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Remove welder fuel usage from all actions except attacking and leaving it on most welder tasks require a minimum of 1u of fuel, some longer tasks require a minimum of 2 or 3u welders now drain 1u every 5 seconds they're active ## About The Pull Request Prior to this PR welder fuel usage was random, a lot of tasks didn't use any welder fuel and welders were basically near infinite so long as you didn't use them for combat, it took 26 seconds of activity to drain 1u of fuel, that means an emergency welder alone could run for 5 minutes straight before needing a refuel After this PR all welders will drain 1u every 5 seconds instead of every 26 seconds, but welding objects won't require extra fuel anymore, making the fuel usage much more consistent. resolves #55018 ## Why It's Good For The Game Actually makes fuel tanks useful and relevant without making it obnoxious to do repetitive quick tasks like turn rods into plates, there's actually a reason to upgrade off the emergency welder now since it lasts 50 seconds rather than 5 minutes ## Changelog 🆑 qol: Welders now have a more consistent fuel usage /🆑
216 lines
9.1 KiB
Plaintext
216 lines
9.1 KiB
Plaintext
/obj/structure/plaque //This is a plaque you can craft with gold, then permanently engrave a title and description on, with a fountain pen.
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icon = 'icons/obj/signs.dmi'
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icon_state = "blankplaque"
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name = "blank plaque"
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desc = "A blank plaque, use a fancy pen to engrave it. It can be detatched from the wall with a wrench."
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anchored = TRUE
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opacity = FALSE
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density = FALSE
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layer = SIGN_LAYER
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custom_materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT)
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max_integrity = 200 //Twice as durable as regular signs.
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armor_type = /datum/armor/structure_plaque
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///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
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var/engraved = FALSE
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/datum/armor/structure_plaque
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melee = 50
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fire = 50
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acid = 50
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/obj/structure/plaque/Initialize(mapload)
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. = ..()
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register_context()
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/obj/structure/plaque/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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switch (held_item?.tool_behaviour)
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if (TOOL_WELDER)
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context[SCREENTIP_CONTEXT_LMB] = "Repair"
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return CONTEXTUAL_SCREENTIP_SET
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if (TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_LMB] = "Unfasten"
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/pen/fountain) && !engraved)
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context[SCREENTIP_CONTEXT_LMB] = "Engrave"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/plaque/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(. || user.is_blind())
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return
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user.examinate(src)
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/obj/structure/plaque/wrench_act(mob/living/user, obj/item/wrench/I)
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. = ..()
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user.visible_message(span_notice("[user] starts removing [src]..."), \
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span_notice("You start unfastening [src]."))
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I.play_tool_sound(src)
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if(!I.use_tool(src, user, 4 SECONDS))
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return TRUE
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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user.visible_message(span_notice("[user] unfastens [src]."), \
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span_notice("You unfasten [src]."))
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var/obj/item/plaque/unwrenched_plaque = new (get_turf(user))
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if(engraved) //If it's still just a basic unengraved plaque, we can (and should) skip some of the below variable transfers.
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unwrenched_plaque.name = name //Copy over the plaque structure variables to the plaque item we're creating when we unwrench it.
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unwrenched_plaque.desc = desc
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unwrenched_plaque.engraved = engraved
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unwrenched_plaque.icon_state = icon_state
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unwrenched_plaque.update_integrity(get_integrity())
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unwrenched_plaque.setDir(dir)
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qdel(src) //The plaque structure on the wall goes poof and only the plaque item from unwrenching remains.
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return TRUE
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/obj/structure/plaque/welder_act(mob/living/user, obj/item/I)
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. = ..()
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if(user.combat_mode)
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return FALSE
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if(atom_integrity == max_integrity)
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to_chat(user, span_warning("This plaque is already in perfect condition."))
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return TRUE
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if(!I.tool_start_check(user, amount=1))
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return TRUE
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user.visible_message(span_notice("[user] starts repairing [src]..."), \
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span_notice("You start repairing [src]."))
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if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
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return TRUE
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user.visible_message(span_notice("[user] finishes repairing [src]."), \
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span_notice("You finish repairing [src]."))
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atom_integrity = max_integrity
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return TRUE
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/obj/structure/plaque/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/pen/fountain))
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if(engraved)
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to_chat(user, span_warning("This plaque has already been engraved."))
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return
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var/namechoice = tgui_input_text(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization", max_length = MAX_NAME_LEN)
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if(!namechoice)
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return
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var/descriptionchoice = tgui_input_text(user, "Engrave this plaque's text", "Plaque Customization")
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if(!descriptionchoice)
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return
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if(!Adjacent(user)) //Make sure user is adjacent still
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to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
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return
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user.visible_message(span_notice("[user] begins engraving [src]."), \
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span_notice("You begin engraving [src]."))
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if(!do_after(user, 4 SECONDS, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
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return
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name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
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desc = "The plaque reads: '[descriptionchoice]'"
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engraved = TRUE //The plaque now has a name, description, and can't be altered again.
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user.visible_message(span_notice("[user] engraves [src]."), \
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span_notice("You engrave [src]."))
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return
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if(istype(I, /obj/item/pen))
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if(engraved)
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to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
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return
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to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
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return
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return ..()
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/obj/item/plaque //The item version of the above.
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icon = 'icons/obj/signs.dmi'
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icon_state = "blankplaque"
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inhand_icon_state = "blankplaque"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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name = "blank plaque"
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desc = "A blank plaque, use a fancy pen to engrave it. It can be placed on a wall."
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT)
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max_integrity = 200
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armor_type = /datum/armor/item_plaque
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///This points the item to make the proper structure when placed on a wall.
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var/plaque_path = /obj/structure/plaque
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///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
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var/engraved = FALSE
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/datum/armor/item_plaque
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melee = 50
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fire = 50
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acid = 50
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/obj/item/plaque/welder_act(mob/living/user, obj/item/I)
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. = ..()
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if(user.combat_mode)
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return FALSE
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if(atom_integrity == max_integrity)
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to_chat(user, span_warning("This plaque is already in perfect condition."))
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return TRUE
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if(!I.tool_start_check(user, amount=1))
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return TRUE
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user.visible_message(span_notice("[user] starts repairing [src]..."), \
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span_notice("You start repairing [src]."))
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if(!I.use_tool(src, user, 4 SECONDS, volume = 50))
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return TRUE
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user.visible_message(span_notice("[user] finishes repairing [src]."), \
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span_notice("You finish repairing [src]."))
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atom_integrity = max_integrity
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return TRUE
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/obj/item/plaque/attackby(obj/item/I, mob/user, params) //Same as part of the above, except for the item in hand instead of the structure.
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if(istype(I, /obj/item/pen/fountain))
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if(engraved)
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to_chat(user, span_warning("This plaque has already been engraved."))
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return
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var/namechoice = tgui_input_text(user, "Title this plaque. (e.g. 'Best HoP Award', 'Great Ashwalker War Memorial')", "Plaque Customization", max_length = MAX_NAME_LEN)
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if(!namechoice)
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return
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var/descriptionchoice = tgui_input_text(user, "Engrave this plaque's text", "Plaque Customization")
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if(!descriptionchoice)
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return
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if(!Adjacent(user)) //Make sure user is adjacent still
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to_chat(user, span_warning("You need to stand next to the plaque to engrave it!"))
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return
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user.visible_message(span_notice("[user] begins engraving [src]."), \
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span_notice("You begin engraving [src]."))
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if(!do_after(user, 40, target = src)) //This spits out a visible message that somebody is engraving a plaque, then has a delay.
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return
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name = "\improper [namechoice]" //We want improper here so examine doesn't get weird if somebody capitalizes the plaque title.
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desc = "The plaque reads: '[descriptionchoice]'"
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engraved = TRUE //The plaque now has a name, description, and can't be altered again.
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user.visible_message(span_notice("[user] engraves [src]."), \
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span_notice("You engrave [src]."))
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return
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if(istype(I, /obj/item/pen))
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if(engraved)
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to_chat(user, span_warning("This plaque has already been engraved, and your pen isn't fancy enough to engrave it anyway! Find a fountain pen."))
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return
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to_chat(user, span_warning("Your pen isn't fancy enough to engrave this! Find a fountain pen.")) //Go steal the Curator's.
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return
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return ..()
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/obj/item/plaque/afterattack(atom/target, mob/user, proximity)
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. = ..()
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if(!iswallturf(target) || !proximity)
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return
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var/turf/target_turf = target
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var/turf/user_turf = get_turf(user)
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var/obj/structure/plaque/placed_plaque = new plaque_path(user_turf) //We place the plaque on the turf the user is standing, and pixel shift it to the target wall, as below.
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//This is to mimic how signs and other wall objects are usually placed by mappers, and so they're only visible from one side of a wall.
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var/dir = get_dir(user_turf, target_turf)
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if(dir & NORTH)
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placed_plaque.pixel_y = 32
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else if(dir & SOUTH)
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placed_plaque.pixel_y = -32
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if(dir & EAST)
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placed_plaque.pixel_x = 32
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else if(dir & WEST)
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placed_plaque.pixel_x = -32
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user.visible_message(span_notice("[user] fastens [src] to [target_turf]."), \
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span_notice("You attach [src] to [target_turf]."))
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playsound(target_turf, 'sound/items/deconstruct.ogg', 50, TRUE)
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if(engraved)
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placed_plaque.name = name
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placed_plaque.desc = desc
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placed_plaque.engraved = engraved
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placed_plaque.icon_state = icon_state
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placed_plaque.update_integrity(get_integrity())
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placed_plaque.setDir(dir)
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qdel(src)
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