Files
Bubberstation/code/game/objects/items/stacks/stack.dm
carlarctg 4eaa299c0b Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request

This PR was originally meant as a replacement for the Bloody Bastard
blade, but then I stopped existing for 7 months. Now that I'm here
again, I'm finishing the job once and for all.

### **HERETICS VERSUS CULTISTS**

### Heretics

Heretics can now sacrifice cultists, which will give them one of three
gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester.
The gifts given are weighted to be spread out equally with each type.
They will also gain one knowledge point.

- The Cursed Blade is a free heretic blade that is more powerful than
the normal heretic blade, including a small block chance. It can also be
used to draw heretic runes off combat mode.
- The Crimson Focus is a necklace that grants focusing and a minor
regeneration effect which also affects nearby heretics, at the cost of
gaining the BLOODY_MESS trait while wearing it. Additionally, it can be
squeezed to heal 50 points of brute/burn damage, injecting yourself with
three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy
Water. Yes, this isn't good.
- The Rusted Harvester is a heretic 'monster' summon. It's a normal
Harvester, but instead of Area Conversion and Forcewall, it has
Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but
only cultists, with a delay. It has an aura of decay, corroding the
environment and withering enemies near it, but it's VERY fragile.

Rusting cultist item dispensers will now cause them to turn into a
Heretic object. Altars turn into small heretic runes, Archives turn into
Codex Cicatrixi, Forges turn into Mawed Crucibles.

Ideally, Heretics would be able to gain an amount of these new powers
and use them to turn the tide against the cultists, amassing their power
and almost forming a sect of their own in turn which sweeps over and
converts the cult.

### Cultists

When a Cultist sacrifices a heretic, two things will happen:

- A new item will be available for creation at one of the dispensers.
- The Heretic will be trapped inside a powerful Haunted Blade.

`/obj/item/melee/cultblade/haunted`
`	name = "haunted longsword"`
` desc = "An eerie sword with a blade that is less 'black' than it is
'absolute nothingness'. It glows with furious, restrained green
energy."`

This blade will be stronger across-the-board than a normal cult sword,
and will even allow those who wield it to cast one heretic spell from
their previous path. The only downside? The heretic can also cast one
spell. It's up to the trapped spirit if it wants to help you, or be a
nuisance.

The unlocked items are:
- The Cursed Blade, again. For cultists, it can be used to draw runes
twice as fast as usual, and they can even right-click it to teleport to
safety, just like a heretic!
- The Crimson Focus, again. Cultists are twice as fast at carving spells
into their body, and they gain a 5th spellslot as long as they wear the
amulet. It still causes hemophilia and grants weak regeneration.
- The Proteon Orb. This orb will create a gateway to Nar'sie's own
realm, spawning one Proteon every 15 seconds, which ghosts can possess.
The gateways cannot be placed close to one another.

Originally, they were going to be able to create a Harvester Shell, but
there were some concerns of it being too OP.

The true Bastard sword has been fully deleted. The null rod conversion
has been changed to a Bloody Halberd instead.

I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp
stats.

### Other

All the items above can be used by both Heretics and Cultists, no matter
how they were first created. Hell, even normal crew can use them! This
is probably not the best idea a lot of the time, though.

There are a lot of other changes in this PR. A loooooot. I will likely
miss some in the changelog, but I'll try to be as thorough as possible.
There's probably also some leftover garbo that I didn't find and clear
out yet.

## Why It's Good For The Game

Cult and Heretics, despite being mortally opposed, have very few
interactions with eachother, especially now that the Blade's gone. The
only thing of note is just the Heretic's unfair complete resistance to
stun hand, which is only marginally better than the alternative. This PR
will reintroduce their animosity, and give both sides a very, very good
reason to fight eachother.

The Cult will gain a sick sword that keeps the heretic in the game, and
unlike with the original implementation, will recieve a cult-wide bonus
in the form of a powerful, well deserved, and fun new item to summon.

The Heretic will gain powerful trinkets and knowledge from the
sacrifices, incentivizing them to become a terrifying cult-hunter. And
if they do succeed in wiping out the cult, they will have quite the
rewards to help with their ascension.

The crew, while mostly unaffected, will have a damn good reason to not
just Side with the heretic, out of fear of what they may become after
the cult is stomped down. They can also use a few of the items here in
an attempt to get one up on either side, as long as they manage to stay
clear of the side-effects.

Let the heretics eradicate the apostates.

Let the cultists root out the heathens.

![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
The haunted longsword creates an aura of darkness (disabled for the
cultist for the image)
Sprites... are not great. Hopefully someone comes by and improves them.

code: Added get_inactive_hand() as an easy shortcut for carbons
code: Wall walker element can now accept a trait for wall-checking
fix: Fixed soulsword component being unable to invoke the post summon
callback
refactor: Turned Heretic rust turf healing into an element, given to
Rust Walkers and Rusted Harvesters
refactor: Converted Limb Amputation from an element to a component

Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
cool
2024-06-29 12:40:33 -05:00

740 lines
26 KiB
Plaintext

/* Stack type objects!
* Contains:
* Stacks
* Recipe datum
* Recipe list datum
*/
/*
* Stacks
*/
/obj/item/stack
icon = 'icons/obj/stack_objects.dmi'
gender = PLURAL
material_modifier = 0.05 //5%, so that a 50 sheet stack has the effect of 5k materials instead of 100k.
max_integrity = 100
item_flags = SKIP_FANTASY_ON_SPAWN
/// A list to all recipies this stack item can create.
var/list/datum/stack_recipe/recipes
/// What's the name of just 1 of this stack. You have a stack of leather, but one piece of leather
var/singular_name
/// How much is in this stack?
var/amount = 1
/// How much is allowed in this stack?
// Also see stack recipes initialisation. "max_res_amount" must be equal to this max_amount
var/max_amount = 50
/// If TRUE, this stack is a module used by a cyborg (doesn't run out like normal / etc)
var/is_cyborg = FALSE
/// Related to above. If present, the energy we draw from when using stack items, for cyborgs
var/datum/robot_energy_storage/source
/// Related to above. How much energy it costs from storage to use stack items
var/cost = 1
/// This path and its children should merge with this stack, defaults to src.type
var/merge_type = null
/// The weight class the stack has at amount > 2/3rds max_amount
var/full_w_class = WEIGHT_CLASS_NORMAL
/// Determines whether the item should update it's sprites based on amount.
var/novariants = TRUE
/// List that tells you how much is in a single unit.
var/list/mats_per_unit
/// Datum material type that this stack is made of
var/material_type
// 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()
/// Amount of matter given back to RCDs
var/matter_amount = 0
/// Does this stack require a unique girder in order to make a wall?
var/has_unique_girder = FALSE
/// What typepath table we create from this stack
var/obj/structure/table/tableVariant
/// What typepath stairs do we create from this stack
var/obj/structure/stairs/stairs_type
/// If TRUE, we'll use a radial instead when displaying recipes
var/use_radial = FALSE
/// If use_radial is TRUE, this is the radius of the radial
var/radial_radius = 52
// 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
/// 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)
var/splint_factor
/// Like splint_factor but for burns instead of bone wounds. This is a multiplier used to speed up burn recoveries
var/burn_cleanliness_bonus
/// 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
var/absorption_capacity
/// 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
var/absorption_rate
/obj/item/stack/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
if(new_amount != null)
amount = new_amount
while(amount > max_amount)
amount -= max_amount
new type(loc, max_amount, FALSE)
if(!merge_type)
merge_type = type
if(LAZYLEN(mat_override))
set_mats_per_unit(mat_override, mat_amt)
else if(LAZYLEN(mats_per_unit))
set_mats_per_unit(mats_per_unit, 1)
else if(LAZYLEN(custom_materials))
set_mats_per_unit(custom_materials, amount ? 1/amount : 1)
. = ..()
if(merge)
for(var/obj/item/stack/item_stack in loc)
if(item_stack == src)
continue
if(can_merge(item_stack))
INVOKE_ASYNC(src, PROC_REF(merge_without_del), item_stack)
if(is_zero_amount(delete_if_zero = FALSE))
return INITIALIZE_HINT_QDEL
recipes = get_main_recipes().Copy()
if(material_type)
var/datum/material/what_are_we_made_of = GET_MATERIAL_REF(material_type) //First/main material
for(var/category in what_are_we_made_of.categories)
switch(category)
if(MAT_CATEGORY_BASE_RECIPES)
recipes |= SSmaterials.base_stack_recipes.Copy()
if(MAT_CATEGORY_RIGID)
recipes |= SSmaterials.rigid_stack_recipes.Copy()
update_weight()
update_appearance()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_movable_entered_occupied_turf),
)
AddElement(/datum/element/connect_loc, loc_connections)
if(is_path_in_list(merge_type, GLOB.golem_stack_food_directory))
AddComponent(/datum/component/golem_food, golem_food_key = merge_type)
/** Sets the amount of materials per unit for this stack.
*
* Arguments:
* - [mats][/list]: The value to set the mats per unit to.
* - multiplier: The amount to multiply the mats per unit by. Defaults to 1.
*/
/obj/item/stack/proc/set_mats_per_unit(list/mats, multiplier=1)
mats_per_unit = SSmaterials.FindOrCreateMaterialCombo(mats, multiplier)
update_custom_materials()
/** Updates the custom materials list of this stack.
*/
/obj/item/stack/proc/update_custom_materials()
set_custom_materials(mats_per_unit, amount, is_update=TRUE)
/**
* Override to make things like metalgen accurately set custom materials
*/
/obj/item/stack/set_custom_materials(list/materials, multiplier=1, is_update=FALSE)
return is_update ? ..() : set_mats_per_unit(materials, multiplier/(amount || 1))
/obj/item/stack/blend_requirements()
if(is_cyborg)
to_chat(usr, span_warning("[src] is too integrated into your chassis and can't be ground up!"))
return
return TRUE
/obj/item/stack/grind(datum/reagents/target_holder, mob/user)
var/current_amount = get_amount()
if(current_amount <= 0 || QDELETED(src)) //just to get rid of this 0 amount/deleted stack we return success
return TRUE
if(on_grind() == -1)
return FALSE
if(isnull(target_holder))
return TRUE
if(reagents)
reagents.trans_to(target_holder, reagents.total_volume, transferred_by = user)
var/available_volume = target_holder.maximum_volume - target_holder.total_volume
//compute total volume of reagents that will be occupied by grind_results
var/total_volume = 0
for(var/reagent in grind_results)
total_volume += grind_results[reagent]
//compute number of pieces(or sheets) from available_volume
var/available_amount = min(current_amount, round(available_volume / total_volume))
if(available_amount <= 0)
return FALSE
//Now transfer the grind results scaled by available_amount
var/list/grind_reagents = grind_results.Copy()
for(var/reagent in grind_reagents)
grind_reagents[reagent] *= available_amount
target_holder.add_reagent_list(grind_reagents)
/**
* use available_amount of sheets/pieces, return TRUE only if all sheets/pieces of this stack were used
* we don't delete this stack when it reaches 0 because we expect the all in one grinder, etc to delete
* this stack if grinding was successfull
*/
use(available_amount, check = FALSE)
return available_amount == current_amount
/obj/item/stack/proc/get_main_recipes()
RETURN_TYPE(/list)
SHOULD_CALL_PARENT(TRUE)
return list() //empty list
/obj/item/stack/proc/update_weight()
if(amount <= (max_amount * (1/3)))
update_weight_class(clamp(full_w_class-2, WEIGHT_CLASS_TINY, full_w_class))
else if (amount <= (max_amount * (2/3)))
update_weight_class(clamp(full_w_class-1, WEIGHT_CLASS_TINY, full_w_class))
else
update_weight_class(full_w_class)
/obj/item/stack/update_icon_state()
if(novariants)
return ..()
if(amount <= (max_amount * (1/3)))
icon_state = initial(icon_state)
return ..()
if (amount <= (max_amount * (2/3)))
icon_state = "[initial(icon_state)]_2"
return ..()
icon_state = "[initial(icon_state)]_3"
return ..()
/obj/item/stack/examine(mob/user)
. = ..()
if(is_cyborg)
return
if(singular_name)
if(get_amount()>1)
. += "There are [get_amount()] [singular_name]\s in the stack."
else
. += "There is [get_amount()] [singular_name] in the stack."
else if(get_amount()>1)
. += "There are [get_amount()] in the stack."
else
. += "There is [get_amount()] in the stack."
. += span_notice("<b>Right-click</b> with an empty hand to take a custom amount.")
/obj/item/stack/proc/get_amount()
if(is_cyborg)
. = round(source?.energy / cost)
else
. = (amount)
/**
* Builds all recipes in a given recipe list and returns an association list containing them
*
* Arguments:
* * recipe_to_iterate - The list of recipes we are using to build recipes
*/
/obj/item/stack/proc/recursively_build_recipes(list/recipe_to_iterate)
var/list/L = list()
for(var/recipe in recipe_to_iterate)
if(istype(recipe, /datum/stack_recipe_list))
var/datum/stack_recipe_list/R = recipe
L["[R.title]"] = recursively_build_recipes(R.recipes)
if(istype(recipe, /datum/stack_recipe))
var/datum/stack_recipe/R = recipe
L["[R.title]"] = build_recipe(R)
return L
/**
* Returns a list of properties of a given recipe
*
* Arguments:
* * R - The stack recipe we are using to get a list of properties
*/
/obj/item/stack/proc/build_recipe(datum/stack_recipe/R)
return list(
"res_amount" = R.res_amount,
"max_res_amount" = R.max_res_amount,
"req_amount" = R.req_amount,
"ref" = text_ref(R),
)
/**
* Checks if the recipe is valid to be used
*
* Arguments:
* * R - The stack recipe we are checking if it is valid
* * recipe_list - The list of recipes we are using to check the given recipe
*/
/obj/item/stack/proc/is_valid_recipe(datum/stack_recipe/R, list/recipe_list)
for(var/S in recipe_list)
if(S == R)
return TRUE
if(istype(S, /datum/stack_recipe_list))
var/datum/stack_recipe_list/L = S
if(is_valid_recipe(R, L.recipes))
return TRUE
return FALSE
/obj/item/stack/interact(mob/user)
if(use_radial)
show_construction_radial(user)
else
ui_interact(user)
/obj/item/stack/ui_state(mob/user)
return GLOB.hands_state
/obj/item/stack/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "StackCrafting", name)
ui.open()
/obj/item/stack/ui_data(mob/user)
var/list/data = list()
data["amount"] = get_amount()
return data
/obj/item/stack/ui_static_data(mob/user)
var/list/data = list()
data["recipes"] = recursively_build_recipes(recipes)
return data
/obj/item/stack/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("make")
var/datum/stack_recipe/recipe = locate(params["ref"])
var/multiplier = text2num(params["multiplier"])
return make_item(usr, recipe, multiplier)
/// The key / title for a radial option that shows the entire list of buildables (uses the old menu)
#define FULL_LIST "view full list"
/// Shows a radial consisting of every radial recipe we have in our list.
/obj/item/stack/proc/show_construction_radial(mob/builder)
var/list/options = list()
var/list/titles_to_recipes = list()
for(var/datum/stack_recipe/radial/recipe in recipes)
var/datum/radial_menu_choice/option = new()
option.image = image(
icon = initial(recipe.result_type.icon),
icon_state = initial(recipe.result_type.icon_state),
)
if(recipe.desc)
option.info = recipe.desc
options[recipe.title] = option
titles_to_recipes[recipe.title] = recipe
// After everything's been added to the radial, add an option
// that lets the user see the whole list of buildables
options[FULL_LIST] = image(
icon = 'icons/hud/radial.dmi',
icon_state = "radial_full_list",
)
var/selection = show_radial_menu(
user = builder,
anchor = builder,
choices = options,
custom_check = CALLBACK(src, PROC_REF(radial_check), builder),
radius = radial_radius,
tooltips = TRUE,
)
if(!selection)
return
// Run normal UI interact if we wanna see the full list
if(selection == FULL_LIST)
ui_interact(builder)
return
// Otherwise go straight to building
var/datum/stack_recipe/picked_recipe = titles_to_recipes[selection]
if(!istype(picked_recipe))
return
make_item(builder, picked_recipe, 1)
/// Used as a callback for radial building.
/obj/item/stack/proc/radial_check(mob/builder)
if(QDELETED(builder) || QDELETED(src))
return FALSE
if(builder.incapacitated())
return FALSE
if(!builder.is_holding(src))
return FALSE
return TRUE
#undef FULL_LIST
/// Makes the item with the given recipe.
/obj/item/stack/proc/make_item(mob/builder, datum/stack_recipe/recipe, multiplier)
if(get_amount() < 1 && !is_cyborg) //sanity check as this shouldn't happen
qdel(src)
return
if(!is_valid_recipe(recipe, recipes)) //href exploit protection
return
if(!multiplier || multiplier < 1 || !IS_FINITE(multiplier)) //href exploit protection
stack_trace("Invalid multiplier value in stack creation [multiplier], [usr] is likely attempting an exploit")
return
if(!building_checks(builder, recipe, multiplier))
return
if(recipe.time)
var/adjusted_time = 0
builder.balloon_alert(builder, "building...")
builder.visible_message(
span_notice("[builder] starts building \a [recipe.title]."),
span_notice("You start building \a [recipe.title]..."),
)
if(HAS_TRAIT(builder, recipe.trait_booster))
adjusted_time = (recipe.time * recipe.trait_modifier)
else
adjusted_time = recipe.time
if(!do_after(builder, adjusted_time, target = builder))
builder.balloon_alert(builder, "interrupted!")
return
if(!building_checks(builder, recipe, multiplier))
return
var/atom/created
if(recipe.max_res_amount > 1) // Is it a stack?
created = new recipe.result_type(builder.drop_location(), recipe.res_amount * multiplier)
builder.balloon_alert(builder, "built items")
else if(ispath(recipe.result_type, /turf))
var/turf/covered_turf = builder.drop_location()
if(!isturf(covered_turf))
return
var/turf/created_turf = covered_turf.place_on_top(recipe.result_type, flags = CHANGETURF_INHERIT_AIR)
builder.balloon_alert(builder, "placed [ispath(recipe.result_type, /turf/open) ? "floor" : "wall"]")
if((recipe.crafting_flags & CRAFT_APPLIES_MATS) && LAZYLEN(mats_per_unit))
created_turf.set_custom_materials(mats_per_unit, recipe.req_amount / recipe.res_amount)
else
created = new recipe.result_type(builder.drop_location())
builder.balloon_alert(builder, "built item")
if(created)
created.setDir(builder.dir)
SEND_SIGNAL(created, COMSIG_ATOM_CONSTRUCTED, builder)
on_item_crafted(builder, created)
// Use up the material
use(recipe.req_amount * multiplier)
builder.investigate_log("crafted [recipe.title]", INVESTIGATE_CRAFTING)
// Apply mat datums
if((recipe.crafting_flags & CRAFT_APPLIES_MATS) && LAZYLEN(mats_per_unit))
if(isstack(created))
var/obj/item/stack/crafted_stack = created
crafted_stack.set_mats_per_unit(mats_per_unit, recipe.req_amount / recipe.res_amount)
else
created.set_custom_materials(mats_per_unit, recipe.req_amount / recipe.res_amount)
// We could be qdeleted - like if it's a stack and has already been merged
if(QDELETED(created))
return TRUE
// Add fingerprints first, otherwise created might already be deleted because of stack merging
created.add_fingerprint(builder)
if(isitem(created))
builder.put_in_hands(created)
//BubbleWrap - so newly formed boxes are empty
if(istype(created, /obj/item/storage))
for (var/obj/item/thing in created)
qdel(thing)
//BubbleWrap END
return TRUE
/// Run special logic on created items after they've been successfully crafted.
/obj/item/stack/proc/on_item_crafted(mob/builder, atom/created)
return
/obj/item/stack/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, amount))
add(clamp(vval, 1-amount, max_amount - amount)) //there must always be one.
return TRUE
else if(vname == NAMEOF(src, max_amount))
max_amount = max(vval, 1)
add((max_amount < amount) ? (max_amount - amount) : 0) //update icon, weight, ect
return TRUE
return ..()
/// Checks if we can build here, validly.
/obj/item/stack/proc/building_checks(mob/builder, datum/stack_recipe/recipe, multiplier)
if (get_amount() < recipe.req_amount * multiplier)
builder.balloon_alert(builder, "not enough material!")
return FALSE
var/turf/dest_turf = get_turf(builder)
if((recipe.crafting_flags & CRAFT_ONE_PER_TURF) && (locate(recipe.result_type) in dest_turf))
builder.balloon_alert(builder, "already one here!")
return FALSE
if(recipe.crafting_flags & CRAFT_CHECK_DIRECTION)
if(!valid_build_direction(dest_turf, builder.dir, is_fulltile = (recipe.crafting_flags & CRAFT_IS_FULLTILE)))
builder.balloon_alert(builder, "won't fit here!")
return FALSE
if(recipe.crafting_flags & CRAFT_ON_SOLID_GROUND)
if(isclosedturf(dest_turf))
builder.balloon_alert(builder, "cannot be made on a wall!")
return FALSE
if(is_type_in_typecache(dest_turf, GLOB.turfs_without_ground))
if(!locate(/obj/structure/thermoplastic) in dest_turf) // for tram construction
builder.balloon_alert(builder, "must be made on solid ground!")
return FALSE
if(recipe.crafting_flags & CRAFT_CHECK_DENSITY)
for(var/obj/object in dest_turf)
if(object.density && !(object.obj_flags & IGNORE_DENSITY) || object.obj_flags & BLOCKS_CONSTRUCTION)
builder.balloon_alert(builder, "something is in the way!")
return FALSE
if(recipe.placement_checks & STACK_CHECK_CARDINALS)
var/turf/nearby_turf
for(var/direction in GLOB.cardinals)
nearby_turf = get_step(dest_turf, direction)
if(locate(recipe.result_type) in nearby_turf)
to_chat(builder, span_warning("\The [recipe.title] must not be built directly adjacent to another!"))
builder.balloon_alert(builder, "can't be adjacent to another!")
return FALSE
if(recipe.placement_checks & STACK_CHECK_ADJACENT)
if(locate(recipe.result_type) in range(1, dest_turf))
builder.balloon_alert(builder, "can't be near another!")
return FALSE
if(recipe.placement_checks & STACK_CHECK_TRAM_FORBIDDEN)
if(locate(/obj/structure/transport/linear/tram) in dest_turf || locate(/obj/structure/thermoplastic) in dest_turf)
builder.balloon_alert(builder, "can't be on tram!")
return FALSE
if(recipe.placement_checks & STACK_CHECK_TRAM_EXCLUSIVE)
if(!locate(/obj/structure/transport/linear/tram) in dest_turf)
builder.balloon_alert(builder, "must be made on a tram!")
return FALSE
return TRUE
/obj/item/stack/use(used, transfer = FALSE, check = TRUE) // return 0 = borked; return 1 = had enough
if(check && is_zero_amount(delete_if_zero = TRUE))
return FALSE
if(is_cyborg)
return source.use_charge(used * cost)
if (amount < used)
return FALSE
amount -= used
if(check && is_zero_amount(delete_if_zero = TRUE))
return TRUE
if(length(mats_per_unit))
update_custom_materials()
update_appearance()
update_weight()
return TRUE
/obj/item/stack/tool_use_check(mob/living/user, amount)
if(get_amount() < amount)
// general balloon alert that says they don't have enough
user.balloon_alert(user, "not enough material!")
// then a more specific message about how much they need and what they need specifically
if(singular_name)
if(amount > 1)
to_chat(user, span_warning("You need at least [amount] [singular_name]\s to do this!"))
else
to_chat(user, span_warning("You need at least [amount] [singular_name] to do this!"))
else
to_chat(user, span_warning("You need at least [amount] to do this!"))
return FALSE
return TRUE
/**
* Returns TRUE if the item stack is the equivalent of a 0 amount item.
*
* Also deletes the item if delete_if_zero is TRUE and the stack does not have
* is_cyborg set to true.
*/
/obj/item/stack/proc/is_zero_amount(delete_if_zero = TRUE)
if(is_cyborg)
return source.energy < cost
if(amount < 1)
if(delete_if_zero)
qdel(src)
return TRUE
return FALSE
/** Adds some number of units to this stack.
*
* Arguments:
* - _amount: The number of units to add to this stack.
*/
/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.
* - [inhand][boolean]: Whether or not the stack to check should act like it's in a mob's hand.
*/
/obj/item/stack/proc/can_merge(obj/item/stack/check, inhand = FALSE)
// We don't only use istype here, since that will match subtypes, and stack things that shouldn't stack
if(!istype(check, merge_type) || check.merge_type != 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
if(ismob(loc) && !inhand) // no merging with items that are on the mob
return FALSE
if(istype(loc, /obj/machinery)) // no merging items in machines that aren't both in componentparts
var/obj/machinery/machine = loc
if(!(src in machine.component_parts) || !(check in machine.component_parts))
return FALSE
if(SEND_SIGNAL(src, COMSIG_STACK_CAN_MERGE, check, inhand) & CANCEL_STACK_MERGE)
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_REF(merge), arrived)
/obj/item/stack/hitby(atom/movable/hitting, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(can_merge(hitting, inhand = TRUE))
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.can_perform_action(src, NEED_DEXTERITY))
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 = tgui_input_number(user, "How many sheets do you wish to take out of this stack?", "Stack Split", max_value = max)
if(!stackmaterial || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return SECONDARY_ATTACK_CANCEL_ATTACK_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)
loc.atom_storage?.refresh_views()
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, inhand = TRUE))
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(GET_ATOM_BLOOD_DNA(from))
add_fingerprint_list(GET_ATOM_FINGERPRINTS(from))
add_hiddenprint_list(GET_ATOM_HIDDENPRINTS(from))
fingerprintslast = from.fingerprintslast
//TODO bloody overlay