Merge pull request #1706 from CHOMPStationBot/upstream-merge-10046

[MIRROR] [MIRROR] Tanning Tweaks
This commit is contained in:
Nadyr
2021-04-02 23:29:50 -04:00
committed by GitHub
6 changed files with 160 additions and 53 deletions

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@@ -67,9 +67,8 @@
//Tanning!
for(var/obj/item/stack/hairlesshide/HH in washing)
var/obj/item/stack/WL = new HH.wet_type(src)
if(istype(WL))
WL.amount = HH.amount
var/obj/item/stack/wetleather/WL = new(src)
WL.amount = HH.amount
washing -= HH
HH.forceMove(get_turf(src))
HH.use(HH.amount)

View File

@@ -1,14 +1,18 @@
/obj/item/stack/animalhide
name = "hide"
desc = "The hide of some creature."
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."
icon_state = "sheet-hide"
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
amount = 1
max_amount = 20
stacktype = "hide"
no_variants = TRUE
var/process_type = /obj/item/stack/hairlesshide
// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
/obj/item/stack/animalhide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/animalhide/human
name = "skin"
@@ -18,7 +22,6 @@
no_variants = FALSE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
amount = 1
stacktype = "hide-human"
/obj/item/stack/animalhide/corgi
@@ -26,7 +29,6 @@
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
amount = 1
stacktype = "hide-corgi"
/obj/item/stack/animalhide/cat
@@ -34,7 +36,6 @@
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
amount = 1
stacktype = "hide-cat"
/obj/item/stack/animalhide/monkey
@@ -42,7 +43,6 @@
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
amount = 1
stacktype = "hide-monkey"
/obj/item/stack/animalhide/lizard
@@ -50,7 +50,6 @@
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
amount = 1
stacktype = "hide-lizard"
/obj/item/stack/animalhide/xeno
@@ -58,7 +57,6 @@
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
amount = 1
stacktype = "hide-xeno"
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
@@ -68,7 +66,6 @@
singular_name = "alien chitin piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
amount = 1
stacktype = "hide-chitin"
/obj/item/xenos_claw
@@ -88,19 +85,28 @@
if(has_edge(W) || is_sharp(W))
//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
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")
if(do_after(user,50))
to_chat(user, "<span class='notice'>You cut the hair from this [src.singular_name]</span>")
var/scraped = 0
while(amount > 0 && do_after(user, 2.5 SECONDS)) // 2.5s per hide
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/hairlesshide/HS in user.loc)
if(HS.amount < 50 && istype(HS, process_type))
HS.amount++
src.use(1)
return
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/HS = new process_type(usr.loc)
if(istype(HS))
HS.amount = 1
var/obj/item/stack/hairlesshide/H = null
for(var/obj/item/stack/hairlesshide/HS in user.loc) // Could be scraping something inside a locker, hence the .loc, not get_turf
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/hairlesshide(user.loc)
// Increment the amount
src.use(1)
scraped++
if(scraped)
to_chat(user, SPAN_NOTICE("You scrape the hair off [scraped] hide\s."))
else
..()
@@ -110,31 +116,43 @@
/obj/item/stack/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
description_info = "Get it <b><font color='blue'>wet</font></b> to continue tanning this into leather.<br>\
You could set it in a river, wash it with a sink, or just splash water on it with a bucket."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
no_variants = FALSE
amount = 1
max_amount = 20
stacktype = "hairlesshide"
var/cleaning = FALSE // Can we be water_acted, or are we busy? To prevent accidental hide duplication and the collapse of causality.
var/wet_type = /obj/item/stack/wetleather
/obj/item/stack/hairlesshide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/hairlesshide/water_act(var/wateramount)
..()
cleaning = TRUE
while(amount > 0 && wateramount > 0)
use(1)
wateramount--
new wet_type(get_turf(src))
cleaning = FALSE
. = ..()
wateramount = min(amount, round(wateramount))
for(var/i in 1 to wateramount)
var/obj/item/stack/wetleather/H = null
for(var/obj/item/stack/wetleather/HS in get_turf(src)) // Doesn't have a user, can't just use their loc
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/wetleather(get_turf(src))
return
// Increment the amount
src.use(1)
/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
stacknum = min(stacknum, amount)
while(stacknum)
var/obj/item/stack/wetleather/I = new wet_type(get_turf(src))
var/obj/item/stack/wetleather/I = new /obj/item/stack/wetleather(get_turf(src))
if(istype(I))
I.dry()
@@ -146,16 +164,34 @@
/obj/item/stack/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
description_info = "To finish tanning the leather, you need to dry it. \
You could place it under a <b><font color='red'>fire</font></b>, \
put it in a <b><font color='blue'>drying rack</font></b>, \
or build a <b><font color='brown'>tanning rack</font></b> from steel or wooden boards."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
no_variants = FALSE
amount = 1
max_amount = 20
stacktype = "wetleather"
var/dry_type = /obj/item/stack/material/leather
/obj/item/stack/wetleather/examine(var/mob/user)
. = ..()
. += description_info
. += "\The [src] is [get_dryness_text()]."
/obj/item/stack/wetleather/proc/get_dryness_text()
if(wetness > 20)
return "wet"
if(wetness > 10)
return "damp"
if(wetness)
return "almost dry"
return "dry"
/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
@@ -164,17 +200,87 @@
dry()
/obj/item/stack/wetleather/proc/dry()
//Try locating an exisitng stack on the tile and add to there if possible
for(var/obj/item/stack/material/leather/HS in src.loc)
if(HS.amount < 50)
HS.amount++
wetness = initial(wetness)
src.use(1)
return
//If it gets to here it means it did not find a suitable stack on the tile.
var/obj/item/stack/HS = new dry_type(src.loc)
var/obj/item/stack/material/leather/L = new(src.loc)
L.amount = amount
use(amount)
return L
if(istype(HS))
HS.amount = 1
wetness = initial(wetness)
src.use(1)
/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
. = ..()
if(.) // If it transfers any, do a weighted average of the wetness
var/obj/item/stack/wetleather/W = S
var/oldamt = W.amount - .
W.wetness = round(((oldamt * W.wetness) + (. * wetness)) / W.amount)
/obj/structure/tanning_rack
name = "tanning rack"
desc = "A rack used to stretch leather out and hold it taut during the tanning process."
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
var/obj/item/stack/wetleather/drying = null
/obj/structure/tanning_rack/Initialize()
. = ..()
START_PROCESSING(SSobj, src) // SSObj fires ~every 2s , starting from wetness 30 takes ~1m
/obj/structure/tanning_rack/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/tanning_rack/process()
if(drying && drying.wetness)
drying.wetness = max(drying.wetness - 1, 0)
if(!drying.wetness)
visible_message("The [drying] is dry!")
update_icon()
/obj/structure/tanning_rack/examine(var/mob/user)
. = ..()
if(drying)
. += "\The [drying] is [drying.get_dryness_text()]."
/obj/structure/tanning_rack/update_icon()
overlays.Cut()
if(drying)
var/image/I
if(drying.wetness)
I = image(icon, "leather_wet")
else
I = image(icon, "leather_dry")
add_overlay(I)
/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
if(istype(A, /obj/item/stack/wetleather))
if(!drying) // If not drying anything, start drying the thing
if(user.unEquip(A, target = src))
drying = A
else // Drying something, add if possible
var/obj/item/stack/wetleather/W = A
W.transfer_to(drying, W.amount, TRUE)
update_icon()
return TRUE
return ..()
/obj/structure/tanning_rack/attack_hand(var/mob/user)
if(drying)
var/obj/item/stack/S = drying
if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
var/obj/item/stack/material/leather/L = new(src)
L.amount = drying.amount
drying.use(drying.amount)
S = L
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.put_in_any_hand_if_possible(S))
S.forceMove(get_turf(src))
else
S.forceMove(get_turf(src))
drying = null
update_icon()
/obj/structure/tanning_rack/attack_robot(var/mob/user)
attack_hand(user) // That has checks to

View File

@@ -187,10 +187,10 @@
for(var/obj/item/stack/wetleather/WL in I.instances)
if(!WL.wetness)
if(WL.amount == 1)
if(WL.amount)
WL.forceMove(get_turf(src))
WL.dry()
I.instances -= WL
WL.dry()
break
WL.wetness = max(0, WL.wetness - rand(1, 3))

View File

@@ -106,6 +106,7 @@
new/datum/stack_recipe("chest drawer", /obj/structure/filingcabinet/chestdrawer, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]"), \
))
recipes += new/datum/stack_recipe("desk bell", /obj/item/weapon/deskbell, 1, on_floor = 1, supplied_material = "[name]")
recipes += new/datum/stack_recipe("tanning rack", /obj/structure/tanning_rack, 3, one_per_turf = TRUE, time = 20, on_floor = TRUE, supplied_material = "[name]")
/datum/material/plasteel/generate_recipes()
..()
@@ -144,7 +145,6 @@
recipes += new/datum/stack_recipe("reagent tubing", /obj/item/stack/hose, 1, 4, 20, pass_stack_color = TRUE, recycle_material = "[name]")
recipes += new/datum/stack_recipe("Feeder", /obj/machinery/feeder, 4, time = 20, one_per_turf = 1, on_floor = 1, recycle_material = "[name]") //CHOMP Addition
/datum/material/wood/generate_recipes()
..()
recipes += new/datum/stack_recipe("oar", /obj/item/weapon/oar, 2, time = 30, supplied_material = "[name]", pass_stack_color = TRUE)
@@ -166,6 +166,7 @@
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]")
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
recipes += new/datum/stack_recipe("noticeboard", /obj/structure/noticeboard, 1, recycle_material = "[name]")
recipes += new/datum/stack_recipe("tanning rack", /obj/structure/tanning_rack, 3, one_per_turf = TRUE, time = 20, on_floor = TRUE, supplied_material = "[name]")
/datum/material/wood/log/generate_recipes()
recipes = list()

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@@ -314,7 +314,8 @@
if(spill)
splash(target.loc, spill, multiplier, copy, min_spill, max_spill)
trans_to(target, amount, multiplier, copy)
if(!trans_to(target, amount, multiplier, copy))
touch(target, amount)
/datum/reagents/proc/trans_type_to(var/target, var/rtype, var/amount = 1)
if (!target)

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