Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-02-03 08:15:17 +00:00
parent e78f6c0d50
commit cd79ae951d
67 changed files with 3276 additions and 3238 deletions
+2 -5
View File
@@ -142,10 +142,9 @@
src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
if (istype(W, /obj/item/weapon/weldingtool) && W:welding)
if (W:get_fuel() < 2)
if (!W:remove_fuel(1,user))
user << "\blue You need more welding fuel to complete this task."
return
W:use_fuel(1)
new /obj/item/stack/sheet/metal(src.loc)
for (var/mob/M in viewers(src))
M.show_message("\red [src] has been cut apart by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
@@ -158,11 +157,9 @@
W.loc = src.loc
else if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
if (W:get_fuel() < 2)
if (!W:remove_fuel(1,user))
user << "\blue You need more welding fuel to complete this task."
return
W:eyecheck(user)
W:use_fuel(1)
src.welded =! src.welded
for(var/mob/M in viewers(src))
M.show_message("\red [src] has been [welded?"welded shut":"unwelded"] by [user.name].", 3, "\red You hear welding.", 2)
+10 -12
View File
@@ -84,20 +84,18 @@ obj/door_assembly
/obj/door_assembly/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/weldingtool) && W:welding && !anchored )
if (W:get_fuel() < 1)
if (W:remove_fuel(1,user))
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
playsound(src.loc, 'Welder2.ogg', 50, 1)
if(do_after(user, 40))
user << "\blue You dissasembled the airlock assembly!"
new /obj/item/stack/sheet/metal(get_turf(src), 4)
if(src.glass==1)
new /obj/item/stack/sheet/rglass(get_turf(src))
del(src)
else
user << "\blue You need more welding fuel to dissassemble the airlock assembly."
return
W:use_fuel(1)
user.visible_message("[user] dissassembles the airlock assembly.", "You start to dissassemble the airlock assembly.")
playsound(src.loc, 'Welder2.ogg', 50, 1)
var/turf/T = get_turf(user)
sleep(40)
if(get_turf(user) == T)
user << "\blue You dissasembled the airlock assembly!"
new /obj/item/stack/sheet/metal(get_turf(src), 4)
if(src.glass==1)
new /obj/item/stack/sheet/rglass(get_turf(src))
del(src)
else if(istype(W, /obj/item/weapon/wrench) && !anchored )
playsound(src.loc, 'Ratchet.ogg', 100, 1)
var/turf/T = get_turf(user)
+7 -1
View File
@@ -70,4 +70,10 @@
if(mo)
var/rendered = "<span class='game say'><span class='name'>[M.name]: </span> <span class='message'>[text]</span></span>"
mo.show_message(rendered, 2)
return
return
/proc/is_item_in_list(var/list/L, var/atom/A)
for(var/atom/O in L)
if(O == A)
return 1
return 0
+218 -161
View File
@@ -81,169 +81,226 @@ WELDINGTOOOL
// WELDING TOOL
/obj/item/weapon/weldingtool/New()
var/datum/reagents/R = new/datum/reagents(20)
reagents = R
R.my_atom = src
R.add_reagent("fuel", 20)
return
/obj/item/weapon/weldingtool/examine()
set src in usr
usr << text("\icon[] [] contains [] units of fuel left!", src, src.name, get_fuel() )
return
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W,/obj/item/weapon/screwdriver))
status = !status
if (status)
user << "\blue You resecure the welder."
else
user << "\blue The welder can now be attached and modified."
src.add_fingerprint(user)
else if (status == 1 && istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
R.use(1)
var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
src.loc = F
F.part1 = src
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
user.u_equip(src)
user.r_hand = F
else
user.u_equip(src)
user.l_hand = F
R.master = F
src.master = F
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = F
F.part2 = W
F.layer = 20
R.layer = 20
F.loc = user
src.add_fingerprint(user)
else
..()
// helper functions for weldingtool fuel use
// return fuel amount
/obj/item/weapon/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount("fuel")
// remove fuel amount
/obj/item/weapon/weldingtool/proc/use_fuel(var/amount)
amount = min( get_fuel() , amount)
reagents.remove_reagent("fuel", amount)
return
/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob)
if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
O.reagents.trans_to(src, 20)
user << "\blue Welder refueled"
playsound(src.loc, 'refill.ogg', 50, 1, -6)
else if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
user << "\red That was stupid of you."
explosion(O.loc,-1,0,2)
if(O)
del(O)
else if (src.welding)
use_fuel(1)
/obj/item/weapon/weldingtool
name = "weldingtool"
icon = 'items.dmi'
icon_state = "welder"
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
m_amt = 70
g_amt = 30
var
welding = 0
status = 0
max_fuel = 20
if (get_fuel() <= 0)
usr << "\blue Need more fuel!"
src.welding = 0
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
var/turf/location = user.loc
if (istype(location, /turf))
location.hotspot_expose(700, 50, 1)
return
/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
//check eye protection
var/safety = null
if (istype(user, /mob/living/carbon/human))
if (istype(user:head, /obj/item/clothing/head/helmet/welding) || istype(user:head, /obj/item/clothing/head/helmet/space))
safety = 2
else if (istype(user:glasses, /obj/item/clothing/glasses/sunglasses))
safety = 1
else if (istype(user:glasses, /obj/item/clothing/glasses/thermal))
safety = -1
else
safety = 0
else if(istype(user, /mob/living/carbon))
safety = 0
switch(safety)
if(1)
usr << "\red Your eyes sting a little."
user.eye_stat += rand(1, 2)
if(user.eye_stat > 12)
user.eye_blurry += rand(3,6)
if(0)
usr << "\red Your eyes burn."
user.eye_stat += rand(2, 4)
if(user.eye_stat > 10)
user.eye_blurry += rand(4,10)
if(-1)
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20)
user.eye_stat += rand(12, 16)
if(user.eye_stat > 10 && safety < 2)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (prob(user.eye_stat - 25 + 1))
user << "\red You go blind!"
user.sdisabilities |= 1
else if (prob(user.eye_stat - 15 + 1))
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= 1
spawn(100)
user.disabilities &= ~1
/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
if(status > 1) return
src.welding = !( src.welding )
if (src.welding)
if (get_fuel() <= 0)
user << "\blue Need more fuel!"
src.welding = 0
return 0
user << "\blue You will now weld when you attack."
src.force = 15
src.damtype = "fire"
src.icon_state = "welder1"
processing_items.Add(src)
else
user << "\blue Not welding anymore."
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
return
/obj/item/weapon/weldingtool/process()
if(!welding)
processing_items.Remove(src)
New()
var/random_fuel = min(rand(10,20),max_fuel)
var/datum/reagents/R = new/datum/reagents(max_fuel)
reagents = R
R.my_atom = src
R.add_reagent("fuel", random_fuel)
return
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = M.loc
if (istype(location, /turf))
location.hotspot_expose(700, 5)
examine()
set src in usr
usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
return
attackby(obj/item/W as obj, mob/user as mob)
if (istype(W,/obj/item/weapon/screwdriver))
status = !status
if (status)
user << "\blue You resecure the welder."
else
user << "\blue The welder can now be attached and modified."
src.add_fingerprint(user)
else if (status == 1 && istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/R = W
R.use(1)
var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
src.loc = F
F.part1 = src
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
user.u_equip(src)
user.r_hand = F
else
user.u_equip(src)
user.l_hand = F
R.master = F
src.master = F
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = F
F.part2 = W
F.layer = 20
R.layer = 20
F.loc = user
src.add_fingerprint(user)
else
..()
process()
if(!welding)
processing_items.Remove(src)
return
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = get_turf(M)
if (istype(location, /turf))
location.hotspot_expose(700, 5)
if(prob(20))//Welders left on now use up fuel, but lets not have them run out quite that fast
remove_fuel(1)
afterattack(obj/O as obj, mob/user as mob)
if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
O.reagents.trans_to(src, max_fuel)
user << "\blue Welder refueled"
playsound(src.loc, 'refill.ogg', 50, 1, -6)
return
else if (istype(O, /obj/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
user << "\red That was stupid of you."
explosion(O.loc,-1,0,2)
if(O)
del(O)
return
if (src.welding)
remove_fuel(1)
var/turf/location = get_turf(user)
if (istype(location, /turf))
location.hotspot_expose(700, 50, 1)
return
attack_self(mob/user as mob)
toggle()
return
proc
///GET prop for fuel
get_fuel()
return reagents.get_reagent_amount("fuel")
///SET prop for fuel
///Will also turn it off if it is out of fuel
///The mob argument is not needed but if included will call eyecheck() on it if the welder is on.
remove_fuel(var/amount = 1, var/mob/M = null)
if(!welding || !check_status())
return 0
if(get_fuel() >= amount)
reagents.remove_reagent("fuel", amount)
check_status()
if(M)
eyecheck()//TODO:eyecheck should really be in mob not here
return 1
else
if(M)
M << "\blue You need more welding fuel to complete this task."
return 0
///Quick check to see if we even have any fuel and should shut off
///This could use a better name
check_status()
if((get_fuel() <= 0) && welding)
toggle(1)
return 0
return 1
//toggles the welder off and on
toggle(var/message = 0)
if(status > 1) return
src.welding = !( src.welding )
if (src.welding)
if (remove_fuel(1))
usr << "\blue You switch the [src] on."
src.force = 15
src.damtype = "fire"
src.icon_state = "welder1"
processing_items.Add(src)
else
usr << "\blue Need more fuel!"
src.welding = 0
return
else
if(!message)
usr << "\blue You switch the [src] off."
else
usr << "\blue The [src] shuts off!"
src.force = 3
src.damtype = "brute"
src.icon_state = "welder"
src.welding = 0
eyecheck(mob/user as mob)//TODO:Move this over to /mob/ where it should be
//check eye protection
if(!ishuman() && !ismonkey())
return 1
var/safety = 0
if (istype(user, /mob/living/carbon/human))
if (istype(user:head, /obj/item/clothing/head/helmet/welding) || istype(user:head, /obj/item/clothing/head/helmet/space))
safety = 2
else if (istype(user:glasses, /obj/item/clothing/glasses/sunglasses))
safety = 1
else if (istype(user:glasses, /obj/item/clothing/glasses/thermal))
safety = -1
else
safety = 0
switch(safety)
if(1)
usr << "\red Your eyes sting a little."
user.eye_stat += rand(1, 2)
if(user.eye_stat > 12)
user.eye_blurry += rand(3,6)
if(0)
usr << "\red Your eyes burn."
user.eye_stat += rand(2, 4)
if(user.eye_stat > 10)
user.eye_blurry += rand(4,10)
if(-1)
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
user.eye_blurry += rand(12,20)
user.eye_stat += rand(12, 16)
if(user.eye_stat > 10 && safety < 2)
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
if (prob(user.eye_stat - 25 + 1))
user << "\red You go blind!"
user.sdisabilities |= 1
else if (prob(user.eye_stat - 15 + 1))
user << "\red You go blind!"
user.eye_blind = 5
user.eye_blurry = 5
user.disabilities |= 1
spawn(100)
user.disabilities &= ~1
return
/obj/item/weapon/weldingtool/largetank
name = "weldingtool"
icon = 'items.dmi'
icon_state = "welder"
max_fuel = 40
+11 -15
View File
@@ -15,21 +15,17 @@ FLOOR TILES
if(amount < 2)
user << "\red You need at least two rods to do this."
return
if (W:get_fuel() < 3)
user << "\red You need more welding fuel to complete this task."
return
W:eyecheck(user)
W:use_fuel(2)
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
new_item.add_to_stacks(usr)
for (var/mob/M in viewers(src))
M.show_message("\red [src] is shaped into metal by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_hand()==R)
R.use(2)
if (!R && replace)
user.put_in_hand(new_item)
if(W:remove_fuel(2,user))
var/obj/item/stack/sheet/metal/new_item = new(usr.loc)
new_item.add_to_stacks(usr)
for (var/mob/M in viewers(src))
M.show_message("\red [src] is shaped into metal by [user.name] with the weldingtool.", 3, "\red You hear welding.", 2)
var/obj/item/stack/rods/R = src
src = null
var/replace = (user.get_inactive_hand()==R)
R.use(2)
if (!R && replace)
user.put_in_hand(new_item)
return
..()