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## About The Pull Request - Fixes #87641 TODO - [x] Write unit tests for bog omnitool wrench - [x] Write unit tests for bog omnitool screwdriver - [x] Write unit tests for bog omnitool wirecutter - [x] Write unit tests for borg omnitool crowbar - [x] Write unit tests for borg omnitool multiool Tests for engiborg omnitool for now ## Changelog 🆑 fix: some broken borg omni tools should work again /🆑
54 lines
2.7 KiB
Plaintext
54 lines
2.7 KiB
Plaintext
// Tool types, if you add new ones please add them to /obj/item/debug/omnitool in code/game/objects/items/debug_items.dm
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#define TOOL_CROWBAR "crowbar"
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#define TOOL_MULTITOOL "multitool"
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#define TOOL_SCREWDRIVER "screwdriver"
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#define TOOL_WIRECUTTER "cutters"
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#define TOOL_WRENCH "wrench"
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#define TOOL_WELDER "welder"
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#define TOOL_ANALYZER "analyzer"
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#define TOOL_MINING "mining"
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#define TOOL_SHOVEL "shovel"
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#define TOOL_RETRACTOR "retractor"
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#define TOOL_HEMOSTAT "hemostat"
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#define TOOL_CAUTERY "cautery"
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#define TOOL_DRILL "drill"
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#define TOOL_SCALPEL "scalpel"
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#define TOOL_SAW "saw"
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#define TOOL_BONESET "bonesetter"
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#define TOOL_KNIFE "knife"
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#define TOOL_BLOODFILTER "bloodfilter"
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#define TOOL_ROLLINGPIN "rolling pin"
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/// Can be used to scrape rust off an any atom; which will result in the Rust Component being qdel'd
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#define TOOL_RUSTSCRAPER "rustscraper"
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// If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY,
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// tool sound is only played when op is started. If not, it's played twice.
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#define MIN_TOOL_SOUND_DELAY 20
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#define MIN_TOOL_OPERATING_DELAY 40 //minimum delay for operating sound. Prevent overlaps and overhand sound.
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/// Return when an item interaction is successful.
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/// This cancels the rest of the chain entirely and indicates success.
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#define ITEM_INTERACT_SUCCESS (1<<0) // Same as TRUE, as most tool (legacy) tool acts return TRUE on success
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/// Return to prevent the rest of the attack chain from being executed / preventing the item user from thwacking the target.
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/// Similar to [ITEM_INTERACT_SUCCESS], but does not necessarily indicate success.
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#define ITEM_INTERACT_BLOCKING (1<<1)
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/// Only for people who get confused by the naming scheme
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#define ITEM_INTERACT_FAILURE ITEM_INTERACT_BLOCKING
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/// Return to skip the rest of the interaction chain, going straight to attack.
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#define ITEM_INTERACT_SKIP_TO_ATTACK (1<<2)
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/// Combination flag for any item interaction that blocks the rest of the attack chain
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#define ITEM_INTERACT_ANY_BLOCKER (ITEM_INTERACT_SUCCESS | ITEM_INTERACT_BLOCKING)
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/// How many seconds between each fuel depletion tick ("use" proc)
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#define TOOL_FUEL_BURN_INTERVAL 5
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///This is a number I got by quickly searching up the temperature to melt iron/glass, though not really realistic.
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///This is used for places where lighters should not be hot enough to be used as a welding tool on.
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#define HIGH_TEMPERATURE_REQUIRED 1500
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/**
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* A helper for checking if an item interaction should be skipped.
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* This is only used explicitly because some interactions may not want to ever be skipped.
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*/
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#define SHOULD_SKIP_INTERACTION(target, item, user) (HAS_TRAIT(target, TRAIT_COMBAT_MODE_SKIP_INTERACTION) && user.combat_mode)
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