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0818d6ae4c
## About The Pull Request Updated crafting menu, adding a lot of new functions and recipes that were not in the crafting menu before. <img alt="cult" src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG"> <img alt="nH77dLyyGx" src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">  https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4 ## Why It's Good For The Game It is easier to use, and it has a lot of recipes that were spread throughout the game, some of which weren't even on the wiki. Crafting and cooking now count about 1200 recipes in total, including conditionally available ones. ## Changelog 🆑 qol: Rewrote the crafting/cooking menu UI qol: Split crafting and cooking menus in two different menus qol: Crafting is no longer blocking the entire UI, only the "Make" buttons are disabled qol: Added stack crafting recipes to the crafting menu qol: Added cooking recipes that were absent in the crafting menu before (tool recipes, machine recipes, reactions) qol: Added option to search recipes by title qol: Added option to filter recipes by required materials/ingredients qol: Added food types to the cooking menu, highlighting diet of your species (liked, disliked foods) qol: Added total nutrition value of the result to the cooking menu qol: Added option to filter cooking recipes by the food type of the resulting food qol: Added "Can make" category that lists all currently craftable recipes throughout all categories refactor: changed categories and reshuffled some items in them code: Reagents now have default container to get an icon from the reagent datum code: Objects now have `desc_controls` var for OOC information about mouse controls that are visible on examine, but not in the description fix: Fixed alignment on many food icons fix: Fixed missing icon for beef stroganoff /🆑 Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
94 lines
3.1 KiB
Plaintext
94 lines
3.1 KiB
Plaintext
/obj/item/pressure_plate
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name = "pressure plate"
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desc = "An electronic device that triggers when stepped on."
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desc_controls = "Ctrl-Click to toggle the pressure plate off and on."
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icon = 'icons/obj/puzzle_small.dmi'
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inhand_icon_state = "flashtool"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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icon_state = "pressureplate"
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layer = LOW_OBJ_LAYER
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var/trigger_mob = TRUE
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var/trigger_item = FALSE
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var/specific_item = null
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var/trigger_silent = FALSE
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var/sound/trigger_sound = 'sound/effects/pressureplate.ogg'
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var/obj/item/assembly/signaler/sigdev = null
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var/roundstart_signaller = FALSE
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var/roundstart_signaller_freq = FREQ_PRESSURE_PLATE
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var/roundstart_signaller_code = 30
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var/roundstart_hide = FALSE
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var/removable_signaller = TRUE
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var/active = FALSE
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var/image/tile_overlay = null
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var/can_trigger = TRUE
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var/trigger_delay = 10
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var/protected = FALSE
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var/undertile_pressureplate = TRUE
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/obj/item/pressure_plate/Initialize(mapload)
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. = ..()
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tile_overlay = image(icon = 'icons/turf/floors.dmi', icon_state = "pp_overlay")
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if(roundstart_signaller)
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sigdev = new
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sigdev.code = roundstart_signaller_code
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sigdev.set_frequency(roundstart_signaller_freq)
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if(undertile_pressureplate)
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AddElement(/datum/element/undertile, tile_overlay = tile_overlay, use_anchor = TRUE)
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RegisterSignal(src, COMSIG_OBJ_HIDE, PROC_REF(ToggleActive))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/item/pressure_plate/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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if(!can_trigger || !active)
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return
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if(trigger_item && !istype(AM, specific_item))
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return
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if(trigger_mob && isliving(AM))
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var/mob/living/L = AM
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to_chat(L, span_warning("You feel something click beneath you!"))
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else if(!trigger_item)
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return
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can_trigger = FALSE
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addtimer(CALLBACK(src, PROC_REF(trigger)), trigger_delay)
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/obj/item/pressure_plate/proc/trigger()
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can_trigger = TRUE
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if(istype(sigdev))
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sigdev.signal()
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/obj/item/pressure_plate/attackby(obj/item/I, mob/living/L)
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if(issignaler(I) && !istype(sigdev) && removable_signaller && L.transferItemToLoc(I, src))
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sigdev = I
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to_chat(L, span_notice("You attach [I] to [src]!"))
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return ..()
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/obj/item/pressure_plate/attack_self(mob/living/L)
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if(removable_signaller && istype(sigdev))
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to_chat(L, span_notice("You remove [sigdev] from [src]."))
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if(!L.put_in_hands(sigdev))
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sigdev.forceMove(get_turf(src))
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sigdev = null
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return ..()
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/obj/item/pressure_plate/CtrlClick(mob/user)
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if(protected)
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to_chat(user, span_warning("You can't quite seem to turn this pressure plate off..."))
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return
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active = !active
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if (active == TRUE)
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to_chat(user, span_notice("You turn [src] on."))
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else
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to_chat(user, span_notice("You turn [src] off."))
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///Called from COMSIG_OBJ_HIDE to toggle the active part, because yeah im not making a special exception on the element to support it
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/obj/item/pressure_plate/proc/ToggleActive(datum/source, underfloor_accessibility)
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SIGNAL_HANDLER
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active = underfloor_accessibility < UNDERFLOOR_VISIBLE
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