This commit is contained in:
Zuhayr
2015-06-10 23:14:34 +09:30
parent 48b063a96e
commit f9134028b6
9 changed files with 196 additions and 196 deletions
+1 -1
View File
@@ -223,7 +223,7 @@
new /obj/item/weapon/reagent_containers/food/snacks/soydope(get_turf(src))
qdel(src)
return
else //This may need to be made more specific, but at this point I am not sure what the criteria should be.
else if(seed.get_trait(TRAIT_FLESH_COLOUR))
user << "You slice up \the [src]."
var/slices = rand(3,5)
var/reagents_to_transfer = round(reagents.total_volume/slices)
+1 -2
View File
@@ -60,7 +60,6 @@
set_trait(TRAIT_IDEAL_HEAT, 293) // Preferred temperature in Kelvin.
set_trait(TRAIT_NUTRIENT_CONSUMPTION, 0.25) // Plant eats this much per tick.
set_trait(TRAIT_PLANT_COLOUR, "#46B543") // Colour of the plant icon.
set_trait(TRAIT_FLESH_COLOUR, "#46B543")
spawn(5)
sleep(-1)
@@ -637,7 +636,7 @@
if(GENE_STRUCTURE)
traits_to_copy = list(TRAIT_PLANT_ICON,TRAIT_PRODUCT_ICON,TRAIT_HARVEST_REPEAT)
if(GENE_FRUIT)
traits_to_copy = list(TRAIT_STINGS,TRAIT_EXPLOSIVE,TRAIT_JUICY)
traits_to_copy = list(TRAIT_STINGS,TRAIT_EXPLOSIVE,TRAIT_FLESH_COLOUR,TRAIT_JUICY)
if(GENE_SPECIAL)
traits_to_copy = list(TRAIT_TELEPORTING)
+3
View File
@@ -844,6 +844,7 @@
set_trait(TRAIT_PRODUCT_ICON,"treefruit")
set_trait(TRAIT_PRODUCT_COLOUR,"#3AF026")
set_trait(TRAIT_PLANT_ICON,"tree")
set_trait(TRAIT_FLESH_COLOUR,"#3AF026")
/datum/seed/citrus/lemon
name = "lemon"
@@ -856,6 +857,7 @@
..()
set_trait(TRAIT_PRODUCES_POWER,1)
set_trait(TRAIT_PRODUCT_COLOUR,"#F0E226")
set_trait(TRAIT_FLESH_COLOUR,"#F0E226")
/datum/seed/citrus/orange
name = "orange"
@@ -867,6 +869,7 @@
/datum/seed/citrus/orange/New()
..()
set_trait(TRAIT_PRODUCT_COLOUR,"#FFC20A")
set_trait(TRAIT_FLESH_COLOUR,"#FFC20A")
/datum/seed/grass
name = "grass"
+38 -1
View File
@@ -47,6 +47,19 @@
return 0
..(S,tamount,1)
/obj/item/stack/material/attack_self(var/mob/user)
if(!material.build_windows(user, src))
..()
/obj/item/stack/material/attackby(var/obj/item/W, var/mob/user)
if(istype(W,/obj/item/stack/cable_coil))
material.build_wired_product(user, W, src)
return
else if(istype(W, /obj/item/stack/rods))
material.build_rod_product(user, W, src)
return
return ..()
/obj/item/stack/material/iron
name = "iron"
icon_state = "sheet-silver"
@@ -75,7 +88,7 @@
default_type = "phoron"
/obj/item/stack/material/plastic
name = "Plastic"
name = "plastic"
icon_state = "sheet-plastic"
default_type = "plastic"
@@ -151,3 +164,27 @@
singular_name = "leather piece"
icon_state = "sheet-leather"
default_type = "leather"
/obj/item/stack/material/glass
name = "glass"
singular_name = "glass sheet"
icon_state = "sheet-glass"
default_type = "glass"
/obj/item/stack/material/glass/reinforced
name = "reinforced glass"
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
default_type = "reinforced glass"
/obj/item/stack/material/glass/phoronglass
name = "phoron glass"
singular_name = "phoron glass sheet"
icon_state = "sheet-phoronglass"
default_type = "phoron glass"
/obj/item/stack/material/glass/phoronrglass
name = "reinforced phoron glass"
singular_name = "reinforced phoron glass sheet"
icon_state = "sheet-phoronrglass"
default_type = "reinforced phoron glass"
+6
View File
@@ -13,20 +13,26 @@
matter = null
/obj/item/stack/material/cyborg/plastic
icon_state = "sheet-plastic"
default_type = "plastic"
/obj/item/stack/material/cyborg/steel
icon_state = "sheet-metal"
default_type = "steel"
/obj/item/stack/material/cyborg/plasteel
icon_state = "sheet-plasteel"
default_type = "plasteel"
/obj/item/stack/material/cyborg/wood
icon_state = "sheet-wood"
default_type = "wood"
/obj/item/stack/material/cyborg/glass
icon_state = "sheet-glass"
default_type = "glass"
/obj/item/stack/material/cyborg/glass/reinforced
icon_state = "sheet-rglass"
default_type = "reinforced glass"
charge_costs = list(500, 1000)
+140 -13
View File
@@ -77,6 +77,12 @@ var/list/name_to_material
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/list/composite_material // If set, object matter var will be a list containing these values.
// Placeholder vars for the time being, todo properly integrate windows/light tiles/rods.
var/created_window
var/rod_product
var/wire_product
var/list/window_options = list()
// Damage values.
var/hardness = 60 // Prob of wall destruction by hulk, used for edge damage in weapons.
var/weight = 20 // Determines blunt damage/throwforce for weapons.
@@ -90,6 +96,37 @@ var/list/name_to_material
// Wallrot crumble message.
var/rotting_touch_message = "crumbles under your touch"
// Placeholders for light tiles and rglass.
/material/proc/build_rod_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!rod_product)
user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
return
if(used_stack.get_amount() < 1 || target_stack.get_amount() < 1)
user << "<span class='warning'>You need one rod and one sheet of [display_name] to make anything useful.</span>"
return
used_stack.use(1)
target_stack.use(1)
var/obj/item/stack/S = new rod_product(get_turf(user))
S.add_fingerprint(user)
S.add_to_stacks(user)
if(!(user.l_hand && user.r_hand))
user.put_in_hands(S)
/material/proc/build_wired_product(var/mob/user, var/obj/item/stack/used_stack, var/obj/item/stack/target_stack)
if(!wire_product)
user << "<span class='warning'>You cannot make anything out of \the [target_stack]</span>"
return
if(used_stack.get_amount() < 5 || target_stack.get_amount() < 1)
user << "<span class='warning'>You need five wires and one sheet of [display_name] to make anything useful.</span>"
return
used_stack.use(5)
target_stack.use(1)
user << "<span class='notice'>You attach wire to the [name].</span>"
var/obj/item/product = new wire_product(get_turf(user))
if(!(user.l_hand && user.r_hand))
user.put_in_hands(product)
// Make sure we have a display name and shard icon even if they aren't explicitly set.
/material/New()
..()
@@ -100,6 +137,10 @@ var/list/name_to_material
if(!shard_icon)
shard_icon = shard_type
// This is a placeholder for proper integration of windows/windoors into the system.
/material/proc/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
return 0
// Weapons handle applying a divisor for this value locally.
/material/proc/get_blunt_damage()
return weight //todo
@@ -288,21 +329,82 @@ var/list/name_to_material
weight = 15
door_icon_base = "stone"
destruction_desc = "shatters"
window_options = list("One Direction", "Full Window")
created_window = /obj/structure/window/basic
wire_product = /obj/item/stack/light_w
rod_product = /obj/item/stack/material/glass/reinforced
/material/glass/phoron
name = "phoron glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
ignition_point = 300
integrity = 200 // idk why but phoron windows are strong, so.
icon_colour = "#FC2BC5"
stack_origin_tech = "materials=3;phorontech=2"
/material/glass/build_windows(var/mob/living/user, var/obj/item/stack/used_stack)
/material/glass/phoron/reinforced
name = "reinforced phoron glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = "materials=4;phorontech=2"
composite_material = list() //todo
if(!user || !used_stack || !created_window || !window_options.len)
return 0
if(!user.IsAdvancedToolUser())
user << "<span class='warning'>This task is too complex for your clumsy hands.</span>"
return 1
var/turf/T = user.loc
if(!istype(T))
user << "<span class='warning'>You must be standing on open flooring to build a window.</span>"
return 1
var/title = "Sheet-[used_stack.name] ([used_stack.get_amount()] sheet\s left)"
var/choice = input(title, "What would you like to construct?") as null|anything in window_options
if(!choice || !used_stack || !user || used_stack.loc != user || user.stat || user.loc != T)
return 1
// Get data for building windows here.
var/list/possible_directions = cardinal.Copy()
var/window_count = 0
for (var/obj/structure/window/check_window in user.loc)
window_count++
possible_directions -= check_window.dir
// Get the closest available dir to the user's current facing.
var/build_dir = SOUTHWEST //Default to southwest for fulltile windows.
var/failed_to_build
if(window_count >= 4)
failed_to_build = 1
else
if(choice in list("One Direction","Windoor"))
if(possible_directions.len)
for(var/direction in list(user.dir, turn(user.dir,90), turn(user.dir,180), turn(user.dir,270) ))
if(direction in possible_directions)
build_dir = direction
break
else
failed_to_build = 1
if(!failed_to_build && choice == "Windoor")
if(!is_reinforced())
user << "<span class='warning'>This material is not reinforced enough to use for a door.</span>"
return
if((locate(/obj/structure/windoor_assembly) in T.contents) || (locate(/obj/machinery/door/window) in T.contents))
failed_to_build = 1
if(failed_to_build)
user << "<span class='warning'>There is no room in this location.</span>"
return 1
var/build_path = /obj/structure/windoor_assembly
var/sheets_needed = 4
if(choice == "Windoor")
sheets_needed = 5
build_dir = user.dir
else
build_path = created_window
if(used_stack.get_amount() < sheets_needed)
user << "<span class='warning'>You need at least [sheets_needed] sheets to build this.</span>"
return 1
// Build the structure and update sheet count etc.
used_stack.use(sheets_needed)
new build_path(T, build_dir, 1)
return 1
/material/glass/proc/is_reinforced()
return (hardness > 35) //todo
/material/glass/reinforced
name = "reinforced glass"
@@ -317,6 +419,31 @@ var/list/name_to_material
weight = 30
stack_origin_tech = "materials=2"
composite_material = list(DEFAULT_WALL_MATERIAL = 1875,"glass" = 3750)
window_options = list("One Direction", "Full Window", "Windoor")
created_window = /obj/structure/window/reinforced
wire_product = null
rod_product = null
/material/glass/phoron
name = "phoron glass"
stack_type = /obj/item/stack/material/glass/phoronglass
flags = MATERIAL_BRITTLE
ignition_point = 300
integrity = 200 // idk why but phoron windows are strong, so.
icon_colour = "#FC2BC5"
stack_origin_tech = "materials=3;phorontech=2"
created_window = /obj/structure/window/phoronbasic
wire_product = null
rod_product = /obj/item/stack/material/glass/phoronrglass
/material/glass/phoron/reinforced
name = "reinforced phoron glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = "materials=4;phorontech=2"
composite_material = list() //todo
created_window = /obj/structure/window/phoronreinforced
hardness = 40
rod_product = null
/material/plastic
name = "plastic"