Files
Bubberstation/code/__DEFINES/tools.dm
John Willard a4e7929a3b Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request

Lighters now have welding fuel which can be filled/extracted by hand,
giving a small but consistent source of welding fuel for non-chemists.
Welding fuel is now required for these lighters to work, they'll close
automatically once they're out of fuel.
They last for a minute, zippo lasts 2 minutes, before they need to be
refuelled. It can have other reagents put into it but it only checks for
welding fuel, so it won't work at all unless its got some.
They can be used as welding tools in minor cases, mostly fixing things
and welding doors shut, but can't do big things like deconstruction,
except the xenobio one because it's a lot hotter than the normal
lighter.

Also added a baseline support to check for heat to perform certain
welds, before heat is just this binary "has or doesnt have heat", which
made its value useless.

## Why It's Good For The Game

Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto
welding tool without being something that prisoners could break out of
prison with. They could weld the doors shut which is a little funny,
security still has proper welding tools to counter it.
It also currently is kinda lame that lighters could just be open 24/7,
unlike matches which has a lifespan of 10 seconds each or something.

## Changelog

🆑
add: Lighters now use and require welding fuel to work, but can be used
as a welding tool for tasks that don't require much heat.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-13 12:32:09 +00:00

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// Tool types, if you add new ones please add them to /obj/item/debug/omnitool in code/game/objects/items/debug_items.dm
#define TOOL_CROWBAR "crowbar"
#define TOOL_MULTITOOL "multitool"
#define TOOL_SCREWDRIVER "screwdriver"
#define TOOL_WIRECUTTER "cutters"
#define TOOL_WRENCH "wrench"
#define TOOL_WELDER "welder"
#define TOOL_ANALYZER "analyzer"
#define TOOL_MINING "mining"
#define TOOL_SHOVEL "shovel"
#define TOOL_DRAPES "surgicaldrapes"
#define TOOL_RETRACTOR "retractor"
#define TOOL_HEMOSTAT "hemostat"
#define TOOL_CAUTERY "cautery"
#define TOOL_DRILL "drill"
#define TOOL_SCALPEL "scalpel"
#define TOOL_SAW "saw"
#define TOOL_BONESET "bonesetter"
#define TOOL_KNIFE "knife"
#define TOOL_BLOODFILTER "bloodfilter"
#define TOOL_ROLLINGPIN "rolling pin"
/// Can be used to scrape rust off an any atom; which will result in the Rust Component being qdel'd
#define TOOL_RUSTSCRAPER "rustscraper"
// If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY,
// tool sound is only played when op is started. If not, it's played twice.
#define MIN_TOOL_SOUND_DELAY 20
#define MIN_TOOL_OPERATING_DELAY 40 //minimum delay for operating sound. Prevent overlaps and overhand sound.
/// Return when an item interaction is successful.
/// This cancels the rest of the chain entirely and indicates success.
#define ITEM_INTERACT_SUCCESS (1<<0) // Same as TRUE, as most tool (legacy) tool acts return TRUE on success
/// Return to prevent the rest of the attack chain from being executed / preventing the item user from thwacking the target.
/// Similar to [ITEM_INTERACT_SUCCESS], but does not necessarily indicate success.
#define ITEM_INTERACT_BLOCKING (1<<1)
/// Only for people who get confused by the naming scheme
#define ITEM_INTERACT_FAILURE ITEM_INTERACT_BLOCKING
/// Return to skip the rest of the interaction chain, going straight to attack.
#define ITEM_INTERACT_SKIP_TO_ATTACK (1<<2)
/// Combination flag for any item interaction that blocks the rest of the attack chain
#define ITEM_INTERACT_ANY_BLOCKER (ITEM_INTERACT_SUCCESS | ITEM_INTERACT_BLOCKING)
/// How many seconds between each fuel depletion tick ("use" proc)
#define TOOL_FUEL_BURN_INTERVAL 5
///This is a number I got by quickly searching up the temperature to melt iron/glass, though not really realistic.
///This is used for places where lighters should not be hot enough to be used as a welding tool on.
#define HIGH_TEMPERATURE_REQUIRED 1500
/**
* A helper for checking if an item interaction should be skipped.
* This is only used explicitly because some interactions may not want to ever be skipped.
*/
#define SHOULD_SKIP_INTERACTION(target, item, user) (HAS_TRAIT(target, TRAIT_COMBAT_MODE_SKIP_INTERACTION) && user.combat_mode)