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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #10404 from mwerezak/stack-fix
Material stack related fixes
This commit is contained in:
@@ -136,8 +136,8 @@
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// Make it a wood-reinforced wooden table.
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// There are cult materials available, but it'd make the table non-deconstructable with how holotables work.
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// Could possibly use a new material var for holographic-ness?
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material = name_to_material["wood"]
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reinforced = name_to_material["wood"]
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material = get_material_by_name("wood")
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reinforced = get_material_by_name("wood")
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update_desc()
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update_connections(1)
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update_icon()
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@@ -290,7 +290,7 @@
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/obj/machinery/autolathe/dismantle()
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for(var/mat in stored_material)
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var/material/M = name_to_material[mat]
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var/material/M = get_material_by_name(mat)
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if(!istype(M))
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continue
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var/obj/item/stack/material/S = new M.stack_type(get_turf(src))
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@@ -66,19 +66,19 @@
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user << "<span class='info'>You inject the blood sample into the bioprinter.</span>"
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return
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// Meat for biomass.
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else if(!prints_prosthetics && istype(W, /obj/item/weapon/reagent_containers/food/snacks/meat))
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if(!prints_prosthetics && istype(W, /obj/item/weapon/reagent_containers/food/snacks/meat))
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stored_matter += 50
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user.drop_item()
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user << "<span class='info'>\The [src] processes \the [W]. Levels of stored biomass now: [stored_matter]</span>"
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qdel(W)
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return
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// Steel for matter.
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else if(prints_prosthetics && istype(W, /obj/item/stack/material/steel))
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var/obj/item/stack/material/steel/M = W
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stored_matter += M.amount * 10
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if(prints_prosthetics && istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
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var/obj/item/stack/S = W
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stored_matter += S.amount * 10
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user.drop_item()
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user << "<span class='info'>\The [src] processes \the [W]. Levels of stored matter now: [stored_matter]</span>"
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qdel(W)
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return
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else
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return..()
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return..()
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@@ -88,8 +88,8 @@
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var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
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A.amount = 5
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if(istype(P, /obj/item/stack/material/glass/reinforced))
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var/obj/item/stack/material/glass/reinforced/RG = P
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if(istype(P, /obj/item/stack/material) && P.get_material_name() == "rglass")
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var/obj/item/stack/RG = P
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if (RG.get_amount() < 2)
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user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
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return
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@@ -87,8 +87,8 @@
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var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( src.loc )
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A.amount = 5
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if(istype(P, /obj/item/stack/material/glass))
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var/obj/item/stack/material/glass/G = P
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if(istype(P, /obj/item/stack/material) && P.get_material_name() == "glass")
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var/obj/item/stack/G = P
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if (G.get_amount() < 2)
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user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
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return
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@@ -178,13 +178,14 @@
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if(istype(P, /obj/item/weapon/crowbar)) // complicated check
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remove_peripheral()
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if(istype(P, /obj/item/stack/material/glass))
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if(P:amount >= 2)
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if(istype(P, /obj/item/stack/material) && P.get_material_name() == "glass")
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var/obj/item/stack/S = P
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if(S.amount >= 2)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(do_after(user, 20))
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if(P)
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P:use(2)
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user << "\blue You put in the glass panel."
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if(S)
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S.use(2)
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user << "<span class='notice'>You put in the glass panel.</span>"
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src.state = 4
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src.icon_state = "4"
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if(4)
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@@ -79,12 +79,14 @@ for reference:
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maxhealth = material.integrity
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health = maxhealth
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/obj/structure/barricade/get_material()
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return material
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/obj/structure/barricade/attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W, /obj/item/stack/material))
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var/obj/item/stack/material/D = W
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if(D.material.name != material.name)
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user << "<span class='warning'>That is the wrong material needed to repair \the [src].</span>"
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return
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if (istype(W, /obj/item/stack))
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var/obj/item/stack/D = W
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if(D.get_material_name() != material.name)
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return //hitting things with the wrong type of stack usually doesn't produce messages, and probably doesn't need to.
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if (health < maxhealth)
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if (D.get_amount() < 1)
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user << "<span class='warning'>You need one sheet of [material.display_name] to repair \the [src].</span>"
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@@ -48,6 +48,11 @@
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return
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..()
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/obj/machinery/door/airlock/get_material()
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if(mineral)
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return get_material_by_name(mineral)
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return get_material_by_name(DEFAULT_WALL_MATERIAL)
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/obj/machinery/door/airlock/command
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name = "Airlock"
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icon = 'icons/obj/doors/Doorcom.dmi'
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@@ -96,12 +96,12 @@
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else
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usr << "<span class='notice'>[src]'s motors resist your effort.</span>"
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return
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if(istype(C, /obj/item/stack/material/plasteel))
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var/amt = repair_price()
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if(istype(C, /obj/item/stack/material) && C.get_material_name() == "plasteel")
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var/amt = Ceiling((maxhealth - health)/150)
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if(!amt)
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usr << "<span class='notice'>\The [src] is already fully repaired.</span>"
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return
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var/obj/item/stack/material/plasteel/P = C
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var/obj/item/stack/P = C
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if(P.amount < amt)
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usr << "<span class='warning'>You don't have enough sheets to repair this! You need at least [amt] sheets.</span>"
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return
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@@ -135,16 +135,6 @@
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return
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force_close()
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// Proc: repair_price()
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// Parameters: None
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// Description: Determines amount of sheets needed for full repair. (max)150HP per sheet, (max)10 emitter hits per sheet.
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/obj/machinery/door/blast/proc/repair_price()
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var/sheets_needed = 0
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var/dam = maxhealth - health
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while(dam > 0)
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dam -= 150
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sheets_needed++
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return sheets_needed
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// Proc: repair()
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// Parameters: None
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@@ -154,7 +144,7 @@
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if(stat & BROKEN)
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stat &= ~BROKEN
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/obj/machinery/door/blast/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group) return 1
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return ..()
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@@ -203,10 +203,9 @@
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/obj/machinery/door/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/device/detective_scanner))
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return
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if(src.operating > 0 || isrobot(user)) return //borgs can't attack doors open because it conflicts with their AI-like interaction with them.
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src.add_fingerprint(user)
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if(istype(I, /obj/item/stack/material/steel))
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if(istype(I, /obj/item/stack/material) && I.get_material_name() == src.get_material_name())
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if(stat & BROKEN)
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user << "<span class='notice'>It looks like \the [src] is pretty busted. It's going to need more than just patching up now.</span>"
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return
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@@ -221,20 +220,20 @@
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var/amount_needed = (maxhealth - health) / DOOR_REPAIR_AMOUNT
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amount_needed = (round(amount_needed) == amount_needed)? amount_needed : round(amount_needed) + 1 //Why does BYOND not have a ceiling proc?
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var/obj/item/stack/material/steel/metalstack = I
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var/obj/item/stack/stack = I
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var/transfer
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if (repairing)
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transfer = metalstack.transfer_to(repairing, amount_needed - repairing.amount)
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transfer = stack.transfer_to(repairing, amount_needed - repairing.amount)
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if (!transfer)
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user << "<span class='warning'>You must weld or remove \the [repairing] from \the [src] before you can add anything else.</span>"
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else
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repairing = metalstack.split(amount_needed)
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repairing = stack.split(amount_needed)
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if (repairing)
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repairing.loc = src
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transfer = repairing.amount
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if (transfer)
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user << "<span class='notice'>You fit [transfer] [metalstack.singular_name]\s to damaged and broken parts on \the [src].</span>"
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user << "<span class='notice'>You fit [transfer] [stack.singular_name]\s to damaged and broken parts on \the [src].</span>"
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return
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@@ -274,6 +273,8 @@
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take_damage(W.force)
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return
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if(src.operating > 0 || isrobot(user)) return //borgs can't attack doors open because it conflicts with their AI-like interaction with them.
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if(src.operating) return
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if(src.density && (operable() && istype(I, /obj/item/weapon/card/emag)))
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@@ -75,6 +75,8 @@
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A.all_doors.Remove(src)
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. = ..()
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/obj/machinery/door/firedoor/get_material()
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return get_material_by_name(DEFAULT_WALL_MATERIAL)
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/obj/machinery/door/firedoor/examine(mob/user)
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. = ..(user, 1)
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@@ -50,7 +50,7 @@
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user.visible_message("<span class='notice'>[user] has [!a_dis?"de":""]activated auto-dismantling.</span>", "<span class='notice'>You [!a_dis?"de":""]activate auto-dismantling.</span>")
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return
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if(istype(W, /obj/item/stack/material/steel))
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if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
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var/result = load_metal(W)
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if(isnull(result))
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@@ -86,7 +86,7 @@
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on=0
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return
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/obj/machinery/pipelayer/proc/load_metal(var/obj/item/stack/material/steel/MM)
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/obj/machinery/pipelayer/proc/load_metal(var/obj/item/stack/MM)
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if(istype(MM) && MM.get_amount())
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var/cur_amount = metal
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var/to_load = max(max_metal - round(cur_amount),0)
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@@ -704,8 +704,8 @@ var/list/turret_icons
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return
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if(1)
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if(istype(I, /obj/item/stack/material/steel))
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var/obj/item/stack/material/steel/M = I
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if(istype(I, /obj/item/stack/material) && I.get_material_name() == DEFAULT_WALL_MATERIAL)
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var/obj/item/stack/M = I
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if(M.use(2))
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user << "<span class='notice'>You add some metal armor to the interior frame.</span>"
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build_step = 2
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@@ -796,8 +796,8 @@ var/list/turret_icons
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//attack_hand() removes the prox sensor
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if(6)
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if(istype(I, /obj/item/stack/material/steel))
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var/obj/item/stack/material/steel/M = I
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if(istype(I, /obj/item/stack/material) && I.get_material_name() == DEFAULT_WALL_MATERIAL)
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var/obj/item/stack/M = I
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if(M.use(2))
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user << "<span class='notice'>You add some metal armor to the exterior frame.</span>"
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build_step = 7
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@@ -12,8 +12,8 @@
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active_power_usage = 10000
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/obj/machinery/robotic_fabricator/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (istype(O, /obj/item/stack/material/steel))
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var/obj/item/stack/material/steel/M = O
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if (istype(O, /obj/item/stack/material) && O.get_material_name() == DEFAULT_WALL_MATERIAL)
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var/obj/item/stack/M = O
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if (src.metal_amount < 150000.0)
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var/count = 0
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src.overlays += "fab-load-metal"
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@@ -71,8 +71,8 @@
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Emag()
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return
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if(istype(W, /obj/item/stack/material/glass))
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var/obj/item/stack/material/glass/G = W
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if(istype(W, /obj/item/stack/material) && W.get_material_name() == "glass")
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var/obj/item/stack/G = W
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if(uses >= max_uses)
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user << "<span class='warning'>[src.name] is full."
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return
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@@ -125,8 +125,8 @@
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/obj/item/robot_parts/robot_suit/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/stack/material/steel) && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
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var/obj/item/stack/material/steel/M = W
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if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL && !l_arm && !r_arm && !l_leg && !r_leg && !chest && !head)
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var/obj/item/stack/material/M = W
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if (M.use(1))
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var/obj/item/weapon/secbot_assembly/ed209_assembly/B = new /obj/item/weapon/secbot_assembly/ed209_assembly
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B.loc = get_turf(src)
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@@ -22,8 +22,8 @@
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user.drop_from_inventory(src)
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qdel(src)
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if(istype(O,/obj/item/stack/material/steel))
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var/obj/item/stack/material/steel/M = O
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if(istype(O,/obj/item/stack/material) && O.get_material_name() == DEFAULT_WALL_MATERIAL)
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var/obj/item/stack/M = O
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if (M.use(1))
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use(1)
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new/obj/item/stack/tile/light(get_turf(user))
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@@ -34,6 +34,9 @@
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if(!isnull(matter[material_type]))
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matter[material_type] *= force_divisor // May require a new var instead.
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/obj/item/weapon/material/get_material()
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return material
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/obj/item/weapon/material/proc/update_force()
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if(edge || sharp)
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force = material.get_edge_damage()
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@@ -87,4 +87,4 @@
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..(loc, "steel")
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/obj/item/weapon/material/shard/phoron/New(loc)
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..(loc, "phoron glass")
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..(loc, "phglass")
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@@ -119,10 +119,10 @@
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//verbs += /obj/item/weapon/storage/bag/sheetsnatcher/quick_empty
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can_be_inserted(obj/item/W as obj, stop_messages = 0)
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if(!istype(W,/obj/item/stack/material) || istype(W,/obj/item/stack/material/sandstone) || istype(W,/obj/item/stack/material/wood))
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if(!istype(W,/obj/item/stack/material))
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if(!stop_messages)
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usr << "The snatcher does not accept [W]."
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return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
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return 0
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var/current = 0
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for(var/obj/item/stack/material/S in contents)
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current += S.amount
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@@ -236,20 +236,20 @@
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electronics = null
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else if(istype(W, /obj/item/stack/material) && !glass)
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var/obj/item/stack/material/S = W
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var/obj/item/stack/S = W
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var/material_name = S.get_material_name()
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if (S)
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if (S.get_amount() >= 1)
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if(istype(S, /obj/item/stack/material/glass/reinforced))
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if(material_name == "rglass")
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playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
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user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
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if(do_after(user, 40) && !glass)
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if (S.use(1))
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user << "<span class='notice'>You installed reinforced glass windows into the airlock assembly.</span>"
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glass = 1
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else if(istype(S, /obj/item/stack/material) && S.default_type)
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var/M = S.default_type
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else if(material_name)
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// Ugly hack, will suffice for now. Need to fix it upstream as well, may rewrite mineral walls. ~Z
|
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if(M in list("mhydrogen","osmium","tritium","platinum","iron"))
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if(!(material_name in list("gold", "silver", "diamond", "uranium", "phoron", "sandstone")))
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user << "You cannot make an airlock out of that material."
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return
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if(S.get_amount() >= 2)
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@@ -257,8 +257,8 @@
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user.visible_message("[user] adds [S.name] to the airlock assembly.", "You start to install [S.name] into the airlock assembly.")
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if(do_after(user, 40) && !glass)
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if (S.use(2))
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user << "<span class='notice'>You installed [M] plating into the airlock assembly.</span>"
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glass = "[M]"
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user << "<span class='notice'>You installed [material_display_name(material_name)] plating into the airlock assembly.</span>"
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glass = material_name
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else if(istype(W, /obj/item/weapon/screwdriver) && state == 2 )
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
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@@ -108,11 +108,11 @@
|
||||
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else if(istype(W, /obj/item/stack/material))
|
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|
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var/obj/item/stack/material/S = W
|
||||
var/obj/item/stack/S = W
|
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if(S.get_amount() < 2)
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return ..()
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||||
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var/material/M = name_to_material[S.default_type]
|
||||
var/material/M = S.get_material()
|
||||
if(!istype(M))
|
||||
return ..()
|
||||
|
||||
@@ -183,7 +183,7 @@
|
||||
user << "There is not enough material here to reinforce the girder."
|
||||
return
|
||||
|
||||
var/material/M = name_to_material[S.default_type]
|
||||
var/material/M = S.get_material()
|
||||
if(!istype(M) || M.integrity < 50)
|
||||
user << "You cannot reinforce \the [src] with that; it is too soft."
|
||||
return
|
||||
|
||||
@@ -44,6 +44,9 @@
|
||||
update_nearby_tiles()
|
||||
..()
|
||||
|
||||
/obj/structure/simple_door/get_material()
|
||||
return material
|
||||
|
||||
/obj/structure/simple_door/Bumped(atom/user)
|
||||
..()
|
||||
if(!state)
|
||||
|
||||
@@ -33,6 +33,9 @@
|
||||
padding_material = get_material_by_name(new_padding_material)
|
||||
update_icon()
|
||||
|
||||
/obj/structure/bed/get_material()
|
||||
return material
|
||||
|
||||
// Reuse the cache/code from stools, todo maybe unify.
|
||||
/obj/structure/bed/update_icon()
|
||||
// Prep icon.
|
||||
|
||||
@@ -195,16 +195,12 @@ var/list/mechtoys = list(
|
||||
find_slip = 0
|
||||
continue
|
||||
|
||||
// Sell phoron
|
||||
if(istype(A, /obj/item/stack/material/phoron))
|
||||
var/obj/item/stack/material/phoron/P = A
|
||||
phoron_count += P.get_amount()
|
||||
|
||||
// Sell platinum
|
||||
if(istype(A, /obj/item/stack/material/platinum))
|
||||
var/obj/item/stack/material/platinum/P = A
|
||||
plat_count += P.get_amount()
|
||||
|
||||
// Sell phoron and platinum
|
||||
if(istype(A, /obj/item/stack))
|
||||
var/obj/item/stack/P
|
||||
switch(P.get_material_name())
|
||||
if("phoron") phoron_count += P.get_amount()
|
||||
if("platinum") plat_count += P.get_amount()
|
||||
qdel(MA)
|
||||
|
||||
if(phoron_count)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
else
|
||||
construction_stage = null
|
||||
if(!material)
|
||||
material = name_to_material[DEFAULT_WALL_MATERIAL]
|
||||
material = get_material_by_name(DEFAULT_WALL_MATERIAL)
|
||||
if(material)
|
||||
explosion_resistance = material.explosion_resistance
|
||||
if(reinf_material && reinf_material.explosion_resistance > explosion_resistance)
|
||||
|
||||
@@ -28,7 +28,7 @@ var/list/global/wall_cache = list()
|
||||
materialtype = DEFAULT_WALL_MATERIAL
|
||||
material = get_material_by_name(materialtype)
|
||||
if(!isnull(rmaterialtype))
|
||||
reinf_material = name_to_material[rmaterialtype]
|
||||
reinf_material = get_material_by_name(rmaterialtype)
|
||||
update_material()
|
||||
|
||||
processing_turfs |= src
|
||||
@@ -38,7 +38,6 @@ var/list/global/wall_cache = list()
|
||||
dismantle_wall(null,null,1)
|
||||
..()
|
||||
|
||||
|
||||
/turf/simulated/wall/process()
|
||||
// Calling parent will kill processing
|
||||
if(!radiate())
|
||||
@@ -170,7 +169,7 @@ var/list/global/wall_cache = list()
|
||||
O.loc = src
|
||||
|
||||
clear_plants()
|
||||
material = name_to_material["placeholder"]
|
||||
material = get_material_by_name("placeholder")
|
||||
reinf_material = null
|
||||
check_relatives()
|
||||
|
||||
|
||||
@@ -178,23 +178,29 @@ var/global/list/breach_burn_descriptors = list(
|
||||
//Handles repairs (and also upgrades).
|
||||
|
||||
/obj/item/clothing/suit/space/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/stack/material/plastic) || istype(W,/obj/item/stack/material/steel))
|
||||
|
||||
if(istype(W,/obj/item/stack/material))
|
||||
var/repair_power = 0
|
||||
switch(W.get_material_name())
|
||||
if(DEFAULT_WALL_MATERIAL)
|
||||
repair_power = 2
|
||||
if("plastic")
|
||||
repair_power = 1
|
||||
|
||||
if(!repair_power)
|
||||
return
|
||||
|
||||
if(istype(src.loc,/mob/living))
|
||||
user << "\red How do you intend to patch a hardsuit while someone is wearing it?"
|
||||
user << "<span class='warning'>How do you intend to patch a hardsuit while someone is wearing it?</span>"
|
||||
return
|
||||
|
||||
if(!damage || !burn_damage)
|
||||
user << "There is no surface damage on \the [src] to repair."
|
||||
return
|
||||
|
||||
var/obj/item/stack/material/P = W
|
||||
if(P.get_amount() < 3)
|
||||
P.use(P.get_amount())
|
||||
repair_breaches(BURN, ( istype(P,/obj/item/stack/material/plastic) ? P.get_amount() : (P.get_amount()*2) ), user)
|
||||
else
|
||||
P.use(3)
|
||||
repair_breaches(BURN, ( istype(P,/obj/item/stack/material/plastic) ? 3 : 5), user)
|
||||
var/obj/item/stack/P = W
|
||||
var/use_amt = min(P.get_amount(), 3)
|
||||
if(use_amt && P.use(use_amt))
|
||||
repair_breaches(BURN, use_amt * repair_power, user)
|
||||
return
|
||||
|
||||
else if(istype(W, /obj/item/weapon/weldingtool))
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
return
|
||||
|
||||
// Pass repair items on to the chestpiece.
|
||||
if(chest && (istype(W,/obj/item/stack/material/plastic) || istype(W,/obj/item/stack/material/steel) || istype(W, /obj/item/weapon/weldingtool)))
|
||||
if(chest && (istype(W,/obj/item/stack/material) || istype(W, /obj/item/weapon/weldingtool)))
|
||||
return chest.attackby(W,user)
|
||||
|
||||
// Lock or unlock the access panel.
|
||||
|
||||
@@ -39,8 +39,13 @@
|
||||
update_strings()
|
||||
return 1
|
||||
|
||||
/obj/item/stack/material/get_material()
|
||||
return material
|
||||
|
||||
/obj/item/stack/material/proc/update_strings()
|
||||
// Update from material datum.
|
||||
singular_name = material.sheet_singular_name
|
||||
|
||||
if(amount>1)
|
||||
name = "[material.use_name] [material.sheet_plural_name]"
|
||||
desc = "A stack of [material.use_name] [material.sheet_plural_name]."
|
||||
@@ -187,15 +192,15 @@
|
||||
/obj/item/stack/material/glass/reinforced
|
||||
name = "reinforced glass"
|
||||
icon_state = "sheet-rglass"
|
||||
default_type = "reinforced glass"
|
||||
default_type = "rglass"
|
||||
|
||||
/obj/item/stack/material/glass/phoronglass
|
||||
name = "phoron glass"
|
||||
singular_name = "phoron glass sheet"
|
||||
icon_state = "sheet-phoronglass"
|
||||
default_type = "phoron glass"
|
||||
default_type = "phglass"
|
||||
|
||||
/obj/item/stack/material/glass/phoronrglass
|
||||
name = "reinforced phoron glass"
|
||||
icon_state = "sheet-phoronrglass"
|
||||
default_type = "reinforced phoron glass"
|
||||
default_type = "rphglass"
|
||||
|
||||
@@ -34,5 +34,5 @@
|
||||
|
||||
/obj/item/stack/material/cyborg/glass/reinforced
|
||||
icon_state = "sheet-rglass"
|
||||
default_type = "reinforced glass"
|
||||
default_type = "rglass"
|
||||
charge_costs = list(500, 1000)
|
||||
@@ -27,6 +27,17 @@
|
||||
// Assoc list containing all material datums indexed by name.
|
||||
var/list/name_to_material
|
||||
|
||||
//Returns the material the object is made of, if applicable.
|
||||
//Will we ever need to return more than one value here? Or should we just return the "dominant" material.
|
||||
/obj/proc/get_material()
|
||||
return null
|
||||
|
||||
//mostly for convenience
|
||||
/obj/proc/get_material_name()
|
||||
var/material/material = get_material()
|
||||
if(material)
|
||||
return material.name
|
||||
|
||||
// Builds the datum list above.
|
||||
/proc/populate_material_list(force_remake=0)
|
||||
if(name_to_material && !force_remake) return // Already set up!
|
||||
@@ -44,6 +55,12 @@ var/list/name_to_material
|
||||
populate_material_list()
|
||||
return name_to_material[name]
|
||||
|
||||
/proc/material_display_name(name)
|
||||
var/material/material = get_material_by_name(name)
|
||||
if(material)
|
||||
return material.display_name
|
||||
return null
|
||||
|
||||
// Material definition and procs follow.
|
||||
/material
|
||||
var/name // Unique name for use in indexing the list.
|
||||
@@ -312,7 +329,7 @@ var/list/name_to_material
|
||||
icon_colour = "#666666"
|
||||
|
||||
/material/steel/holographic
|
||||
name = "holographic " + DEFAULT_WALL_MATERIAL
|
||||
name = "holo" + DEFAULT_WALL_MATERIAL
|
||||
display_name = DEFAULT_WALL_MATERIAL
|
||||
stack_type = null
|
||||
shard_type = SHARD_NONE
|
||||
@@ -422,7 +439,8 @@ var/list/name_to_material
|
||||
return (hardness > 35) //todo
|
||||
|
||||
/material/glass/reinforced
|
||||
name = "reinforced glass"
|
||||
name = "rglass"
|
||||
display_name = "reinforced glass"
|
||||
stack_type = /obj/item/stack/material/glass/reinforced
|
||||
flags = MATERIAL_BRITTLE
|
||||
icon_colour = "#00E1FF"
|
||||
@@ -440,7 +458,8 @@ var/list/name_to_material
|
||||
rod_product = null
|
||||
|
||||
/material/glass/phoron
|
||||
name = "phoron glass"
|
||||
name = "phglass"
|
||||
display_name = "phoron glass"
|
||||
stack_type = /obj/item/stack/material/glass/phoronglass
|
||||
flags = MATERIAL_BRITTLE
|
||||
ignition_point = PHORON_MINIMUM_BURN_TEMPERATURE+300
|
||||
@@ -452,7 +471,8 @@ var/list/name_to_material
|
||||
rod_product = /obj/item/stack/material/glass/phoronrglass
|
||||
|
||||
/material/glass/phoron/reinforced
|
||||
name = "reinforced phoron glass"
|
||||
name = "rphglass"
|
||||
display_name = "reinforced phoron glass"
|
||||
stack_type = /obj/item/stack/material/glass/phoronrglass
|
||||
stack_origin_tech = "materials=4;phorontech=2"
|
||||
composite_material = list() //todo
|
||||
@@ -473,7 +493,7 @@ var/list/name_to_material
|
||||
stack_origin_tech = "materials=3"
|
||||
|
||||
/material/plastic/holographic
|
||||
name = "holographic plastic"
|
||||
name = "holoplastic"
|
||||
display_name = "plastic"
|
||||
stack_type = null
|
||||
shard_type = SHARD_NONE
|
||||
@@ -551,7 +571,7 @@ var/list/name_to_material
|
||||
sheet_plural_name = "planks"
|
||||
|
||||
/material/wood/holographic
|
||||
name = "holographic wood"
|
||||
name = "holowood"
|
||||
display_name = "wood"
|
||||
stack_type = null
|
||||
shard_type = SHARD_NONE
|
||||
|
||||
@@ -210,7 +210,7 @@
|
||||
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
|
||||
if(can_make%2>0) can_make--
|
||||
|
||||
var/material/M = name_to_material[O.compresses_to]
|
||||
var/material/M = get_material_by_name(O.compresses_to)
|
||||
|
||||
if(!istype(M) || !can_make || ores_stored[metal] < 1)
|
||||
continue
|
||||
@@ -224,7 +224,7 @@
|
||||
|
||||
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
|
||||
|
||||
var/material/M = name_to_material[O.smelts_to]
|
||||
var/material/M = get_material_by_name(O.smelts_to)
|
||||
if(!istype(M) || !can_make || ores_stored[metal] < 1)
|
||||
continue
|
||||
|
||||
|
||||
@@ -37,26 +37,26 @@
|
||||
|
||||
/obj/machinery/mineral/mint/process()
|
||||
if ( src.input)
|
||||
var/obj/item/stack/material/O
|
||||
O = locate(/obj/item/stack/material, input.loc)
|
||||
var/obj/item/stack/O
|
||||
O = locate(/obj/item/stack, input.loc)
|
||||
if(O)
|
||||
if (istype(O,/obj/item/stack/material/gold))
|
||||
amt_gold += 100 * O.get_amount()
|
||||
qdel(O)
|
||||
if (istype(O,/obj/item/stack/material/silver))
|
||||
amt_silver += 100 * O.get_amount()
|
||||
qdel(O)
|
||||
if (istype(O,/obj/item/stack/material/diamond))
|
||||
amt_diamond += 100 * O.get_amount()
|
||||
qdel(O)
|
||||
if (istype(O,/obj/item/stack/material/phoron))
|
||||
amt_phoron += 100 * O.get_amount()
|
||||
qdel(O)
|
||||
if (istype(O,/obj/item/stack/material/uranium))
|
||||
amt_uranium += 100 * O.get_amount()
|
||||
qdel(O)
|
||||
if (istype(O,/obj/item/stack/material/steel))
|
||||
amt_iron += 100 * O.get_amount()
|
||||
var/processed = 1
|
||||
switch(O.get_material_name())
|
||||
if("gold")
|
||||
amt_gold += 100 * O.get_amount()
|
||||
if("silver")
|
||||
amt_silver += 100 * O.get_amount()
|
||||
if("diamond")
|
||||
amt_diamond += 100 * O.get_amount()
|
||||
if("phoron")
|
||||
amt_phoron += 100 * O.get_amount()
|
||||
if("uranium")
|
||||
amt_uranium += 100 * O.get_amount()
|
||||
if(DEFAULT_WALL_MATERIAL)
|
||||
amt_iron += 100 * O.get_amount()
|
||||
else
|
||||
processed = 0
|
||||
if(processed)
|
||||
qdel(O)
|
||||
|
||||
/obj/machinery/mineral/mint/attack_hand(user as mob)
|
||||
|
||||
@@ -249,15 +249,16 @@
|
||||
target = null
|
||||
repairing = 0
|
||||
update_icons()
|
||||
else if(istype(A, /obj/item/stack/material/steel) && amount + 3 < maxAmount)
|
||||
var/obj/item/stack/material/steel/M = A
|
||||
visible_message("<span class='notice'>[src] begins to make tiles.</span>")
|
||||
repairing = 1
|
||||
update_icons()
|
||||
if(do_after(50))
|
||||
if(M)
|
||||
M.use(1)
|
||||
addTiles(4)
|
||||
else if(istype(A, /obj/item/stack/material) && amount + 4 <= maxAmount)
|
||||
var/obj/item/stack/material/M = A
|
||||
if(M.get_material_name() == DEFAULT_WALL_MATERIAL)
|
||||
visible_message("<span class='notice'>[src] begins to make tiles.</span>")
|
||||
repairing = 1
|
||||
update_icons()
|
||||
if(do_after(50))
|
||||
if(M)
|
||||
M.use(1)
|
||||
addTiles(4)
|
||||
|
||||
/mob/living/bot/floorbot/explode()
|
||||
turn_off()
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
for(var/obj/I in contents)
|
||||
for(var/mob/M in I.contents)
|
||||
M.death()
|
||||
if(istype(I,/obj/item/stack/material))//Only deconsturcts one sheet at a time instead of the entire stack
|
||||
if(istype(I,/obj/item/stack/material))//Only deconstructs one sheet at a time instead of the entire stack
|
||||
var/obj/item/stack/material/S = I
|
||||
if(S.get_amount() > 1)
|
||||
S.use(1)
|
||||
|
||||
@@ -251,7 +251,7 @@ var/list/solars_list = list()
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
return 1
|
||||
|
||||
if(istype(W, /obj/item/stack/material/glass))
|
||||
if(istype(W, /obj/item/stack/material) && (W.get_material_name() == "glass" || W.get_material_name() == "rglass"))
|
||||
var/obj/item/stack/material/S = W
|
||||
if(S.use(2))
|
||||
glass_type = W.type
|
||||
|
||||
@@ -254,9 +254,9 @@
|
||||
else
|
||||
user << "<span class='notice'>You need at least five segments of cable coil to complete this task.</span>"
|
||||
return
|
||||
else if(istype(W,/obj/item/stack/material/plastic))
|
||||
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == "plastic")
|
||||
if(buildstate == 3)
|
||||
var/obj/item/stack/material/plastic/P = W
|
||||
var/obj/item/stack/material/P = W
|
||||
if(P.use(3))
|
||||
user << "<span class='notice'>You assemble and install a heavy plastic lath onto the crossbow.</span>"
|
||||
buildstate++
|
||||
|
||||
@@ -167,9 +167,9 @@
|
||||
buildstate++
|
||||
update_icon()
|
||||
return
|
||||
else if(istype(W,/obj/item/stack/material/steel))
|
||||
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
|
||||
if(buildstate == 2)
|
||||
var/obj/item/stack/material/steel/M = W
|
||||
var/obj/item/stack/material/M = W
|
||||
if(M.use(5))
|
||||
user << "<span class='notice'>You assemble a chassis around the cannon frame.</span>"
|
||||
buildstate++
|
||||
|
||||
@@ -104,16 +104,13 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis).
|
||||
return 1
|
||||
if(O.is_open_container())
|
||||
return 0
|
||||
// if(!istype(O, /obj/item/stack/material/glass) && !istype(O, /obj/item/stack/material/gold) && !istype(O, /obj/item/stack/material/diamond) && !istype(O, /obj/item/stack/material/uranium))
|
||||
// user << "<span class='notice'>You cannot insert this item into \the [src]!</span>"
|
||||
// return 1
|
||||
if(stat)
|
||||
return 1
|
||||
if(busy)
|
||||
user << "<span class='notice'>\The [src] is busy. Please wait for completion of previous operation.</span>"
|
||||
return 1
|
||||
|
||||
if(istype(O, /obj/item/stack/material/glass) || istype(O, /obj/item/stack/material/gold) || istype(O, /obj/item/stack/material/diamond) || istype(O, /obj/item/stack/material/uranium))
|
||||
if(istype(O, /obj/item/stack/material) && O.get_material_name() in list("glass", "gold", "diamond", "uranium"))
|
||||
|
||||
var/obj/item/stack/material/stack = O
|
||||
if((TotalMaterials() + stack.perunit) > max_material_amount)
|
||||
|
||||
@@ -144,28 +144,27 @@ Note: Must be placed west/left of and R&D console to function.
|
||||
icon_state = "protolathe"
|
||||
busy = 1
|
||||
use_power(max(1000, (3750 * amount / 10)))
|
||||
var/stacktype = stack.type
|
||||
stack.use(amount)
|
||||
if(do_after(user, 16))
|
||||
var/material/material = stack.get_material()
|
||||
if(istype(material) && do_after(user, 16) && stack.use(amount))
|
||||
user << "<span class='notice'>You add [amount] sheets to \the [src].</span>"
|
||||
icon_state = "protolathe"
|
||||
switch(stacktype)
|
||||
if(/obj/item/stack/material/steel)
|
||||
m_amount += amount * 3750
|
||||
if(/obj/item/stack/material/glass)
|
||||
g_amount += amount * 3750
|
||||
if(/obj/item/stack/material/gold)
|
||||
gold_amount += amount * 2000
|
||||
if(/obj/item/stack/material/silver)
|
||||
silver_amount += amount * 2000
|
||||
if(/obj/item/stack/material/phoron)
|
||||
phoron_amount += amount * 2000
|
||||
if(/obj/item/stack/material/uranium)
|
||||
uranium_amount += amount * 2000
|
||||
if(/obj/item/stack/material/diamond)
|
||||
diamond_amount += amount * 2000
|
||||
else
|
||||
new stacktype(loc, amount)
|
||||
|
||||
var/amount_to_add = amount * material.stack_per_sheet
|
||||
switch(material.name)
|
||||
if(DEFAULT_WALL_MATERIAL)
|
||||
m_amount += amount_to_add
|
||||
if("glass")
|
||||
g_amount += amount_to_add
|
||||
if("gold")
|
||||
gold_amount += amount_to_add
|
||||
if("silver")
|
||||
silver_amount += amount_to_add
|
||||
if("phoron")
|
||||
phoron_amount += amount_to_add
|
||||
if("uranium")
|
||||
uranium_amount += amount_to_add
|
||||
if("diamond")
|
||||
diamond_amount += amount_to_add
|
||||
busy = 0
|
||||
updateUsrDialog()
|
||||
return
|
||||
|
||||
@@ -439,25 +439,24 @@ won't update every console in existence) but it's more of a hassle to do. Also,
|
||||
else if(href_list["lathe_ejectsheet"] && linked_lathe) //Causes the protolathe to eject a sheet of material
|
||||
var/desired_num_sheets = text2num(href_list["amount"])
|
||||
var/res_amount, type
|
||||
var/material/M = name_to_material[href_list["lathe_ejectsheet"]]
|
||||
var/material/M = get_material_by_name(href_list["lathe_ejectsheet"])
|
||||
if(istype(M))
|
||||
type = M.stack_type
|
||||
|
||||
switch(name_to_material[href_list["lathe_ejectsheet"]])
|
||||
if(DEFAULT_WALL_MATERIAL)
|
||||
res_amount = "m_amount"
|
||||
if("glass")
|
||||
res_amount = "g_amount"
|
||||
if("gold")
|
||||
res_amount = "gold_amount"
|
||||
if("silver")
|
||||
res_amount = "silver_amount"
|
||||
if("phoron")
|
||||
res_amount = "phoron_amount"
|
||||
if("uranium")
|
||||
res_amount = "uranium_amount"
|
||||
if("diamond")
|
||||
res_amount = "diamond_amount"
|
||||
switch(M.name)
|
||||
if(DEFAULT_WALL_MATERIAL)
|
||||
res_amount = "m_amount"
|
||||
if("glass")
|
||||
res_amount = "g_amount"
|
||||
if("gold")
|
||||
res_amount = "gold_amount"
|
||||
if("silver")
|
||||
res_amount = "silver_amount"
|
||||
if("phoron")
|
||||
res_amount = "phoron_amount"
|
||||
if("uranium")
|
||||
res_amount = "uranium_amount"
|
||||
if("diamond")
|
||||
res_amount = "diamond_amount"
|
||||
|
||||
if(ispath(type) && hasvar(linked_lathe, res_amount))
|
||||
var/obj/item/stack/material/sheet = new type(linked_lathe.loc)
|
||||
|
||||
@@ -63,11 +63,11 @@
|
||||
icon_state = "holo_preview"
|
||||
color = "#EEEEEE"
|
||||
New()
|
||||
material = get_material_by_name("holographic [DEFAULT_TABLE_MATERIAL]")
|
||||
material = get_material_by_name("holo[DEFAULT_TABLE_MATERIAL]")
|
||||
..()
|
||||
|
||||
woodentable/holotable
|
||||
icon_state = "holo_preview"
|
||||
New()
|
||||
material = get_material_by_name("holographic wood")
|
||||
material = get_material_by_name("holowood")
|
||||
..()
|
||||
|
||||
@@ -200,7 +200,7 @@
|
||||
|
||||
// Returns the material to set the table to.
|
||||
/obj/structure/table/proc/common_material_add(obj/item/stack/material/S, mob/user, verb) // Verb is actually verb without 'e' or 'ing', which is added. Works for 'plate'/'plating' and 'reinforce'/'reinforcing'.
|
||||
var/material/M = name_to_material[S.default_type]
|
||||
var/material/M = S.get_material()
|
||||
if(!istype(M))
|
||||
user << "<span class='warning'>You cannot [verb]e \the [src] with \the [S].</span>"
|
||||
return null
|
||||
|
||||
Reference in New Issue
Block a user