", "Windoor")
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/*
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* Wired glass sheets
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*/
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/obj/item/stack/material/glass/wired
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name = "wired glass tile"
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singular_name = "wired glass floor tile"
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desc = "A glass tile, which is wired, somehow."
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icon = 'icons/obj/stacks/tiles.dmi'
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icon_state = "glass_wire"
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created_window = null
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default_type = "wired glass"
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construction_options = list()
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/obj/item/stack/material/glass/wired/attackby(var/obj/O, mob/user as mob)
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if(istype(O, /obj/item/stack/material/steel))
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var/obj/item/stack/material/steel/M = O
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if (M.use(1))
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var/obj/item/L = new /obj/item/stack/tile/light
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user.drop_from_inventory(L,get_turf(src))
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to_chat(user, "<span class='notice'>You make a light tile.</span>")
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use(1)
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else
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to_chat(user, "<span class='warning'>You need one metal sheet to finish the light tile!</span>")
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else if(O.iswirecutter())
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user.drop_from_inventory(O,get_turf(src))
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to_chat(user, "<span class='notice'>You detach the wire from the [name].</span>")
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
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new /obj/item/stack/cable_coil(user.loc, 5)
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new /obj/item/stack/material/glass(user.loc)
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use(1)
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else
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return ..()
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/*
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* Phoron Glass sheets
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*/
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/obj/item/stack/material/glass/phoronglass
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name = "phoron glass"
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singular_name = "phoron glass sheet"
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icon_state = "sheet-phoronglass"
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created_window = /obj/structure/window/phoronbasic
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default_type = "phoron glass"
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icon_has_variants = FALSE
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/*
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* Reinforced phoron glass sheets
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*/
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/obj/item/stack/material/glass/phoronrglass
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name = "reinforced phoron glass"
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singular_name = "reinforced phoron glass sheet"
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icon_state = "sheet-phoronrglass"
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default_type = "reinforced phoron glass"
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created_window = /obj/structure/window/phoronreinforced
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is_reinforced = 1
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icon_has_variants = FALSE
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