mirror of
https://github.com/KabKebab/GS13.git
synced 2026-02-09 23:27:37 +00:00
SolarTest11
This commit is contained in:
@@ -26,6 +26,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
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grind_results = list(/datum/reagent/silicon = 20)
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point_value = 1
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tableVariant = /obj/structure/table/glass
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shard_type = /obj/item/shard
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/obj/item/stack/sheet/glass/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] begins to slice [user.p_their()] neck with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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@@ -93,6 +94,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
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merge_type = /obj/item/stack/sheet/plasmaglass
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grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
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tableVariant = /obj/structure/table/plasmaglass
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shard_type = /obj/item/shard/plasma
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/obj/item/stack/sheet/plasmaglass/fifty
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amount = 50
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@@ -120,7 +122,9 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
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else
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return ..()
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/obj/item/stack/sheet/plasmaglass/on_solar_construction(obj/machinery/power/solar/S)
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S.obj_integrity *= 1.2
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S.efficiency *= 1.2
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/*
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* Reinforced glass sheets
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@@ -145,11 +149,15 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
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merge_type = /obj/item/stack/sheet/rglass
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grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
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point_value = 4
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shard_type = /obj/item/shard
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/obj/item/stack/sheet/rglass/attackby(obj/item/W, mob/user, params)
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add_fingerprint(user)
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..()
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/obj/item/stack/sheet/rglass/on_solar_construction(obj/machinery/power/solar/S)
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S.obj_integrity *= 2
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/obj/item/stack/sheet/rglass/cyborg
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materials = list()
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var/datum/robot_energy_storage/glasource
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@@ -188,6 +196,11 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
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merge_type = /obj/item/stack/sheet/plasmarglass
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grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10, /datum/reagent/iron = 10)
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point_value = 23
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shard_type = /obj/item/shard/plasma
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/obj/item/stack/sheet/plasmarglass/on_solar_construction(obj/machinery/power/solar/S)
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S.obj_integrity *= 2.2
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S.efficiency *= 1.2
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/obj/item/stack/sheet/plasmarglass/Initialize(mapload, new_amount, merge = TRUE)
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recipes = GLOB.prglass_recipes
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@@ -207,6 +220,11 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/titaniumglass
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shard_type = /obj/item/shard
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/obj/item/stack/sheet/titaniumglass/on_solar_construction(obj/machinery/power/solar/S)
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S.obj_integrity *= 2.5
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S.efficiency *= 1.5
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/obj/item/stack/sheet/titaniumglass/Initialize(mapload, new_amount, merge = TRUE)
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recipes = GLOB.titaniumglass_recipes
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@@ -226,11 +244,16 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/plastitaniumglass
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shard_type = /obj/item/shard
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/obj/item/stack/sheet/plastitaniumglass/Initialize(mapload, new_amount, merge = TRUE)
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recipes = GLOB.plastitaniumglass_recipes
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return ..()
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/obj/item/stack/sheet/titaniumglass/on_solar_construction(obj/machinery/power/solar/S)
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S.obj_integrity *= 2
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S.efficiency *= 2
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/obj/item/shard
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name = "shard"
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desc = "A nasty looking shard of glass."
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@@ -15,4 +15,15 @@
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var/point_value = 0 //turn-in value for the gulag stacker - loosely relative to its rarity
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var/is_fabric = FALSE //is this a valid material for the loom?
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var/loom_result //result from pulling on the loom
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var/pull_effort = 0 //amount of delay when pulling on the loom
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var/pull_effort = 0 //amount of delay when pulling on the loom
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var/shard_type // the shard debris typepath left over by solar panels and windows etc.
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/**
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* Called on the glass sheet upon solar construction (duh):
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* Different glass sheets can modify different stas/vars, such as obj_integrity or efficiency
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* and possibly extra effects if you wish to code them.
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* Keep in mind the solars' max_integrity is set equal to the obj_integrity later,
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* so you won't have to do so here.
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*/
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/obj/item/stack/sheet/proc/on_solar_construction(/obj/machinery/power/solar/S)
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return
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@@ -15,7 +15,8 @@
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var/decon_speed = 30
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var/wtype = "glass"
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var/fulltile = FALSE
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var/glass_type = /obj/item/stack/sheet/glass
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var/obj/item/stack/sheet/glass_type = /obj/item/stack/sheet/glass
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var/cleanable_type = /obj/effect/decal/cleanable/glass
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var/glass_amount = 1
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var/mutable_appearance/crack_overlay
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can_be_unanchored = TRUE
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@@ -279,12 +280,15 @@
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/obj/structure/window/proc/spawnDebris(location)
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. = list()
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. += new /obj/item/shard(location)
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. += new /obj/effect/decal/cleanable/glass(location)
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var/shard = initial(glass_type.shard_type)
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if(shard)
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. += new shard(location)
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if (fulltile)
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. += new shard(location)
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if(cleanable_type)
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. += new cleanable_type(location)
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if (reinf)
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. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
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if (fulltile)
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. += new /obj/item/shard(location)
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/obj/structure/window/proc/can_be_rotated(mob/user,rotation_type)
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if(anchored)
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@@ -411,17 +415,9 @@
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max_integrity = 150
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explosion_block = 1
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glass_type = /obj/item/stack/sheet/plasmaglass
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cleanable_type = /obj/effect/decal/cleanable/glass/plasma
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rad_insulation = RAD_NO_INSULATION
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/obj/structure/window/plasma/spawnDebris(location)
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. = list()
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. += new /obj/item/shard/plasma(location)
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. += new /obj/effect/decal/cleanable/glass/plasma(location)
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if (reinf)
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. += new /obj/item/stack/rods(location, (fulltile ? 2 : 1))
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if (fulltile)
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. += new /obj/item/shard/plasma(location)
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/obj/structure/window/plasma/spawner/east
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dir = EAST
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@@ -884,11 +880,6 @@
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level = 3
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glass_amount = 2
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/obj/structure/window/reinforced/clockwork/spawnDebris(location)
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. = list()
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for(var/i in 1 to 4)
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. += new /obj/item/clockwork/alloy_shards/medium/gear_bit(location)
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/obj/structure/window/reinforced/clockwork/Initialize(mapload, direct)
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made_glow = TRUE
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new /obj/effect/temp_visual/ratvar/window(get_turf(src))
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@@ -19,6 +19,8 @@
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var/ndir = SOUTH // target dir
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var/turn_angle = 0
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var/obj/machinery/power/solar_control/control = null
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var/obj/item/solar_assembly/assembly
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var/efficiency = 1
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/obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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@@ -45,14 +47,13 @@
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/obj/machinery/power/solar/proc/Make(obj/item/solar_assembly/S)
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/sheet/glass
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S = new /obj/item/solar_assembly
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S.glass_type = new /obj/item/stack/sheet/glass(null, 2)
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S.anchored = TRUE
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else
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S.forceMove(src)
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if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
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max_integrity *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
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obj_integrity = max_integrity
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S.moveToNullspace()
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S.glass_type.on_solar_construction(src)
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obj_integrity = max_integrity
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update_icon()
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/obj/machinery/power/solar/crowbar_act(mob/user, obj/item/I)
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@@ -85,14 +86,14 @@
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/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(disassembled)
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var/obj/item/solar_assembly/S = locate() in src
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if(S)
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S.forceMove(loc)
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S.give_glass(stat & BROKEN)
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if(assembly)
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assembly.forceMove(loc)
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assembly.give_glass(stat & BROKEN)
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else
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playsound(src, "shatter", 70, 1)
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new /obj/item/shard(src.loc)
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new /obj/item/shard(src.loc)
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var/shard = assembly?.glass_type ? assembly.glass_type.shard_type : /obj/item/shard
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new shard(loc)
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new shard(loc)
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qdel(src)
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@@ -131,7 +132,7 @@
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if(powernet == control.powernet)//check if the panel is still connected to the computer
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if(obscured) //get no light from the sun, so don't generate power
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return
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var/sgen = SOLARGENRATE * sunfrac
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var/sgen = SOLARGENRATE * sunfrac * efficiency
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add_avail(sgen)
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control.gen += sgen
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else //if we're no longer on the same powernet, remove from control computer
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@@ -186,19 +187,23 @@
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w_class = WEIGHT_CLASS_BULKY // Pretty big!
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anchored = FALSE
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var/tracker = 0
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var/glass_type = null
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var/obj/item/stack/sheet/glass_type
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var/static/list/allowed_sheets = typecacheof(list(/obj/item/stack/sheet/glass, /obj/item/stack/sheet/rglass,
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/obj/item/stack/sheet/plasmaglass, /obj/item/stack/sheet/plasmarglass,
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/obj/item/stack/sheet/titaniumglass, /obj/item/stack/sheet/plastitaniumglass))
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// Give back the glass type we were supplied with
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/obj/item/solar_assembly/proc/give_glass(device_broken)
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var/atom/Tsec = drop_location()
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if(device_broken)
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new /obj/item/shard(Tsec)
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new /obj/item/shard(Tsec)
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var/shard = glass_type ? glass_type.shard_type : /obj/item/shard
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if(shard)
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new shard(Tsec)
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new shard(Tsec)
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else if(glass_type)
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new glass_type(Tsec, 2)
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forceMove(glass_type, Tsec)
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glass_type = null
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/obj/item/solar_assembly/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/wrench) && isturf(loc))
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if(isinspace())
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@@ -213,13 +218,14 @@
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W.play_tool_sound(src, 75)
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return 1
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if(istype(W, /obj/item/stack/sheet/glass) || istype(W, /obj/item/stack/sheet/rglass))
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if(is_type_in_typecache(W, allowed_sheets))
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if(!anchored)
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to_chat(user, "<span class='warning'>You need to secure the assembly before you can add glass.</span>")
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return
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var/obj/item/stack/sheet/S = W
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if(S.use(2))
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glass_type = W.type
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var/obj/item/stack/sheet/G = S.change_stack(null, 2)
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if(G)
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glass_type = G
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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user.visible_message("[user] places the glass on the solar assembly.", "<span class='notice'>You place the glass on the solar assembly.</span>")
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if(tracker)
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@@ -16,10 +16,19 @@
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var/id = 0
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var/sun_angle = 0 // sun angle as set by sun datum
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var/obj/machinery/power/solar_control/control = null
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var/obj/item/solar_assembly/assembly
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/obj/machinery/power/tracker/Initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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Make(S)
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if(!S)
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assembly = new /obj/item/solar_assembly
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assembly.glass_type = new /obj/item/stack/sheet/glass(null, 2)
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assembly.tracker = TRUE
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assembly.anchored = TRUE
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else
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S.moveToNullspace()
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assembly = S
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update_icon()
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connect_to_network()
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/obj/machinery/power/tracker/Destroy()
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@@ -40,15 +49,6 @@
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control.connected_tracker = null
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control = null
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/obj/machinery/power/tracker/proc/Make(obj/item/solar_assembly/S)
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/sheet/glass
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S.tracker = 1
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S.anchored = TRUE
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S.forceMove(src)
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update_icon()
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//updates the tracker icon and the facing angle for the control computer
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/obj/machinery/power/tracker/proc/set_angle(angle)
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sun_angle = angle
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@@ -77,14 +77,14 @@
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/obj/machinery/power/solar/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(disassembled)
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var/obj/item/solar_assembly/S = locate() in src
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if(S)
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S.forceMove(loc)
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S.give_glass(stat & BROKEN)
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if(assembly)
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assembly.forceMove(loc)
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assembly.give_glass(stat & BROKEN)
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else
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playsound(src, "shatter", 70, 1)
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new /obj/item/shard(src.loc)
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new /obj/item/shard(src.loc)
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var/shard = assembly?.glass_type ? assembly.glass_type.shard_type : /obj/item/shard
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new shard(loc)
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new shard(loc)
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qdel(src)
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// Tracker Electronic
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@@ -27,7 +27,7 @@
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var/string
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if(owner)
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if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
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if(ishuman(owner)) .
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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color = "#[skintone2hex(H.skin_tone)]"
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else
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