Files
Bubberstation/code/game/objects/items/stacks/sheets/sheets.dm
SkyratBot d9f3476b8d [MIRROR] Craftable material sniffers [MDB IGNORE] (#20824)
* Craftable material sniffers (#74798)

## About The Pull Request

Are YOU annoyed about never finding the fucking mats you need? Slap some
cable coil on an analyzer and find that untouched sheet of iron and or
glass. It's a pinpointer for basic sheets.

## Why It's Good For The Game

Originally I meant to give this as something borgs might want, but I
realized they really won't have a great time using it and the situation
is more about botanists not being asked, and not knowing how to grow
lots of iron, repeat for all other departments. Awareness problems!!!

But I still like the item as a miscellaneous craftable.

## Changelog
🆑
add: Craftable Material sniffers
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Craftable material sniffers

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
2023-04-29 09:56:13 +01:00

66 lines
2.3 KiB
Plaintext

/obj/item/stack/sheet
name = "sheet"
lefthand_file = 'icons/mob/inhands/items/sheets_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/sheets_righthand.dmi'
icon_state = "sheet-metal_3"
full_w_class = WEIGHT_CLASS_NORMAL
force = 5
throwforce = 5
max_amount = 50
throw_speed = 1
throw_range = 3
attack_verb_continuous = list("bashes", "batters", "bludgeons", "thrashes", "smashes")
attack_verb_simple = list("bash", "batter", "bludgeon", "thrash", "smash")
novariants = FALSE
material_flags = MATERIAL_EFFECTS
var/sheettype = null //this is used for girders in the creation of walls/false walls
var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity.
///What type of wall does this sheet spawn
var/walltype
/// whether this sheet can be sniffed by the material sniffer
var/sniffable = FALSE
/obj/item/stack/sheet/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
. = ..()
pixel_x = rand(-4, 4)
pixel_y = rand(-4, 4)
if(sniffable && is_station_level(z) && amount < 10)
GLOB.sniffable_sheets += src
/obj/item/stack/sheet/Destroy(force)
if(sniffable)
GLOB.sniffable_sheets -= src
return ..()
/obj/item/stack/sheet/add(_amount)
. = ..()
if(sniffable && is_station_level(z) && amount > 10)
GLOB.sniffable_sheets += src
/// removing from sniffable handled by the sniffer itself when it checks for targets
/**
* Facilitates sheets being smacked on the floor
*
* This is used for crafting by hitting the floor with items.
* The inital use case is glass sheets breaking in to shards when the floor is hit.
* Args:
* * user: The user that did the action
* * params: paramas passed in from attackby
*/
/obj/item/stack/sheet/proc/on_attack_floor(mob/user, params)
var/list/shards = list()
for(var/datum/material/mat in custom_materials)
if(mat.shard_type)
var/obj/item/new_shard = new mat.shard_type(user.loc)
new_shard.add_fingerprint(user)
shards += "\a [new_shard.name]"
if(!shards.len)
return FALSE
user.do_attack_animation(src, ATTACK_EFFECT_BOOP)
playsound(src, SFX_SHATTER, 70, TRUE)
use(1)
user.visible_message(span_notice("[user] shatters the sheet of [name] on the floor, leaving [english_list(shards)]."), \
span_notice("You shatter the sheet of [name] on the floor, leaving [english_list(shards)]."))
return TRUE