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Bubberstation/code/game/objects/items/stacks/sheets/sheets.dm
ShizCalev ef92ecefb9 Fixes material sniffers not being able to find materials properly (#75354)
![image](https://github.com/tgstation/tgstation/assets/6209658/d91d07ba-32b3-4580-a22a-616e0aab55e2)

stack/init was adding stacks to the global list if they had LESS THAN 10
units, though the sniffer only looks for things >= 10 units. Flipped
bracket, gg. add() was also using += instead of |=, which resulted in
duplicate entries for the same object in the global list when adding
stuff to a stack.

🆑 ShizCalev
fix: The materials sniffer now actually works!
/🆑
2023-05-11 19:57:51 -06:00

66 lines
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/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 && amount >= 10 && is_station_level(z))
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 && amount >= 10 && is_station_level(z))
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