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Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
84 lines
4.1 KiB
Plaintext
84 lines
4.1 KiB
Plaintext
/**
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* # Whetstone
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*
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* Items used for sharpening stuff
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*
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* Whetstones can be used to increase an item's force, throw_force and wound_bonus and it's change it's sharpness to SHARP_EDGED. Whetstones do not work with energy weapons. Two-handed weapons will only get the throw_force bonus. A whetstone can only be used once.
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*
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*/
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/obj/item/sharpener
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name = "whetstone"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "sharpener"
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desc = "A block that makes things sharp."
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force = 5
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///Amount of uses the whetstone has. Set to -1 for functionally infinite uses.
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var/uses = 1
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///How much force the whetstone can add to an item.
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var/increment = 4
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///Maximum force sharpening items with the whetstone can result in
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var/max = 30
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///The prefix a whetstone applies when an item is sharpened with it
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var/prefix = "sharpened"
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///If TRUE, the whetstone will only sharpen already sharp items
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var/requires_sharpness = TRUE
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/obj/item/sharpener/attackby(obj/item/I, mob/user, params)
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if(uses == 0)
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to_chat(user, span_warning("The sharpening block is too worn to use again!"))
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return
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if(I.force >= max || I.throwforce >= max) //So the whetstone never reduces force or throw_force
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to_chat(user, span_warning("[I] is much too powerful to sharpen further!"))
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return
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if(requires_sharpness && !I.get_sharpness())
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to_chat(user, span_warning("You can only sharpen items that are already sharp, such as knives!"))
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return
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if(is_type_in_list(I, list(/obj/item/melee/transforming/energy, /obj/item/dualsaber))) //You can't sharpen the photons in energy meelee weapons
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to_chat(user, span_warning("You don't think \the [I] will be the thing getting modified if you use it on \the [src]!"))
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return
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//This block is used to check more things if the item has a relevant component.
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var/signal_out = SEND_SIGNAL(I, COMSIG_ITEM_SHARPEN_ACT, increment, max) //Stores the bitflags returned by SEND_SIGNAL
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if(signal_out & COMPONENT_BLOCK_SHARPEN_MAXED) //If the item's components enforce more limits on maximum power from sharpening, we fail
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to_chat(user, span_warning("[I] is much too powerful to sharpen further!"))
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return
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if(signal_out & COMPONENT_BLOCK_SHARPEN_BLOCKED)
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to_chat(user, span_warning("[I] is not able to be sharpened right now!"))
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return
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if((signal_out & COMPONENT_BLOCK_SHARPEN_ALREADY) || (I.force > initial(I.force) && !signal_out)) //No sharpening stuff twice
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to_chat(user, span_warning("[I] has already been refined before. It cannot be sharpened further!"))
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return
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if(!(signal_out & COMPONENT_BLOCK_SHARPEN_APPLIED)) //If the item has a relevant component and COMPONENT_BLOCK_SHARPEN_APPLIED is returned, the item only gets the throw force increase
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I.force = clamp(I.force + increment, 0, max)
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I.wound_bonus = I.wound_bonus + increment //wound_bonus has no cap
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user.visible_message(span_notice("[user] sharpens [I] with [src]!"), span_notice("You sharpen [I], making it much more deadly than before."))
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playsound(src, 'sound/items/unsheath.ogg', 25, TRUE)
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I.sharpness = SHARP_EDGED //When you whetstone something, it becomes an edged weapon, even if it was previously dull or pointy
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I.throwforce = clamp(I.throwforce + increment, 0, max)
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I.name = "[prefix] [I.name]" //This adds a prefix and a space to the item's name regardless of what the prefix is
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desc = "[desc] At least, it used to."
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uses-- //this doesn't cause issues because we check if uses == 0 earlier in this proc
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if(uses == 0)
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name = "worn out [name]" //whetstone becomes used whetstone
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update_appearance()
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/obj/item/sharpener/update_name()
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name = "[!uses ? "worn out " : null][initial(name)]"
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return ..()
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/**
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* # Super whetstone
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*
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* Extremely powerful admin-only whetstone
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*
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* Whetstone that adds 200 damage to an item, with the maximum force and throw_force reachable with it being 200. As with normal whetstones, energy weapons cannot be sharpened with it and two-handed weapons will only get the throw_force bonus.
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*
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*/
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/obj/item/sharpener/super
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name = "super whetstone"
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desc = "A block that will make your weapon sharper than Einstein on adderall."
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increment = 200
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max = 200
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prefix = "super-sharpened"
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requires_sharpness = FALSE //Super whetstones can sharpen even tooboxes
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