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About The Pull Request Welders didn't actually consume fuel if their attack deleted an object. This was first noticed when welding space vines, in that the welder didn't consume any fuel to do so. Further testing showed that this was the case for any object that gets destroyed on hit, including APCs, Air Alarms, Girders etc. Problem was that the code for actually consuming fuel after an attack is in the afterattack proc which doesn't actually get called if the target is QDELETED. PR moves that code to the attack proc, along with (regrettably) implementing attack_obj too. This feels hacky and reeks of duplicate code, so if anyone has a better option for how I could implement this fix I'm all ears. Why It's Good For The Game Fixes unintentional behavior Changelog cl fix: Welders now consume fuel when they destroy an object /cl
399 lines
12 KiB
Plaintext
399 lines
12 KiB
Plaintext
#define WELDER_FUEL_BURN_INTERVAL 13
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/obj/item/weldingtool
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name = "welding tool"
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desc = "A standard edition welder provided by Nanotrasen."
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icon = 'icons/obj/tools.dmi'
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icon_state = "welder"
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item_state = "welder"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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force = 3
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throwforce = 5
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hitsound = "swing_hit"
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usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
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drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
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pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
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var/acti_sound = 'sound/items/welderactivate.ogg'
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var/deac_sound = 'sound/items/welderdeactivate.ogg'
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
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resistance_flags = FIRE_PROOF
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custom_materials = list(/datum/material/iron=70, /datum/material/glass=30)
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var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
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var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/max_fuel = 20 //The max amount of fuel the welder can hold
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var/change_icons = 1
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var/can_off_process = 0
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var/light_intensity = 2 //how powerful the emitted light is when used.
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var/progress_flash_divisor = 10
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var/burned_fuel_for = 0 //when fuel was last removed
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heat = 3800
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tool_behaviour = TOOL_WELDER
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toolspeed = 1
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/obj/item/weldingtool/Initialize()
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. = ..()
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create_reagents(max_fuel)
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reagents.add_reagent(/datum/reagent/fuel, max_fuel)
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update_icon()
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/obj/item/weldingtool/proc/update_torch()
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if(welding)
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add_overlay("[initial(icon_state)]-on")
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item_state = "[initial(item_state)]1"
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else
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item_state = "[initial(item_state)]"
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/obj/item/weldingtool/update_icon()
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cut_overlays()
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if(change_icons)
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var/ratio = get_fuel() / max_fuel
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ratio = CEILING(ratio*4, 1) * 25
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add_overlay("[initial(icon_state)][ratio]")
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update_torch()
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return
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/obj/item/weldingtool/process()
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switch(welding)
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if(0)
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force = 3
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damtype = "brute"
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update_icon()
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if(!can_off_process)
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STOP_PROCESSING(SSobj, src)
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return
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//Welders left on now use up fuel, but lets not have them run out quite that fast
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if(1)
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force = 15
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damtype = "fire"
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++burned_fuel_for
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if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
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use(1)
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update_icon()
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//This is to start fires. process() is only called if the welder is on.
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open_flame()
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/obj/item/weldingtool/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (FIRELOSS)
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/obj/item/weldingtool/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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flamethrower_screwdriver(I, user)
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else if(istype(I, /obj/item/stack/rods))
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flamethrower_rods(I, user)
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else
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. = ..()
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update_icon()
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/obj/item/weldingtool/proc/explode()
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var/turf/T = get_turf(loc)
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var/plasmaAmount = reagents.get_reagent_amount(/datum/reagent/toxin/plasma)
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dyn_explosion(T, plasmaAmount/5)//20 plasma in a standard welder has a 4 power explosion. no breaches, but enough to kill/dismember holder
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qdel(src)
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/obj/item/weldingtool/attack(mob/living/carbon/human/H, mob/user)
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if(!istype(H))
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return ..()
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var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != INTENT_HARM)
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if(src.use_tool(H, user, 0, volume=50, amount=1))
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if(user == H)
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user.visible_message("<span class='notice'>[user] starts to fix some of the dents on [H]'s [affecting.name].</span>",
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"<span class='notice'>You start fixing some of the dents on [H == user ? "your" : "[H]'s"] [affecting.name].</span>")
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if(!do_mob(user, H, 50))
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return
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item_heal_robotic(H, user, 15, 0)
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else
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return ..()
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/obj/item/weldingtool/afterattack(atom/O, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(isOn())
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handle_fuel_and_temps(1, user)
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if(!QDELETED(O) && isliving(O)) // can't ignite something that doesn't exist
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var/mob/living/L = O
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if(L.IgniteMob())
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message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(L)] on fire with [src] at [AREACOORD(user)]")
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log_game("[key_name(user)] set [key_name(L)] on fire with [src] at [AREACOORD(user)]")
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if(!status && O.is_refillable())
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reagents.trans_to(O, reagents.total_volume, transfered_by = user)
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to_chat(user, "<span class='notice'>You empty [src]'s fuel tank into [O].</span>")
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update_icon()
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/obj/item/weldingtool/attack_qdeleted(atom/O, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(isOn())
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handle_fuel_and_temps(1, user)
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if(!QDELETED(O) && isliving(O)) // can't ignite something that doesn't exist
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var/mob/living/L = O
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if(L.IgniteMob())
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message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(L)] on fire with [src] at [AREACOORD(user)]")
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log_game("[key_name(user)] set [key_name(L)] on fire with [src] at [AREACOORD(user)]")
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/obj/item/weldingtool/attack_self(mob/user)
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if(src.reagents.has_reagent(/datum/reagent/toxin/plasma))
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message_admins("[ADMIN_LOOKUPFLW(user)] activated a rigged welder at [AREACOORD(user)].")
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explode()
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switched_on(user)
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if(welding)
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set_light(light_intensity)
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update_icon()
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// Ah fuck, I can't believe you've done this
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/obj/item/weldingtool/proc/handle_fuel_and_temps(used = 0, mob/living/user)
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use(used)
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var/turf/location = get_turf(user)
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location.hotspot_expose(700, 50, 1)
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// Returns the amount of fuel in the welder
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/obj/item/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount(/datum/reagent/fuel)
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// Uses fuel from the welding tool.
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/obj/item/weldingtool/use(used = 0)
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if(!isOn() || !check_fuel())
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return FALSE
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if(used)
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burned_fuel_for = 0
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if(get_fuel() >= used)
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reagents.remove_reagent(/datum/reagent/fuel, used)
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check_fuel()
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return TRUE
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else
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return FALSE
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//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
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/obj/item/weldingtool/proc/check_fuel(mob/user)
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if(get_fuel() <= 0 && welding)
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set_light(0)
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switched_on(user)
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update_icon()
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//mob icon update
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_hands(0)
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return 0
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return 1
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//Switches the welder on
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/obj/item/weldingtool/proc/switched_on(mob/user)
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if(!status)
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to_chat(user, "<span class='warning'>[src] can't be turned on while unsecured!</span>")
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return
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welding = !welding
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if(welding)
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if(get_fuel() >= 1)
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to_chat(user, "<span class='notice'>You switch [src] on.</span>")
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playsound(loc, acti_sound, 50, TRUE)
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force = 15
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damtype = "fire"
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hitsound = 'sound/items/welder.ogg'
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update_icon()
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START_PROCESSING(SSobj, src)
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else
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to_chat(user, "<span class='warning'>You need more fuel!</span>")
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switched_off(user)
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else
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to_chat(user, "<span class='notice'>You switch [src] off.</span>")
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playsound(loc, deac_sound, 50, TRUE)
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switched_off(user)
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//Switches the welder off
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/obj/item/weldingtool/proc/switched_off(mob/user)
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welding = 0
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set_light(0)
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force = 3
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damtype = "brute"
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hitsound = "swing_hit"
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update_icon()
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/obj/item/weldingtool/examine(mob/user)
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. = ..()
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. += "It contains [get_fuel()] unit\s of fuel out of [max_fuel]."
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/obj/item/weldingtool/get_temperature()
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return welding * heat
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//Returns whether or not the welding tool is currently on.
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/obj/item/weldingtool/proc/isOn()
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return welding
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// When welding is about to start, run a normal tool_use_check, then flash a mob if it succeeds.
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/obj/item/weldingtool/tool_start_check(mob/living/user, amount=0)
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. = tool_use_check(user, amount)
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if(. && user && get_dist(get_turf(src), get_turf(user)) <= 1)
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user.flash_act(light_intensity)
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// Flash the user during welding progress
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/obj/item/weldingtool/tool_check_callback(mob/living/user, amount, datum/callback/extra_checks)
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. = ..()
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if(. && user && get_dist(get_turf(src), get_turf(user)) <= 1)
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if (progress_flash_divisor == 0)
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user.flash_act(min(light_intensity,1))
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progress_flash_divisor = initial(progress_flash_divisor)
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else
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progress_flash_divisor--
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// If welding tool ran out of fuel during a construction task, construction fails.
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/obj/item/weldingtool/tool_use_check(mob/living/user, amount)
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if(!isOn() || !check_fuel())
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to_chat(user, "<span class='warning'>[src] has to be on to complete this task!</span>")
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return FALSE
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if(get_fuel() >= amount)
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return TRUE
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else
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to_chat(user, "<span class='warning'>You need more welding fuel to complete this task!</span>")
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return FALSE
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/obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
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if(welding)
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to_chat(user, "<span class='warning'>Turn it off first!</span>")
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return
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status = !status
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if(status)
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to_chat(user, "<span class='notice'>You resecure [src] and close the fuel tank.</span>")
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DISABLE_BITFIELD(reagents.flags, OPENCONTAINER)
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else
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to_chat(user, "<span class='notice'>[src] can now be attached, modified, and refuelled.</span>")
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ENABLE_BITFIELD(reagents.flags, OPENCONTAINER)
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add_fingerprint(user)
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/obj/item/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user)
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if(!status)
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var/obj/item/stack/rods/R = I
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if (R.use(1))
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var/obj/item/flamethrower/F = new /obj/item/flamethrower(user.loc)
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if(!remove_item_from_storage(F))
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user.transferItemToLoc(src, F, TRUE)
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F.weldtool = src
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add_fingerprint(user)
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to_chat(user, "<span class='notice'>You add a rod to a welder, starting to build a flamethrower.</span>")
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user.put_in_hands(F)
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else
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to_chat(user, "<span class='warning'>You need one rod to start building a flamethrower!</span>")
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/obj/item/weldingtool/ignition_effect(atom/A, mob/user)
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if(use_tool(A, user, 0, amount=1))
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return "<span class='notice'>[user] casually lights [A] with [src], what a badass.</span>"
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else
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return ""
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/obj/item/weldingtool/largetank
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name = "industrial welding tool"
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desc = "A slightly larger welder with a larger tank."
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icon_state = "indwelder"
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max_fuel = 40
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custom_materials = list(/datum/material/glass=60)
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/obj/item/weldingtool/largetank/flamethrower_screwdriver()
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return
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/obj/item/weldingtool/largetank/cyborg
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name = "integrated welding tool"
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desc = "An advanced welder designed to be used in robotic systems. Custom framework doubles the speed of welding."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "indwelder_cyborg"
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toolspeed = 0.5
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/obj/item/weldingtool/largetank/cyborg/cyborg_unequip(mob/user)
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if(!isOn())
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return
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switched_on(user)
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/obj/item/weldingtool/mini
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name = "emergency welding tool"
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desc = "A miniature welder used during emergencies."
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icon_state = "miniwelder"
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max_fuel = 10
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron=30, /datum/material/glass=10)
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change_icons = 0
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/obj/item/weldingtool/mini/flamethrower_screwdriver()
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return
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/obj/item/weldingtool/abductor
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name = "alien welding tool"
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desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "welder"
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toolspeed = 0.1
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light_intensity = 0
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change_icons = 0
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/obj/item/weldingtool/abductor/process()
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if(get_fuel() <= max_fuel)
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reagents.add_reagent(/datum/reagent/fuel, 1)
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..()
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/obj/item/weldingtool/hugetank
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name = "upgraded industrial welding tool"
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desc = "An upgraded welder based of the industrial welder."
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icon_state = "upindwelder"
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item_state = "upindwelder"
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max_fuel = 80
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custom_materials = list(/datum/material/iron=70, /datum/material/glass=120)
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/obj/item/weldingtool/experimental
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name = "experimental welding tool"
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desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
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icon_state = "exwelder"
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item_state = "exwelder"
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max_fuel = 40
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custom_materials = list(/datum/material/iron=70, /datum/material/glass=120)
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var/last_gen = 0
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change_icons = 0
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can_off_process = 1
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light_intensity = 1
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toolspeed = 0.5
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var/nextrefueltick = 0
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/obj/item/weldingtool/experimental/brass
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name = "brass welding tool"
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desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
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resistance_flags = FIRE_PROOF | ACID_PROOF
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icon_state = "brasswelder"
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item_state = "brasswelder"
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/obj/item/weldingtool/experimental/process()
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..()
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if(get_fuel() < max_fuel && nextrefueltick < world.time)
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nextrefueltick = world.time + 10
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reagents.add_reagent(/datum/reagent/fuel, 1)
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#undef WELDER_FUEL_BURN_INTERVAL
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