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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #1706 from CHOMPStationBot/upstream-merge-10046
[MIRROR] [MIRROR] Tanning Tweaks
This commit is contained in:
@@ -67,9 +67,8 @@
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//Tanning!
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for(var/obj/item/stack/hairlesshide/HH in washing)
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var/obj/item/stack/WL = new HH.wet_type(src)
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if(istype(WL))
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WL.amount = HH.amount
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var/obj/item/stack/wetleather/WL = new(src)
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WL.amount = HH.amount
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washing -= HH
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HH.forceMove(get_turf(src))
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HH.use(HH.amount)
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@@ -1,14 +1,18 @@
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/obj/item/stack/animalhide
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name = "hide"
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desc = "The hide of some creature."
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description_info = "Use something <b><font color='red'>sharp</font></b>, like a knife, to scrape the hairs/feathers/etc off this hide to prepare it for tanning."
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icon_state = "sheet-hide"
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drop_sound = 'sound/items/drop/cloth.ogg'
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pickup_sound = 'sound/items/pickup/cloth.ogg'
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amount = 1
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max_amount = 20
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stacktype = "hide"
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no_variants = TRUE
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var/process_type = /obj/item/stack/hairlesshide
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// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
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/obj/item/stack/animalhide/examine(var/mob/user)
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. = ..()
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. += description_info
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/obj/item/stack/animalhide/human
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name = "skin"
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@@ -18,7 +22,6 @@
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no_variants = FALSE
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drop_sound = 'sound/items/drop/leather.ogg'
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pickup_sound = 'sound/items/pickup/leather.ogg'
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amount = 1
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stacktype = "hide-human"
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/obj/item/stack/animalhide/corgi
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@@ -26,7 +29,6 @@
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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amount = 1
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stacktype = "hide-corgi"
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/obj/item/stack/animalhide/cat
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@@ -34,7 +36,6 @@
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desc = "The by-product of cat farming."
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singular_name = "cat hide piece"
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icon_state = "sheet-cat"
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amount = 1
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stacktype = "hide-cat"
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/obj/item/stack/animalhide/monkey
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@@ -42,7 +43,6 @@
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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amount = 1
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stacktype = "hide-monkey"
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/obj/item/stack/animalhide/lizard
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@@ -50,7 +50,6 @@
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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amount = 1
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stacktype = "hide-lizard"
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/obj/item/stack/animalhide/xeno
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@@ -58,7 +57,6 @@
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desc = "The skin of a terrible creature."
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singular_name = "alien hide piece"
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icon_state = "sheet-xeno"
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amount = 1
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stacktype = "hide-xeno"
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//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
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@@ -68,7 +66,6 @@
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singular_name = "alien chitin piece"
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icon = 'icons/mob/alien.dmi'
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icon_state = "chitin"
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amount = 1
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stacktype = "hide-chitin"
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/obj/item/xenos_claw
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@@ -88,19 +85,28 @@
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if(has_edge(W) || is_sharp(W))
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//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
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user.visible_message("<span class='notice'>\The [user] starts cutting hair off \the [src]</span>", "<span class='notice'>You start cutting the hair off \the [src]</span>", "You hear the sound of a knife rubbing against flesh")
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if(do_after(user,50))
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to_chat(user, "<span class='notice'>You cut the hair from this [src.singular_name]</span>")
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var/scraped = 0
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while(amount > 0 && do_after(user, 2.5 SECONDS)) // 2.5s per hide
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//Try locating an exisitng stack on the tile and add to there if possible
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for(var/obj/item/stack/hairlesshide/HS in user.loc)
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if(HS.amount < 50 && istype(HS, process_type))
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HS.amount++
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src.use(1)
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return
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//If it gets to here it means it did not find a suitable stack on the tile.
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var/obj/item/stack/HS = new process_type(usr.loc)
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if(istype(HS))
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HS.amount = 1
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var/obj/item/stack/hairlesshide/H = null
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for(var/obj/item/stack/hairlesshide/HS in user.loc) // Could be scraping something inside a locker, hence the .loc, not get_turf
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if(HS.amount < HS.max_amount)
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H = HS
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break
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// Either we found a valid stack, in which case increment amount,
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// Or we need to make a new stack
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if(istype(H))
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H.amount++
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else
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H = new /obj/item/stack/hairlesshide(user.loc)
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// Increment the amount
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src.use(1)
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scraped++
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if(scraped)
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to_chat(user, SPAN_NOTICE("You scrape the hair off [scraped] hide\s."))
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else
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..()
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@@ -110,31 +116,43 @@
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/obj/item/stack/hairlesshide
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name = "hairless hide"
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desc = "This hide was stripped of it's hair, but still needs tanning."
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description_info = "Get it <b><font color='blue'>wet</font></b> to continue tanning this into leather.<br>\
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You could set it in a river, wash it with a sink, or just splash water on it with a bucket."
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singular_name = "hairless hide piece"
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icon_state = "sheet-hairlesshide"
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no_variants = FALSE
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amount = 1
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max_amount = 20
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stacktype = "hairlesshide"
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var/cleaning = FALSE // Can we be water_acted, or are we busy? To prevent accidental hide duplication and the collapse of causality.
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var/wet_type = /obj/item/stack/wetleather
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/obj/item/stack/hairlesshide/examine(var/mob/user)
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. = ..()
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. += description_info
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/obj/item/stack/hairlesshide/water_act(var/wateramount)
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..()
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cleaning = TRUE
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while(amount > 0 && wateramount > 0)
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use(1)
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wateramount--
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new wet_type(get_turf(src))
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cleaning = FALSE
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. = ..()
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wateramount = min(amount, round(wateramount))
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for(var/i in 1 to wateramount)
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var/obj/item/stack/wetleather/H = null
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for(var/obj/item/stack/wetleather/HS in get_turf(src)) // Doesn't have a user, can't just use their loc
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if(HS.amount < HS.max_amount)
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H = HS
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break
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// Either we found a valid stack, in which case increment amount,
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// Or we need to make a new stack
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if(istype(H))
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H.amount++
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else
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H = new /obj/item/stack/wetleather(get_turf(src))
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return
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// Increment the amount
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src.use(1)
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/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
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stacknum = min(stacknum, amount)
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while(stacknum)
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var/obj/item/stack/wetleather/I = new wet_type(get_turf(src))
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var/obj/item/stack/wetleather/I = new /obj/item/stack/wetleather(get_turf(src))
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if(istype(I))
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I.dry()
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@@ -146,16 +164,34 @@
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/obj/item/stack/wetleather
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name = "wet leather"
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desc = "This leather has been cleaned but still needs to be dried."
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description_info = "To finish tanning the leather, you need to dry it. \
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You could place it under a <b><font color='red'>fire</font></b>, \
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put it in a <b><font color='blue'>drying rack</font></b>, \
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or build a <b><font color='brown'>tanning rack</font></b> from steel or wooden boards."
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singular_name = "wet leather piece"
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icon_state = "sheet-wetleather"
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var/wetness = 30 //Reduced when exposed to high temperautres
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var/drying_threshold_temperature = 500 //Kelvin to start drying
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no_variants = FALSE
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amount = 1
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max_amount = 20
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stacktype = "wetleather"
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var/dry_type = /obj/item/stack/material/leather
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/obj/item/stack/wetleather/examine(var/mob/user)
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. = ..()
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. += description_info
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. += "\The [src] is [get_dryness_text()]."
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/obj/item/stack/wetleather/proc/get_dryness_text()
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if(wetness > 20)
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return "wet"
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if(wetness > 10)
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return "damp"
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if(wetness)
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return "almost dry"
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return "dry"
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/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature >= drying_threshold_temperature)
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@@ -164,17 +200,87 @@
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dry()
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/obj/item/stack/wetleather/proc/dry()
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//Try locating an exisitng stack on the tile and add to there if possible
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for(var/obj/item/stack/material/leather/HS in src.loc)
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if(HS.amount < 50)
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HS.amount++
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wetness = initial(wetness)
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src.use(1)
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return
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//If it gets to here it means it did not find a suitable stack on the tile.
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var/obj/item/stack/HS = new dry_type(src.loc)
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var/obj/item/stack/material/leather/L = new(src.loc)
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L.amount = amount
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use(amount)
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return L
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if(istype(HS))
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HS.amount = 1
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wetness = initial(wetness)
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src.use(1)
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/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
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. = ..()
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if(.) // If it transfers any, do a weighted average of the wetness
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var/obj/item/stack/wetleather/W = S
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var/oldamt = W.amount - .
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W.wetness = round(((oldamt * W.wetness) + (. * wetness)) / W.amount)
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/obj/structure/tanning_rack
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name = "tanning rack"
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desc = "A rack used to stretch leather out and hold it taut during the tanning process."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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var/obj/item/stack/wetleather/drying = null
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/obj/structure/tanning_rack/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src) // SSObj fires ~every 2s , starting from wetness 30 takes ~1m
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/obj/structure/tanning_rack/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/structure/tanning_rack/process()
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if(drying && drying.wetness)
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drying.wetness = max(drying.wetness - 1, 0)
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if(!drying.wetness)
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visible_message("The [drying] is dry!")
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update_icon()
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/obj/structure/tanning_rack/examine(var/mob/user)
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. = ..()
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if(drying)
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. += "\The [drying] is [drying.get_dryness_text()]."
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/obj/structure/tanning_rack/update_icon()
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overlays.Cut()
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if(drying)
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var/image/I
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if(drying.wetness)
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I = image(icon, "leather_wet")
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else
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I = image(icon, "leather_dry")
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add_overlay(I)
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/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
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if(istype(A, /obj/item/stack/wetleather))
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if(!drying) // If not drying anything, start drying the thing
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if(user.unEquip(A, target = src))
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drying = A
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else // Drying something, add if possible
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var/obj/item/stack/wetleather/W = A
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W.transfer_to(drying, W.amount, TRUE)
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update_icon()
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return TRUE
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return ..()
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/obj/structure/tanning_rack/attack_hand(var/mob/user)
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if(drying)
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var/obj/item/stack/S = drying
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if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
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var/obj/item/stack/material/leather/L = new(src)
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L.amount = drying.amount
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drying.use(drying.amount)
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S = L
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(!H.put_in_any_hand_if_possible(S))
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S.forceMove(get_turf(src))
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else
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S.forceMove(get_turf(src))
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drying = null
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update_icon()
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/obj/structure/tanning_rack/attack_robot(var/mob/user)
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attack_hand(user) // That has checks to
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@@ -187,10 +187,10 @@
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for(var/obj/item/stack/wetleather/WL in I.instances)
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if(!WL.wetness)
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if(WL.amount == 1)
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if(WL.amount)
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WL.forceMove(get_turf(src))
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WL.dry()
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I.instances -= WL
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WL.dry()
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break
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WL.wetness = max(0, WL.wetness - rand(1, 3))
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@@ -106,6 +106,7 @@
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new/datum/stack_recipe("chest drawer", /obj/structure/filingcabinet/chestdrawer, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
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))
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recipes += new/datum/stack_recipe("desk bell", /obj/item/weapon/deskbell, 1, on_floor = 1, supplied_material = "[name]")
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recipes += new/datum/stack_recipe("tanning rack", /obj/structure/tanning_rack, 3, one_per_turf = TRUE, time = 20, on_floor = TRUE, supplied_material = "[name]")
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/datum/material/plasteel/generate_recipes()
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..()
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@@ -144,7 +145,6 @@
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recipes += new/datum/stack_recipe("reagent tubing", /obj/item/stack/hose, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]")
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recipes += new/datum/stack_recipe("Feeder", /obj/machinery/feeder, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]") //CHOMP Addition
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/datum/material/wood/generate_recipes()
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..()
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recipes += new/datum/stack_recipe("oar", /obj/item/weapon/oar, 2, time = 30, supplied_material = "[name]", pass_stack_color = TRUE)
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@@ -166,6 +166,7 @@
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recipes += new/datum/stack_recipe("crude fishing rod", /obj/item/weapon/material/fishing_rod/built, 8, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]")
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recipes += new/datum/stack_recipe("wooden standup figure", /obj/structure/barricade/cutout, 5, time = 10 SECONDS, pass_stack_color = TRUE, recycle_material = "[name]") //VOREStation Add
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recipes += new/datum/stack_recipe("noticeboard", /obj/structure/noticeboard, 1, recycle_material = "[name]")
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recipes += new/datum/stack_recipe("tanning rack", /obj/structure/tanning_rack, 3, one_per_turf = TRUE, time = 20, on_floor = TRUE, supplied_material = "[name]")
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/datum/material/wood/log/generate_recipes()
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recipes = list()
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@@ -314,7 +314,8 @@
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if(spill)
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splash(target.loc, spill, multiplier, copy, min_spill, max_spill)
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trans_to(target, amount, multiplier, copy)
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if(!trans_to(target, amount, multiplier, copy))
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touch(target, amount)
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/datum/reagents/proc/trans_type_to(var/target, var/rtype, var/amount = 1)
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if (!target)
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