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* Nerfs bone wounds to make them less miserable (#61196) So I've always kinda known that bone wounds are unpleasant to receive, but since paying some closer attention to how they affect peoples rounds in the last few months, I've realized that they need to be reigned in some more. So, let's break down the big changes... General bone wound nerfs Limping on a busted leg is now a chance with each step of that leg, instead of always happening: No matter how small the delay added to your move time after each step (like if it was just a dislocation), and even with slings, bone wounds on your leg crippled you with the constant slowdown, because they happened every time you stepped on that leg. Now, the chance to limp on any given step with that leg is higher with worse wounds, and applying a sling to that leg further lowers that chance, as well as lowering the delay from that limp. A dislocated leg, for example, only limps 30% of the time, while a compound fracture limps 70% of the time. Skeletons and plasmamen (aka carbons with no flesh) can now use bone gel directly on cracked limbs to fix them, in 1/4th the time it takes the normal bone gel + surgical tape improvised fix to heal them, and with none of the damage. I felt bad that the ability for skeletons to stick dismembered limbs back into their slots was destroyed because the limbs would be critically wounded already, and still useless. Now, skeletons and plasmamen can be treated with just bone gel and some time. At some point after this is merged, someone should give the pirate ship some free bone gel. The speed of the improvised bone gel + surgical fix for broken bones is even further improved by laying down and by sleeping than it was before, meaning the improvised fixes can be cut down further by laying down for a bit while it works. Makes bone wounds less obnoxious, reducing their ability to single-handedly ruin your round when you suffer one. I want to go further in the future and add an easier improvised fix for hairline fractures soon, but those changes can come later after these are merged. * Nerfs bone wounds to make them less miserable Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
607 lines
21 KiB
Plaintext
607 lines
21 KiB
Plaintext
/* Stack type objects!
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* Contains:
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* Stacks
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* Recipe datum
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* Recipe list datum
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*/
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/*
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* Stacks
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*/
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/obj/item/stack
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icon = 'icons/obj/stack_objects.dmi'
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gender = PLURAL
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material_modifier = 0.05 //5%, so that a 50 sheet stack has the effect of 5k materials instead of 100k.
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max_integrity = 100
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var/list/datum/stack_recipe/recipes
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var/singular_name
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var/amount = 1
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var/max_amount = 50 //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
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var/is_cyborg = FALSE // It's TRUE if module is used by a cyborg, and uses its storage
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var/datum/robot_energy_storage/source
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var/cost = 1 // How much energy from storage it costs
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var/merge_type = null // This path and its children should merge with this stack, defaults to src.type
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var/full_w_class = WEIGHT_CLASS_NORMAL //The weight class the stack should have at amount > 2/3rds max_amount
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var/novariants = TRUE //Determines whether the item should update it's sprites based on amount.
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var/list/mats_per_unit //list that tells you how much is in a single unit.
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///Datum material type that this stack is made of
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var/material_type
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//NOTE: When adding grind_results, the amounts should be for an INDIVIDUAL ITEM - these amounts will be multiplied by the stack size in on_grind()
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var/obj/structure/table/tableVariant // we tables now (stores table variant to be built from this stack)
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// The following are all for medical treatment, they're here instead of /stack/medical because sticky tape can be used as a makeshift bandage or splint
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/// If set and this used as a splint for a broken bone wound, this is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries)
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var/splint_factor
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/// Like splint_factor but for burns instead of bone wounds. This is a multiplier used to speed up burn recoveries
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var/burn_cleanliness_bonus
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/// How much blood flow this stack can absorb if used as a bandage on a cut wound, note that absorption is how much we lower the flow rate, not the raw amount of blood we suck up
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var/absorption_capacity
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/// How quickly we lower the blood flow on a cut wound we're bandaging. Expected lifetime of this bandage in seconds is thus absorption_capacity/absorption_rate, or until the cut heals, whichever comes first
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var/absorption_rate
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/// Amount of matter for RCD
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var/matter_amount = 0
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/// Does this stack require a unique girder in order to make a wall?
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var/has_unique_girder = FALSE
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/obj/item/stack/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
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if(new_amount != null)
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amount = new_amount
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while(amount > max_amount)
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amount -= max_amount
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new type(loc, max_amount, FALSE)
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if(!merge_type)
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merge_type = type
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if(LAZYLEN(mat_override))
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set_mats_per_unit(mat_override, mat_amt)
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else if(LAZYLEN(mats_per_unit))
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set_mats_per_unit(mats_per_unit, 1)
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else if(LAZYLEN(custom_materials))
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set_mats_per_unit(custom_materials, amount ? 1/amount : 1)
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. = ..()
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if(merge)
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for(var/obj/item/stack/item_stack in loc)
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if(item_stack == src)
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continue
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if(can_merge(item_stack))
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INVOKE_ASYNC(src, .proc/merge_without_del, item_stack)
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if(is_zero_amount(delete_if_zero = FALSE))
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return INITIALIZE_HINT_QDEL
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var/list/temp_recipes = get_main_recipes()
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recipes = temp_recipes.Copy()
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if(material_type)
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var/datum/material/M = GET_MATERIAL_REF(material_type) //First/main material
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for(var/i in M.categories)
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switch(i)
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if(MAT_CATEGORY_BASE_RECIPES)
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var/list/temp = SSmaterials.base_stack_recipes.Copy()
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recipes += temp
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if(MAT_CATEGORY_RIGID)
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var/list/temp = SSmaterials.rigid_stack_recipes.Copy()
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recipes += temp
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update_weight()
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update_appearance()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_movable_entered_occupied_turf,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/** Sets the amount of materials per unit for this stack.
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*
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* Arguments:
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* - [mats][/list]: The value to set the mats per unit to.
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* - multiplier: The amount to multiply the mats per unit by. Defaults to 1.
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*/
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/obj/item/stack/proc/set_mats_per_unit(list/mats, multiplier=1)
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mats_per_unit = SSmaterials.FindOrCreateMaterialCombo(mats, multiplier)
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update_custom_materials()
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/** Updates the custom materials list of this stack.
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*/
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/obj/item/stack/proc/update_custom_materials()
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set_custom_materials(mats_per_unit, amount, is_update=TRUE)
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/**
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* Override to make things like metalgen accurately set custom materials
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*/
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/obj/item/stack/set_custom_materials(list/materials, multiplier=1, is_update=FALSE)
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return is_update ? ..() : set_mats_per_unit(materials, multiplier/(amount || 1))
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/obj/item/stack/on_grind()
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. = ..()
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for(var/i in 1 to length(grind_results)) //This should only call if it's ground, so no need to check if grind_results exists
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grind_results[grind_results[i]] *= get_amount() //Gets the key at position i, then the reagent amount of that key, then multiplies it by stack size
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/obj/item/stack/grind_requirements()
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if(is_cyborg)
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to_chat(usr, span_warning("[src] is electronically synthesized in your chassis and can't be ground up!"))
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return
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return TRUE
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/obj/item/stack/proc/get_main_recipes()
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SHOULD_CALL_PARENT(TRUE)
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return list()//empty list
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/obj/item/stack/proc/update_weight()
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if(amount <= (max_amount * (1/3)))
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w_class = clamp(full_w_class-2, WEIGHT_CLASS_TINY, full_w_class)
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else if (amount <= (max_amount * (2/3)))
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w_class = clamp(full_w_class-1, WEIGHT_CLASS_TINY, full_w_class)
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else
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w_class = full_w_class
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/obj/item/stack/update_icon_state()
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if(novariants)
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return ..()
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if(amount <= (max_amount * (1/3)))
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icon_state = initial(icon_state)
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return ..()
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if (amount <= (max_amount * (2/3)))
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icon_state = "[initial(icon_state)]_2"
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return ..()
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icon_state = "[initial(icon_state)]_3"
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return ..()
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/obj/item/stack/examine(mob/user)
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. = ..()
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if(is_cyborg)
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if(singular_name)
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. += "There is enough energy for [get_amount()] [singular_name]\s."
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else
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. += "There is enough energy for [get_amount()]."
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return
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if(singular_name)
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if(get_amount()>1)
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. += "There are [get_amount()] [singular_name]\s in the stack."
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else
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. += "There is [get_amount()] [singular_name] in the stack."
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else if(get_amount()>1)
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. += "There are [get_amount()] in the stack."
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else
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. += "There is [get_amount()] in the stack."
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. += span_notice("<b>Right-click</b> with an empty hand to take a custom amount.")
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/obj/item/stack/proc/get_amount()
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if(is_cyborg)
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. = round(source?.energy / cost)
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else
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. = (amount)
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/**
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* Builds all recipes in a given recipe list and returns an association list containing them
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*
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* Arguments:
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* * recipe_to_iterate - The list of recipes we are using to build recipes
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*/
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/obj/item/stack/proc/recursively_build_recipes(list/recipe_to_iterate)
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var/list/L = list()
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for(var/recipe in recipe_to_iterate)
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if(istype(recipe, /datum/stack_recipe_list))
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var/datum/stack_recipe_list/R = recipe
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L["[R.title]"] = recursively_build_recipes(R.recipes)
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if(istype(recipe, /datum/stack_recipe))
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var/datum/stack_recipe/R = recipe
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L["[R.title]"] = build_recipe(R)
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return L
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/**
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* Returns a list of properties of a given recipe
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*
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* Arguments:
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* * R - The stack recipe we are using to get a list of properties
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*/
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/obj/item/stack/proc/build_recipe(datum/stack_recipe/R)
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return list(
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"res_amount" = R.res_amount,
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"max_res_amount" = R.max_res_amount,
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"req_amount" = R.req_amount,
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"ref" = "\ref[R]",
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)
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/**
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* Checks if the recipe is valid to be used
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*
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* Arguments:
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* * R - The stack recipe we are checking if it is valid
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* * recipe_list - The list of recipes we are using to check the given recipe
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*/
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/obj/item/stack/proc/is_valid_recipe(datum/stack_recipe/R, list/recipe_list)
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for(var/S in recipe_list)
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if(S == R)
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return TRUE
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if(istype(S, /datum/stack_recipe_list))
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var/datum/stack_recipe_list/L = S
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if(is_valid_recipe(R, L.recipes))
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return TRUE
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return FALSE
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/obj/item/stack/ui_state(mob/user)
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return GLOB.hands_state
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/obj/item/stack/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Stack", name)
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ui.open()
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/obj/item/stack/ui_data(mob/user)
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var/list/data = list()
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data["amount"] = get_amount()
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return data
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/obj/item/stack/ui_static_data(mob/user)
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var/list/data = list()
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data["recipes"] = recursively_build_recipes(recipes)
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return data
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/obj/item/stack/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("make")
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if(get_amount() < 1 && !is_cyborg)
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qdel(src)
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return
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var/datum/stack_recipe/recipe = locate(params["ref"])
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if(!is_valid_recipe(recipe, recipes)) //href exploit protection
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return
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var/multiplier = text2num(params["multiplier"])
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if(!multiplier || (multiplier <= 0)) //href exploit protection
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return
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if(!building_checks(recipe, multiplier))
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return
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if(recipe.time)
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var/adjusted_time = 0
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usr.visible_message(span_notice("[usr] starts building \a [recipe.title]."), span_notice("You start building \a [recipe.title]..."))
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if(HAS_TRAIT(usr, recipe.trait_booster))
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adjusted_time = (recipe.time * recipe.trait_modifier)
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else
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adjusted_time = recipe.time
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if(!do_after(usr, adjusted_time, target = usr))
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return
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if(!building_checks(recipe, multiplier))
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return
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var/obj/O
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if(recipe.max_res_amount > 1) //Is it a stack?
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O = new recipe.result_type(usr.drop_location(), recipe.res_amount * multiplier)
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else if(ispath(recipe.result_type, /turf))
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var/turf/T = usr.drop_location()
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if(!isturf(T))
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return
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T.PlaceOnTop(recipe.result_type, flags = CHANGETURF_INHERIT_AIR)
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else
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O = new recipe.result_type(usr.drop_location())
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if(O)
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O.setDir(usr.dir)
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use(recipe.req_amount * multiplier)
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if(recipe.applies_mats && LAZYLEN(mats_per_unit))
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if(isstack(O))
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var/obj/item/stack/crafted_stack = O
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crafted_stack.set_mats_per_unit(mats_per_unit, recipe.req_amount / recipe.res_amount)
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else
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O.set_custom_materials(mats_per_unit, recipe.req_amount / recipe.res_amount)
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if(QDELETED(O))
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return //It's a stack and has already been merged
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O.add_fingerprint(usr) //Add fingerprints first, otherwise O might already be deleted because of stack merging
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if(isitem(O))
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usr.put_in_hands(O)
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//BubbleWrap - so newly formed boxes are empty
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if(istype(O, /obj/item/storage))
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for (var/obj/item/I in O)
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qdel(I)
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//BubbleWrap END
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return TRUE
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/obj/item/stack/vv_edit_var(vname, vval)
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if(vname == NAMEOF(src, amount))
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add(clamp(vval, 1-amount, max_amount - amount)) //there must always be one.
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return TRUE
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else if(vname == NAMEOF(src, max_amount))
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max_amount = max(vval, 1)
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add((max_amount < amount) ? (max_amount - amount) : 0) //update icon, weight, ect
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return TRUE
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return ..()
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/obj/item/stack/proc/building_checks(datum/stack_recipe/recipe, multiplier)
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if (get_amount() < recipe.req_amount*multiplier)
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if (recipe.req_amount*multiplier>1)
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to_chat(usr, span_warning("You haven't got enough [src] to build \the [recipe.req_amount*multiplier] [recipe.title]\s!"))
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else
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to_chat(usr, span_warning("You haven't got enough [src] to build \the [recipe.title]!"))
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return FALSE
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var/turf/dest_turf = get_turf(usr)
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// If we're making a window, we have some special snowflake window checks to do.
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if(ispath(recipe.result_type, /obj/structure/window))
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var/obj/structure/window/result_path = recipe.result_type
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if(!valid_window_location(dest_turf, usr.dir, is_fulltile = initial(result_path.fulltile)))
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to_chat(usr, span_warning("The [recipe.title] won't fit here!"))
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return FALSE
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if(recipe.one_per_turf && (locate(recipe.result_type) in dest_turf))
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to_chat(usr, span_warning("There is another [recipe.title] here!"))
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return FALSE
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if(recipe.on_floor)
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if(!isfloorturf(dest_turf))
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to_chat(usr, span_warning("\The [recipe.title] must be constructed on the floor!"))
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return FALSE
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for(var/obj/object in dest_turf)
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if(istype(object, /obj/structure/grille))
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continue
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if(istype(object, /obj/structure/table))
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continue
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if(istype(object, /obj/structure/window))
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var/obj/structure/window/window_structure = object
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if(!window_structure.fulltile)
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continue
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if(object.density || NO_BUILD & object.obj_flags)
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to_chat(usr, span_warning("There is \a [object.name] here. You can\'t make \a [recipe.title] here!"))
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return FALSE
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if(recipe.placement_checks)
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switch(recipe.placement_checks)
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if(STACK_CHECK_CARDINALS)
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var/turf/step
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for(var/direction in GLOB.cardinals)
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step = get_step(dest_turf, direction)
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if(locate(recipe.result_type) in step)
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to_chat(usr, span_warning("\The [recipe.title] must not be built directly adjacent to another!"))
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return FALSE
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if(STACK_CHECK_ADJACENT)
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if(locate(recipe.result_type) in range(1, dest_turf))
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to_chat(usr, span_warning("\The [recipe.title] must be constructed at least one tile away from others of its type!"))
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return FALSE
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return TRUE
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/obj/item/stack/use(used, transfer = FALSE, check = TRUE) // return 0 = borked; return 1 = had enough
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if(check && is_zero_amount(delete_if_zero = TRUE))
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return FALSE
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if(is_cyborg)
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return source.use_charge(used * cost)
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if (amount < used)
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return FALSE
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amount -= used
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if(check && is_zero_amount(delete_if_zero = TRUE))
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return TRUE
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if(length(mats_per_unit))
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update_custom_materials()
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update_appearance()
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update_weight()
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return TRUE
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/obj/item/stack/tool_use_check(mob/living/user, amount)
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if(get_amount() < amount)
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if(singular_name)
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if(amount > 1)
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to_chat(user, span_warning("You need at least [amount] [singular_name]\s to do this!"))
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else
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to_chat(user, span_warning("You need at least [amount] [singular_name] to do this!"))
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else
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to_chat(user, span_warning("You need at least [amount] to do this!"))
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return FALSE
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return TRUE
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/**
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* Returns TRUE if the item stack is the equivalent of a 0 amount item.
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*
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* Also deletes the item if delete_if_zero is TRUE and the stack does not have
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* is_cyborg set to true.
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*/
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/obj/item/stack/proc/is_zero_amount(delete_if_zero = TRUE)
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if(is_cyborg)
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return source.energy < cost
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if(amount < 1)
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if(delete_if_zero)
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qdel(src)
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return TRUE
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return FALSE
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/** Adds some number of units to this stack.
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*
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* Arguments:
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* - _amount: The number of units to add to this stack.
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*/
|
|
/obj/item/stack/proc/add(_amount)
|
|
if(is_cyborg)
|
|
source.add_charge(_amount * cost)
|
|
else
|
|
amount += _amount
|
|
if(length(mats_per_unit))
|
|
update_custom_materials()
|
|
update_appearance()
|
|
update_weight()
|
|
|
|
/** Checks whether this stack can merge itself into another stack.
|
|
*
|
|
* Arguments:
|
|
* - [check][/obj/item/stack]: The stack to check for mergeability.
|
|
*/
|
|
/obj/item/stack/proc/can_merge(obj/item/stack/check)
|
|
if(!istype(check, merge_type))
|
|
return FALSE
|
|
if(mats_per_unit ~! check.mats_per_unit) // ~! in case of lists this operator checks only keys, but not values
|
|
return FALSE
|
|
if(is_cyborg) // No merging cyborg stacks into other stacks
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/**
|
|
* Merges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.
|
|
*
|
|
* This calls use() without check = FALSE, preventing the item from qdeling itself if it reaches 0 stack size.
|
|
*
|
|
* As a result, this proc can leave behind a 0 amount stack.
|
|
*/
|
|
/obj/item/stack/proc/merge_without_del(obj/item/stack/target_stack, limit)
|
|
// Cover edge cases where multiple stacks are being merged together and haven't been deleted properly.
|
|
// Also cover edge case where a stack is being merged into itself, which is supposedly possible.
|
|
if(QDELETED(target_stack))
|
|
CRASH("Stack merge attempted on qdeleted target stack.")
|
|
if(QDELETED(src))
|
|
CRASH("Stack merge attempted on qdeleted source stack.")
|
|
if(target_stack == src)
|
|
CRASH("Stack attempted to merge into itself.")
|
|
|
|
var/transfer = get_amount()
|
|
if(target_stack.is_cyborg)
|
|
transfer = min(transfer, round((target_stack.source.max_energy - target_stack.source.energy) / target_stack.cost))
|
|
else
|
|
transfer = min(transfer, (limit ? limit : target_stack.max_amount) - target_stack.amount)
|
|
if(pulledby)
|
|
pulledby.start_pulling(target_stack)
|
|
target_stack.copy_evidences(src)
|
|
use(transfer, transfer = TRUE, check = FALSE)
|
|
target_stack.add(transfer)
|
|
if(target_stack.mats_per_unit != mats_per_unit) // We get the average value of mats_per_unit between two stacks getting merged
|
|
var/list/temp_mats_list = list() // mats_per_unit is passed by ref into this coil, and that same ref is used in other places. If we didn't make a new list here we'd end up contaminating those other places, which leads to batshit behavior
|
|
for(var/mat_type in target_stack.mats_per_unit)
|
|
temp_mats_list[mat_type] = (target_stack.mats_per_unit[mat_type] * (target_stack.amount - transfer) + mats_per_unit[mat_type] * transfer) / target_stack.amount
|
|
target_stack.mats_per_unit = temp_mats_list
|
|
return transfer
|
|
|
|
/**
|
|
* Merges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.
|
|
*
|
|
* This proc deletes src if the remaining amount after the transfer is 0.
|
|
*/
|
|
/obj/item/stack/proc/merge(obj/item/stack/target_stack, limit)
|
|
. = merge_without_del(target_stack, limit)
|
|
is_zero_amount(delete_if_zero = TRUE)
|
|
|
|
/// Signal handler for connect_loc element. Called when a movable enters the turf we're currently occupying. Merges if possible.
|
|
/obj/item/stack/proc/on_movable_entered_occupied_turf(datum/source, atom/movable/arrived)
|
|
SIGNAL_HANDLER
|
|
|
|
// Edge case. This signal will also be sent when src has entered the turf. Don't want to merge with ourselves.
|
|
if(arrived == src)
|
|
return
|
|
|
|
if(!arrived.throwing && can_merge(arrived))
|
|
INVOKE_ASYNC(src, .proc/merge, arrived)
|
|
|
|
/obj/item/stack/hitby(atom/movable/hitting, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
|
|
if(can_merge(hitting))
|
|
merge(hitting)
|
|
. = ..()
|
|
|
|
//ATTACK HAND IGNORING PARENT RETURN VALUE
|
|
/obj/item/stack/attack_hand(mob/user, list/modifiers)
|
|
if(user.get_inactive_held_item() == src)
|
|
if(is_zero_amount(delete_if_zero = TRUE))
|
|
return
|
|
return split_stack(user, 1)
|
|
else
|
|
. = ..()
|
|
|
|
/obj/item/stack/attack_hand_secondary(mob/user, modifiers)
|
|
. = ..()
|
|
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
|
|
return
|
|
|
|
if(is_cyborg || !user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, !iscyborg(user)))
|
|
return SECONDARY_ATTACK_CONTINUE_CHAIN
|
|
if(is_zero_amount(delete_if_zero = TRUE))
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
var/max = get_amount()
|
|
var/stackmaterial = round(input(user, "How many sheets do you wish to take out of this stack? (Maximum [max])", "Stack Split") as null|num)
|
|
max = get_amount()
|
|
stackmaterial = min(max, stackmaterial)
|
|
if(stackmaterial == null || stackmaterial <= 0 || !user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, !iscyborg(user)))
|
|
return SECONDARY_ATTACK_CONTINUE_CHAIN
|
|
split_stack(user, stackmaterial)
|
|
to_chat(user, span_notice("You take [stackmaterial] sheets out of the stack."))
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
/** Splits the stack into two stacks.
|
|
*
|
|
* Arguments:
|
|
* - [user][/mob]: The mob splitting the stack.
|
|
* - amount: The number of units to split from this stack.
|
|
*/
|
|
/obj/item/stack/proc/split_stack(mob/user, amount)
|
|
if(!use(amount, TRUE, FALSE))
|
|
return null
|
|
var/obj/item/stack/F = new type(user? user : drop_location(), amount, FALSE, mats_per_unit)
|
|
. = F
|
|
F.copy_evidences(src)
|
|
if(user)
|
|
if(!user.put_in_hands(F, merge_stacks = FALSE))
|
|
F.forceMove(user.drop_location())
|
|
add_fingerprint(user)
|
|
F.add_fingerprint(user)
|
|
|
|
is_zero_amount(delete_if_zero = TRUE)
|
|
|
|
/obj/item/stack/attackby(obj/item/W, mob/user, params)
|
|
if(can_merge(W))
|
|
var/obj/item/stack/S = W
|
|
if(merge(S))
|
|
to_chat(user, span_notice("Your [S.name] stack now contains [S.get_amount()] [S.singular_name]\s."))
|
|
else
|
|
. = ..()
|
|
|
|
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
|
|
add_blood_DNA(from.return_blood_DNA())
|
|
add_fingerprint_list(from.return_fingerprints())
|
|
add_hiddenprint_list(from.return_hiddenprints())
|
|
fingerprintslast = from.fingerprintslast
|
|
//TODO bloody overlay
|
|
|
|
/obj/item/stack/microwave_act(obj/machinery/microwave/M)
|
|
if(istype(M) && M.dirty < 100)
|
|
M.dirty += amount
|
|
|
|
/*
|
|
* Recipe datum
|
|
*/
|
|
/datum/stack_recipe
|
|
var/title = "ERROR"
|
|
var/result_type
|
|
var/req_amount = 1
|
|
var/res_amount = 1
|
|
var/max_res_amount = 1
|
|
var/time = 0
|
|
var/one_per_turf = FALSE
|
|
var/on_floor = FALSE
|
|
var/placement_checks = FALSE
|
|
var/applies_mats = FALSE
|
|
var/trait_booster = null
|
|
var/trait_modifier = 1
|
|
|
|
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1,time = 0, one_per_turf = FALSE, on_floor = FALSE, window_checks = FALSE, placement_checks = FALSE, applies_mats = FALSE, trait_booster = null, trait_modifier = 1)
|
|
src.title = title
|
|
src.result_type = result_type
|
|
src.req_amount = req_amount
|
|
src.res_amount = res_amount
|
|
src.max_res_amount = max_res_amount
|
|
src.time = time
|
|
src.one_per_turf = one_per_turf
|
|
src.on_floor = on_floor
|
|
src.placement_checks = placement_checks
|
|
src.applies_mats = applies_mats
|
|
src.trait_booster = trait_booster
|
|
src.trait_modifier = trait_modifier
|
|
/*
|
|
* Recipe list datum
|
|
*/
|
|
/datum/stack_recipe_list
|
|
var/title = "ERROR"
|
|
var/list/recipes
|
|
|
|
/datum/stack_recipe_list/New(title, recipes)
|
|
src.title = title
|
|
src.recipes = recipes
|