Smith Polish - Heating Rework (#28888)

* Reworks heat

* Merge fixes
This commit is contained in:
PollardTheDragon
2025-04-15 15:02:17 +00:00
committed by GitHub
parent e3accaea35
commit 09c0248c02
3 changed files with 36 additions and 16 deletions
@@ -4,6 +4,8 @@
icon = 'icons/obj/machines/large_smithing_machines.dmi'
icon_state = "furnace_off"
operation_sound = 'sound/surgery/cautery1.ogg'
/// How much the device heats the component
var/heat_amount = 5
/obj/machinery/smithing/lava_furnace/Initialize(mapload)
. = ..()
@@ -19,10 +21,13 @@
/obj/machinery/smithing/lava_furnace/RefreshParts()
var/operation_mult = 0
var/heat_mult = 0
for(var/obj/item/stock_parts/component in component_parts)
operation_mult += OPERATION_SPEED_MULT_PER_RATING * component.rating
heat_mult += 0.25 * component.rating
// Update our values
operation_time = max(ROUND_UP(initial(operation_time) * (1.3 - operation_mult)), 2)
heat_amount = round(5 * heat_mult)
/obj/machinery/smithing/lava_furnace/update_overlays()
. = ..()
@@ -42,14 +47,14 @@
update_icon(UPDATE_OVERLAYS)
/obj/machinery/smithing/lava_furnace/operate(loops, mob/living/user)
if(working_component.hot)
if(working_component.heat > 10)
to_chat(user, "<span class='notice'>[working_component] is already well heated.</span>")
return
if(working_component.hammer_time <= 0)
to_chat(user, "<span class='notice'>[working_component] is already fully shaped.</span>")
return
..()
working_component.heat_up()
working_component.heat_up(heat_amount)
/obj/machinery/smithing/lava_furnace/attack_hand(mob/user)
. = ..()
@@ -47,7 +47,7 @@
operation_time = max(ROUND_UP(initial(operation_time) * (1.3 - operation_mult)), 2)
/obj/machinery/smithing/power_hammer/operate(loops, mob/living/user)
if(!working_component.hot)
if(!working_component.heat)
to_chat(user, "<span class='notice'>[working_component] is too cold to properly shape.</span>")
return
if(working_component.hammer_time <= 0)
@@ -57,7 +57,7 @@
working_component.powerhammer()
do_sparks(5, TRUE, src)
// If the hammer is set to repeat mode, let it repeat operations automatically.
if(repeating && working_component.hot && working_component.hammer_time)
if(repeating && working_component.heat && working_component.hammer_time)
operate(loops, user)
// When an item is done, beep.
if(!working_component.hammer_time)
+27 -12
View File
@@ -7,39 +7,54 @@
var/part_type
/// What is this a part of
var/finished_product
/// Is this component currently hot
var/hot = TRUE
/// Heat stacks on the component
var/heat = 5
/// How often does a component lose heat stacks
var/cool_time = 10 SECONDS
/// How many times the component needs to be shaped to be considered ready
var/hammer_time = 3
/obj/item/smithed_item/component/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(cool_off)), cool_time)
/obj/item/smithed_item/component/update_icon_state()
. = ..()
if(hot)
if(heat)
icon_state = "[initial(icon_state)]_hot"
else
icon_state = "[initial(icon_state)]"
/obj/item/smithed_item/component/proc/powerhammer()
hammer_time--
if(prob(50) || hammer_time <= 0)
hot = FALSE
update_icon(UPDATE_ICON_STATE)
/obj/item/smithed_item/component/proc/heat_up()
hot = TRUE
if(!hammer_time)
heat = 0
update_icon(UPDATE_ICON_STATE)
/obj/item/smithed_item/component/proc/heat_up(heat_to_add)
heat += heat_to_add
if(heat)
addtimer(CALLBACK(src, PROC_REF(cool_off)), cool_time)
update_icon(UPDATE_ICON_STATE)
/obj/item/smithed_item/component/proc/cool_off()
heat--
if(heat)
addtimer(CALLBACK(src, PROC_REF(cool_off)), cool_time)
else
update_icon(UPDATE_ICON_STATE)
/obj/item/smithed_item/component/examine(mob/user)
. = ..()
if(hammer_time)
. += "It is incomplete. It looks like it needs [hammer_time] more cycles in the power hammer."
else
. += "It is complete."
if(hot)
if(heat)
. +="<span class='warning'>It is glowing hot!</span>"
/obj/item/smithed_item/component/attack_hand(mob/user)
if(!hot)
if(!heat)
return ..()
if(burn_check(user))
burn_user(user)
@@ -52,7 +67,7 @@
hammer_time = ROUND_UP(initial(hammer_time) * quality.work_mult)
/obj/item/smithed_item/component/proc/burn_check(mob/user)
if(!hot)
if(!heat)
return FALSE
var/burn_me = TRUE
var/mob/living/carbon/human/H = user