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Meet the Smith - New Supply Role (#28273)
* Smith role, access, access helpers, spawn point, comms, and IDs
* Area defines
* Hammertime
* Cyberiad Smith's office
* Forgot some atmos stuff
* Autolathable Hammers
* Formatting
* Toolbelts can hold hammers
* Initial work on smith machines
* Farragus Smith Office
* Placeholder sprites, mapping
* Smart hopper points and console messages
* More work on smithing machines
* Fixed mapping, added qualities, added smithed items, fixed sizing, fixed access
* Smith components, new materials
* New ores, material datums, furnace, power hammer, kinetic assembler, hammer act, item creation
* Missed one
* Grrr map conflicts begone
* Dirt begone
* Casts and smelting
* Linters
* Attack chain linters!
* Better grip to throw people into your industrial machines
* Placeholder spots in the DMIs
* UpdatePaths - Space ruins now spawn new space ores in their rocks
* Small changes - removed excess tgui code from hopper
* Fixed a button on emerald
* Attaching inserts and lenses. Tool bits are pain.
* Tool bit initial implementation
* Merge conflict resolution
* Attack chain grrr
* Fixed a pair of minor mapping issues
* Tool bit implementation, efficiency, failure rate
* Hot things burn hands
* Points fix on hopper
* New mining rocks for space exploration
* Areas on asteroids
* Machinery icons 1
Adds basic icons for the new machinery
* Vendor iconstate update
* Crucible touchups
* Hammer touchups
* Crucible Input Animation
Adds an animation when you deposit ores
* Added scanning the crucible with multitool to get mineral count
* clothing sprites part 1
* locker sprite
* job icons
* garment bag
* Smith locker mapping
* Insert and Bit removal fix
* Job menu alignment fix, Allowed_items and small spriting path fixes
* Adds new asteroid ruins to config
* Ore Sprites
* Hammer Sprite
* Item Sprites 1
* Sheets, Wall Ores and Trim
* Sheet iconstate names
* species uniforms
* Tabs
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Lens spelling fix
* Signalizes attaching and detaching modifications, fixes inserting items into smith machines, fixes cast bugs
* Fixed type lists
* Smithing machine bug fixes.
* Fixed adding modifications to items
* Crucible Lava Idle
Adds an idle animation for the crucible, but it needs overlay code to work.
* Fixed eguns
* Magma Crucible overlays and animations
* Machine broken/Off states
Adds broken, wires exposed (and on/off where appropriate) states to machines.
* Castivend recolor and Hot Items
* Overlays for all machines, new sprites for hot items, new checks, fixes
* Woe, farragus merge conflict
* update_appearance linters
* I have fat fingers.
* Forgot one
* transfer_item_to and qdel null check
* Usr to User
* Modsuits should not have inserts.
* Adds casting lip overlay
* Balance pass on movement debuffs and buffs
* Material movespeed changes
* Config Adjustments - USED FOR TESTMERGING. REVERT BEFORE FULL MERGE
* Math fixes for lenses and bits.
* Mobility suit no longer speeds you up, but negates suit-based slowdown like an oil slick potion. Fixed movement mods in material datums
* Bad var. Bad.
* Various fixes to bugs revealed in initial TM
* TYPO
* Lavaland base turf fix
* Paths in examine fix
* Adds an intercom to the workshop.
* Stamina-hybrid damage oversight fix for det revolver, uion, etc.
* Currently Operating Message fix
* Allows glass to show different turfs beneath. Adds plasmaglass section to workshop.
* Armor and upgrade fixes
* RCD tool bit equip fix
* Adds smith access to a few lists in access.dm that were missed in an oversight
* Indent fixes
* Fixes vending machine, allows tool bit use on mining equipment
* CI, you make me mad sometimes
* Removed duplicate code
* Name fix for CI again
* ORM now can handle space ores
* Adds space ores to Vetus drop and to trader inventories
* Fixes runtime with open hand attacking a lava furnace with nothing in it
* Adds crewvend kit to Castivend
* Fixes not being able to see new ores
* Adds drill and RCS to smith locker
* Map changes. Added cargo pad. Expanded catwalk. Moved vendors. Added recharger.
* Plant fixes
* Fixes doubled-up catwalk
* Emerald cargo windoor fix, small lavaland adjustment
* Small oversight for overlay fix
* Missing lightswitches
* Fixed stock parts mismatch in casting basin recipe
* Better support for power tools, grrr attackchain
* Better attack chain handling. Better handling for bit insertion
* Fixes handling of inserts with storage suits (like labcoats)
* sprites for bomber + plasmeme outfit
* Adds missing adjacency checks
* Buffs speed boost from upgrade - max upgrade reduces cycle to 2 seconds.
* Fixed floating lights, brightened the explorer's new room, expanded smith workshop slightly.
* Small hallway adjustment
* Illuminates metastation smith office
* Removes excessive decimals in magma crucible scan output
* Berserker should not have inserts.
* Buffs bit durability significantly, nerfs amplifier lens and densifier lense slightly
* Adds smith bomber jacket to loadout panel
* Adds random spawners for smithed items, adds random low-quality items to maints loot
* Adds traitor version of bulldog shotgun
* Revert "Adds traitor version of bulldog shotgun"
This reverts commit 1d39c59f07.
* Added check to assembler, moved desc changes to examine()
* plasmaman suit fix
* Fixed hot check when removing items from hammer and furnace
* Remaps lavaland workshop, fixed deltastation light switch
* Improper's the smith office name
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Compacts extra ore drops from Vetus
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* better looping
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Better loop
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Multitools don't need tool bits.
* Better variable names, fixed missing parenthesis
* Recursive hammering, removed attack animations when inserting items or using multitool on smithing machines
* window
* Update deltastation.dmm
* Update deltastation.dmm
* Update deltastation.dmm
* Fixes small oversights
* Minor lavaland remap
* Reverts TM-required changes in preparation for full merge
* Begone, stray font!
* Damn you cable CI
---------
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: ExusA <67055922+ExusA@users.noreply.github.com>
Co-authored-by: Christasmurf <25437893+Christasmurf@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Fordoxia <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
This commit is contained in:
@@ -7,6 +7,10 @@
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var/select_name = "energy"
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fire_sound = 'sound/weapons/laser.ogg'
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muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash/energy
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/// Damage multiplier from equipped lenses
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var/lens_damage_multiplier = 1
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/// Speed multiplier from equipped lenses.
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var/lens_speed_multiplier = 1
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/obj/item/ammo_casing/energy/laser
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projectile_type = /obj/item/projectile/beam/laser
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@@ -47,6 +47,11 @@
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if(!istype(targloc) || !istype(curloc) || !BB)
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return
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BB.ammo_casing = src
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if(istype(BB.ammo_casing, /obj/item/ammo_casing/energy))
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var/obj/item/ammo_casing/energy/energy_casing = BB.ammo_casing
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BB.damage = BB.damage * energy_casing.lens_damage_multiplier
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BB.stamina = BB.stamina * energy_casing.lens_damage_multiplier
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BB.speed = BB.speed * energy_casing.lens_speed_multiplier
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if(target && get_dist(user, target) <= 1) //Point blank shot must always hit
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BB.starting = curloc
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@@ -9,6 +9,7 @@
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origin_tech = "combat=3;powerstorage=3;engineering=3"
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weapon_weight = WEAPON_LIGHT
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can_flashlight = TRUE
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can_be_lensed = FALSE
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flight_x_offset = 15
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flight_y_offset = 9
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var/overheat_time = 16
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@@ -34,12 +34,19 @@
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var/overlay_set
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/// Used when updating icon and overlays to determine the energy pips
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var/ratio
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/// Can it use a lens
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var/can_be_lensed = TRUE
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/// Current lens
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var/obj/item/smithed_item/lens/current_lens
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/obj/item/gun/energy/examine(mob/user)
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. = ..()
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if(cell)
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. += "<span class='notice'>It is [round(cell.percent())]% charged.</span>"
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. += "<span class='notice'>Energy weapons can fire through windows and other see-through surfaces. [can_charge ? "Can be recharged with a recharger" : "Cannot be recharged in a recharger."]</span>"
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if(current_lens)
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. += "<span class='notice'>Has a lens currently attached.</span>"
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. += "<span class='notice'>Lenses can be removed with Alt-Click.</span>"
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/obj/item/gun/energy/emp_act(severity)
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cell.use(round(cell.charge / severity))
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@@ -66,6 +73,40 @@
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if(selfcharge)
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START_PROCESSING(SSobj, src)
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update_icon()
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RegisterSignal(src, COMSIG_LENS_ATTACH, PROC_REF(attach_lens))
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(detach_lens))
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/obj/item/gun/energy/attackby__legacy__attackchain(obj/item/I, mob/living/user, params)
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..()
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if(istype(I, /obj/item/smithed_item/lens))
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SEND_SIGNAL(src, COMSIG_LENS_ATTACH, I, user)
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/obj/item/gun/energy/proc/attach_lens(atom/source, obj/item/smithed_item/lens/new_lens, mob/user)
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SIGNAL_HANDLER // COMSIG_LENS_ATTACH
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if(!Adjacent(user))
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return
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if(!can_be_lensed)
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return
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if(!istype(new_lens))
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return
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if(current_lens)
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to_chat(user, "<span class='notice'>Your [src] already has a lens.</span>")
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return
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if(new_lens.flags & NODROP || !user.transfer_item_to(new_lens, src))
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to_chat(user, "<span class='warning'>[new_lens] is stuck to your hand!</span>")
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return
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current_lens = new_lens
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new_lens.on_attached(src)
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/obj/item/gun/energy/proc/detach_lens(atom/source, mob/user)
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SIGNAL_HANDLER // COMSIG_CLICK_ALT
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if(!Adjacent(user))
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return
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if(!current_lens)
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to_chat(user, "<span class='notice'>Your [src] has no lens to remove.</span>")
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return
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user.put_in_hands(current_lens)
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current_lens.on_detached()
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/obj/item/gun/energy/proc/update_ammo_types()
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var/obj/item/ammo_casing/energy/shot
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@@ -132,6 +173,8 @@
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/obj/item/gun/energy/process_fire(atom/target, mob/living/user, message = 1, params, zone_override, bonus_spread = 0)
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if(!chambered && can_shoot())
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process_chamber()
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if(current_lens)
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current_lens.damage_lens()
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return ..()
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/obj/item/gun/energy/proc/select_fire(mob/living/user)
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