Files
CHOMPStation2/code/game/machinery/wall_frames.dm
TheFurryFeline 1f99be6906 Light Frame Infinite Steel Fixy (#6633)
* Light Frame Infinite Steel Fixy

Title.

Changelog Notes: 

- Fixes light frames returning 5 steel per deconstruction when 2 steel is used to create the frame.

* Changelog
2020-01-19 00:51:24 -05:00

150 lines
4.5 KiB
Plaintext

/obj/item/frame
name = "frame parts"
desc = "Used for building frames."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "frame_bitem"
var/build_machine_type
var/refund_amt = 5
var/refund_type = /obj/item/stack/material/steel
var/reverse = 0 //if resulting object faces opposite its dir (like light fixtures)
var/list/frame_types_floor
var/list/frame_types_wall
/obj/item/frame/proc/update_type_list()
if(!frame_types_floor)
frame_types_floor = construction_frame_floor
if(!frame_types_wall)
frame_types_wall = construction_frame_wall
/obj/item/frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(W.is_wrench())
new refund_type(get_turf(src.loc), refund_amt)
qdel(src)
return
..()
/obj/item/frame/attack_self(mob/user as mob)
..()
update_type_list()
var/datum/frame/frame_types/frame_type
if(!build_machine_type)
var/datum/frame/frame_types/response = input(user, "What kind of frame would you like to make?", "Frame type request", null) as null|anything in frame_types_floor
if(!response)
return
frame_type = response
build_machine_type = /obj/structure/frame
if(frame_type.frame_size != 5)
new /obj/item/stack/material/steel(user.loc, (5 - frame_type.frame_size))
var/ndir
ndir = user.dir
if(!(ndir in cardinal))
return
var/obj/machinery/M = new build_machine_type(get_turf(src.loc), ndir, 1, frame_type)
M.fingerprints = fingerprints
M.fingerprintshidden = fingerprintshidden
M.fingerprintslast = fingerprintslast
if(istype(src.loc, /obj/item/weapon/gripper)) //Typical gripper shenanigans
user.drop_item()
qdel(src)
/obj/item/frame/proc/try_build(turf/on_wall, mob/user as mob)
update_type_list()
if(get_dist(on_wall, user)>1)
return
var/ndir
if(reverse)
ndir = get_dir(user, on_wall)
else
ndir = get_dir(on_wall, user)
if(!(ndir in cardinal))
return
var/turf/loc = get_turf(user)
var/area/A = loc.loc
if(!istype(loc, /turf/simulated/floor))
to_chat(user, "<span class='danger'>\The frame cannot be placed on this spot.</span>")
return
if(A.requires_power == 0 || A.name == "Space")
to_chat(user, "<span class='danger'>\The [src] Alarm cannot be placed in this area.</span>")
return
if(gotwallitem(loc, ndir))
to_chat(user, "<span class='danger'>There's already an item on this wall!</span>")
return
var/datum/frame/frame_types/frame_type
if(!build_machine_type)
var/datum/frame/frame_types/response = input(user, "What kind of frame would you like to make?", "Frame type request", null) as null|anything in frame_types_wall
if(!response)
return
frame_type = response
build_machine_type = /obj/structure/frame
if(frame_type.frame_size != 5)
new /obj/item/stack/material/steel(user.loc, (5 - frame_type.frame_size))
var/obj/machinery/M = new build_machine_type(loc, ndir, 1, frame_type)
M.fingerprints = fingerprints
M.fingerprintshidden = fingerprintshidden
M.fingerprintslast = fingerprintslast
if(istype(src.loc, /obj/item/weapon/gripper)) //Typical gripper shenanigans
user.drop_item()
qdel(src)
/obj/item/frame/light
name = "light fixture frame"
desc = "Used for building lights."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-item"
refund_amt = 2 //TFF 17/1/20 - Oversight fix for infinite steel produciton.
build_machine_type = /obj/machinery/light_construct
reverse = 1
/obj/item/frame/light/small
name = "small light fixture frame"
icon_state = "bulb-construct-item"
refund_amt = 1
build_machine_type = /obj/machinery/light_construct/small
/obj/item/frame/extinguisher_cabinet
name = "extinguisher cabinet frame"
desc = "Used for building fire extinguisher cabinets."
icon = 'icons/obj/closet.dmi'
icon_state = "extinguisher_empty"
refund_amt = 4
build_machine_type = /obj/structure/extinguisher_cabinet
/obj/item/frame/noticeboard
name = "noticeboard frame"
desc = "Used for building noticeboards."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "nboard00"
refund_amt = 4
refund_type = /obj/item/stack/material/wood
build_machine_type = /obj/structure/noticeboard
/obj/item/frame/mirror
name = "mirror frame"
desc = "Used for building mirrors."
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror_frame"
refund_amt = 1
build_machine_type = /obj/structure/mirror
/obj/item/frame/fireaxe_cabinet
name = "fire axe cabinet frame"
desc = "Used for building fire axe cabinets."
icon = 'icons/obj/closet.dmi'
icon_state = "fireaxe0101"
refund_amt = 4
build_machine_type = /obj/structure/fireaxecabinet