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https://github.com/ParadiseSS13/Paradise.git
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[Testmerge ready] Ports tool behaviours; refactors all tools; adds functionality for self-filling reagent containers (#11700)
* Adds support for self-filling reagent containers * Sets tool_behaviour on the default set of tools * Fixing merge conflicts * Refactors welder to use tool behaviour * The refactor: part I * The refactor: part II * Tool Refactor Part III: Revenge of the Maint * Tool Refactor Part IV: A New Hope * Tool Refactor Part V: The Oldcoder Strikes Back * Tool Refactor Part VI: Return of the Coder * VII * Holy shit, it compiles?! * Nannek I completed your TODO, you owe me ice cream * Tool helpers; telepad is compliant * Bugtest, Round 1: Fight Fuck refactoring disposals * Buggfixing, Round 2: Electric Boogaloo * Personal crafting uses tool behaviours now * Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing * multitool_check_buffer change; removes some useless things in tool_helpers * proc name change * TRUE/FALSE changes * Bugfixing, Round 3: A Good Day To Bugfix Hard Fixes multiple issues raised by the testmerge * Minor style changes
This commit is contained in:
@@ -0,0 +1,85 @@
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/obj/item/crowbar
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name = "pocket crowbar"
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desc = "A small crowbar. This handy tool is useful for lots of things, such as prying floor tiles or opening unpowered doors."
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icon = 'icons/obj/tools.dmi'
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icon_state = "crowbar"
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item_state = "crowbar"
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usesound = 'sound/items/crowbar.ogg'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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throwforce = 7
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item_state = "crowbar"
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w_class = WEIGHT_CLASS_SMALL
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materials = list(MAT_METAL=50)
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origin_tech = "engineering=1;combat=1"
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attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
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toolspeed = 1
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
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tool_behaviour = TOOL_CROWBAR
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/obj/item/crowbar/red
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icon_state = "crowbar_red"
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item_state = "crowbar_red"
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force = 8
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/obj/item/crowbar/brass
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name = "brass crowbar"
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desc = "A brass crowbar. It feels faintly warm to the touch."
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icon_state = "crowbar_brass"
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item_state = "crowbar_brass"
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toolspeed = 0.5
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/crowbar/abductor
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name = "alien crowbar"
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desc = "A hard-light crowbar. It appears to pry by itself, without any effort required."
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icon = 'icons/obj/abductor.dmi'
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usesound = 'sound/weapons/sonic_jackhammer.ogg'
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icon_state = "crowbar"
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toolspeed = 0.1
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origin_tech = "combat=4;engineering=4;abductor=3"
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/obj/item/crowbar/large
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name = "crowbar"
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desc = "It's a big crowbar. It doesn't fit in your pockets, because its too big."
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force = 12
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 3
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throw_range = 3
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materials = list(MAT_METAL=70)
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icon_state = "crowbar_large"
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item_state = "crowbar_large"
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toolspeed = 0.5
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/obj/item/crowbar/cyborg
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name = "hydraulic crowbar"
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desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs."
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usesound = 'sound/items/jaws_pry.ogg'
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force = 10
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toolspeed = 0.5
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/obj/item/crowbar/power
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name = "jaws of life"
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desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a prying head."
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icon_state = "jaws_pry"
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item_state = "jawsoflife"
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materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
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origin_tech = "materials=2;engineering=2"
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usesound = 'sound/items/jaws_pry.ogg'
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force = 15
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toolspeed = 0.25
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var/airlock_open_time = 100 // Time required to open powered airlocks
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/obj/item/crowbar/power/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting [user.p_their()] head in [src]. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(loc, 'sound/items/jaws_pry.ogg', 50, 1, -1)
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return BRUTELOSS
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/obj/item/crowbar/power/attack_self(mob/user)
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playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
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var/obj/item/wirecutters/power/cutjaws = new /obj/item/wirecutters/power
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to_chat(user, "<span class='notice'>You attach the cutting jaws to [src].</span>")
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qdel(src)
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user.put_in_active_hand(cutjaws)
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@@ -0,0 +1,121 @@
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#define PROXIMITY_NONE ""
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#define PROXIMITY_ON_SCREEN "_red"
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#define PROXIMITY_NEAR "_yellow"
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/**
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* Multitool -- A multitool is used for hacking electronic devices.
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*/
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/obj/item/multitool
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name = "multitool"
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desc = "Used for pulsing wires to test which to cut. Not recommended by doctors."
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icon = 'icons/obj/device.dmi'
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icon_state = "multitool"
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flags = CONDUCT
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force = 5.0
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w_class = WEIGHT_CLASS_SMALL
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throwforce = 0
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throw_range = 7
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throw_speed = 3
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materials = list(MAT_METAL=50, MAT_GLASS=20)
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origin_tech = "magnets=1;engineering=2"
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toolspeed = 1
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tool_behaviour = TOOL_MULTITOOL
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hitsound = 'sound/weapons/tap.ogg'
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var/shows_wire_information = FALSE // shows what a wire does if set to TRUE
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var/obj/machinery/buffer // simple machine buffer for device linkage
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/obj/item/multitool/proc/IsBufferA(var/typepath)
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if(!buffer)
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return 0
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return istype(buffer,typepath)
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/obj/item/multitool/multitool_check_buffer(user, silent = FALSE)
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return TRUE
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/obj/item/multitool/proc/set_multitool_buffer(mob/user, obj/machinery/M) //Loads a machine into memory, returns TRUE if it does
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if(!ismachinery(M))
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to_chat(user, "<span class='warning'>That's not a machine!</span>")
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return
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buffer = M
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to_chat(user, "<span class='notice'>You load [M] into [src]'s internal buffer.</span>")
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return TRUE
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// Syndicate device disguised as a multitool; it will turn red when an AI camera is nearby.
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/obj/item/multitool/Destroy()
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buffer = null
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return ..()
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/obj/item/multitool/ai_detect
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var/track_cooldown = 0
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var/track_delay = 10 //How often it checks for proximity
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var/detect_state = PROXIMITY_NONE
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var/rangealert = 8 //Glows red when inside
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var/rangewarning = 20 //Glows yellow when inside
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origin_tech = "magnets=1;engineering=2;syndicate=1"
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/obj/item/multitool/ai_detect/New()
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..()
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START_PROCESSING(SSobj, src)
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/obj/item/multitool/ai_detect/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/multitool/ai_detect/process()
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if(track_cooldown > world.time)
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return
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detect_state = PROXIMITY_NONE
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multitool_detect()
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icon_state = "[initial(icon_state)][detect_state]"
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track_cooldown = world.time + track_delay
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/obj/item/multitool/ai_detect/proc/multitool_detect()
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var/turf/our_turf = get_turf(src)
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for(var/mob/living/silicon/ai/AI in ai_list)
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if(AI.cameraFollow == src)
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detect_state = PROXIMITY_ON_SCREEN
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break
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if(!detect_state && cameranet.chunkGenerated(our_turf.x, our_turf.y, our_turf.z))
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var/datum/camerachunk/chunk = cameranet.getCameraChunk(our_turf.x, our_turf.y, our_turf.z)
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if(chunk)
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if(chunk.seenby.len)
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for(var/mob/camera/aiEye/A in chunk.seenby)
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var/turf/detect_turf = get_turf(A)
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if(get_dist(our_turf, detect_turf) < rangealert)
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detect_state = PROXIMITY_ON_SCREEN
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break
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if(get_dist(our_turf, detect_turf) < rangewarning)
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detect_state = PROXIMITY_NEAR
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break
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/obj/item/multitool/ai_detect/admin
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desc = "Used for pulsing wires to test which to cut. Not recommended by doctors. Has a strange tag that says 'Grief in Safety'" //What else should I say for a meme item?
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track_delay = 5
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shows_wire_information = TRUE
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/obj/item/multitool/ai_detect/admin/multitool_detect()
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var/turf/our_turf = get_turf(src)
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for(var/mob/J in urange(rangewarning,our_turf))
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if(check_rights(R_ADMIN, 0, J))
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detect_state = PROXIMITY_NEAR
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var/turf/detect_turf = get_turf(J)
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if(get_dist(our_turf, detect_turf) < rangealert)
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detect_state = PROXIMITY_ON_SCREEN
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break
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/obj/item/multitool/cyborg
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name = "multitool"
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desc = "Optimised and stripped-down version of a regular multitool."
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toolspeed = 0.5
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/obj/item/multitool/abductor
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name = "alien multitool"
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desc = "An omni-technological interface."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "multitool"
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toolspeed = 0.1
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origin_tech = "magnets=5;engineering=5;abductor=3"
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shows_wire_information = TRUE
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@@ -0,0 +1,101 @@
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//Screwdriver
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/obj/item/screwdriver
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name = "screwdriver"
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desc = "You can be totally screwy with this."
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icon = 'icons/obj/tools.dmi'
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icon_state = "screwdriver_map"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=75)
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attack_verb = list("stabbed")
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hitsound = 'sound/weapons/bladeslice.ogg'
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usesound = 'sound/items/screwdriver.ogg'
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toolspeed = 1
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
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tool_behaviour = TOOL_SCREWDRIVER
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var/random_color = TRUE //if the screwdriver uses random coloring
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/obj/item/screwdriver/nuke
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name = "screwdriver"
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desc = "A screwdriver with an ultra thin tip."
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icon_state = "screwdriver_nuke"
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toolspeed = 0.5
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/obj/item/screwdriver/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is stabbing [src] into [user.p_their()] [pick("temple", "heart")]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return BRUTELOSS
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/obj/item/screwdriver/New(loc, var/param_color = null)
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..()
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if(random_color)
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if(!param_color)
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param_color = pick("red","blue","pink","brown","green","cyan","yellow")
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icon_state = "screwdriver_[param_color]"
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if (prob(75))
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src.pixel_y = rand(0, 16)
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/obj/item/screwdriver/attack(mob/living/carbon/M, mob/living/carbon/user)
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if(!istype(M) || user.a_intent == INTENT_HELP)
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return ..()
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if(user.zone_selected != "eyes" && user.zone_selected != "head")
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return ..()
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if((CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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/obj/item/screwdriver/brass
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name = "brass screwdriver"
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desc = "A screwdriver made of brass. The handle feels freezing cold."
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icon_state = "screwdriver_brass"
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toolspeed = 0.5
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random_color = FALSE
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/screwdriver/abductor
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name = "alien screwdriver"
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desc = "An ultrasonic screwdriver."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "screwdriver"
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usesound = 'sound/items/pshoom.ogg'
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toolspeed = 0.1
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random_color = FALSE
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/obj/item/screwdriver/power
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name = "hand drill"
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desc = "A simple hand drill with a screwdriver bit attached."
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icon_state = "drill_screw"
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item_state = "drill"
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materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
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origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
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force = 8 //might or might not be too high, subject to change
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throwforce = 8
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throw_speed = 2
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throw_range = 3//it's heavier than a screw driver/wrench, so it does more damage, but can't be thrown as far
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attack_verb = list("drilled", "screwed", "jabbed","whacked")
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hitsound = 'sound/items/drill_hit.ogg'
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usesound = 'sound/items/drill_use.ogg'
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toolspeed = 0.25
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random_color = FALSE
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/obj/item/screwdriver/power/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting [src] to [user.p_their()] temple. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return BRUTELOSS
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/obj/item/screwdriver/power/attack_self(mob/user)
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playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, 1)
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var/obj/item/wrench/power/b_drill = new /obj/item/wrench/power
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to_chat(user, "<span class='notice'>You attach the bolt driver bit to [src].</span>")
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qdel(src)
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user.put_in_active_hand(b_drill)
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/obj/item/screwdriver/cyborg
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name = "powered screwdriver"
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desc = "An electrical screwdriver, designed to be both precise and quick."
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usesound = 'sound/items/drill_use.ogg'
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toolspeed = 0.5
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@@ -0,0 +1,60 @@
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// Called when a mob tries to use the item as a tool.
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// Handles most checks.
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/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks)
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// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
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// Run the start check here so we wouldn't have to call it manually.
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target.add_fingerprint(user)
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if(!tool_start_check(user, amount) && !delay)
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return
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delay *= toolspeed
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// Play tool sound at the beginning of tool usage.
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play_tool_sound(target, volume)
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if(delay)
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// Create a callback with checks that would be called every tick by do_after.
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var/datum/callback/tool_check = CALLBACK(src, .proc/tool_check_callback, user, target, amount, extra_checks)
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if(ismob(target))
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if(!do_mob(user, target, delay, extra_checks=tool_check))
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return
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else
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if(!do_after(user, delay, target=target, extra_checks=tool_check))
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return
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else
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// Invoke the extra checks once, just in case.
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if(extra_checks && !extra_checks.Invoke())
|
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return
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// Use tool's fuel, stack sheets or charges if amount is set.
|
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if(amount && !use(amount))
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return
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|
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// Play tool sound at the end of tool usage,
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// but only if the delay between the beginning and the end is not too small
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if(delay >= MIN_TOOL_SOUND_DELAY)
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play_tool_sound(target, volume)
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return TRUE
|
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// Called before use_tool if there is a delay, or by use_tool if there isn't.
|
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// Only ever used by welding tools and stacks, so it's not added on any other use_tool checks.
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/obj/item/proc/tool_start_check(mob/living/user, amount=0)
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return tool_use_check(user, amount)
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// A check called by tool_start_check once, and by use_tool on every tick of delay.
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/obj/item/proc/tool_use_check(mob/living/user, amount)
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return !amount
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||||
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/obj/item/proc/play_tool_sound(atom/target, volume = tool_volume)
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if(target && usesound && volume)
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var/played_sound = usesound
|
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|
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if(islist(usesound))
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played_sound = pick(usesound)
|
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playsound(target, played_sound, volume, 1)
|
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|
||||
// Used in a callback that is passed by use_tool into do_after call. Do not override, do not call manually.
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/obj/item/proc/tool_check_callback(mob/living/user, atom/target, amount, datum/callback/extra_checks)
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return tool_use_check(user, amount) && (!extra_checks || extra_checks.Invoke())
|
||||
@@ -0,0 +1,232 @@
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#define GET_FUEL reagents.get_reagent_amount("fuel")
|
||||
|
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/obj/item/weldingtool
|
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name = "welding tool"
|
||||
desc = "A standard edition welder provided by Nanotrasen."
|
||||
icon = 'icons/obj/tools.dmi'
|
||||
icon_state = "welder"
|
||||
item_state = "welder"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
force = 3
|
||||
throwforce = 5
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
hitsound = "swing_hit"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
|
||||
resistance_flags = FIRE_PROOF
|
||||
materials = list(MAT_METAL=70, MAT_GLASS=30)
|
||||
origin_tech = "engineering=1;plasmatech=1"
|
||||
tool_behaviour = TOOL_WELDER
|
||||
toolspeed = 1
|
||||
tool_enabled = FALSE
|
||||
usesound = 'sound/items/welder.ogg'
|
||||
var/maximum_fuel = 20
|
||||
var/requires_fuel = TRUE //Set to FALSE if it doesn't need fuel, but serves equally well as a cost modifier
|
||||
var/refills_over_time = FALSE //Do we regenerate fuel?
|
||||
var/activation_sound = 'sound/items/welderactivate.ogg'
|
||||
var/deactivation_sound = 'sound/items/welderdeactivate.ogg'
|
||||
var/light_intensity = 2
|
||||
var/low_fuel_changes_icon = TRUE//More than one icon_state due to low fuel?
|
||||
var/progress_flash_divisor = 10 //Length of time between each "eye flash"
|
||||
|
||||
/obj/item/weldingtool/Initialize(mapload)
|
||||
..()
|
||||
create_reagents(maximum_fuel)
|
||||
reagents.add_reagent("fuel", maximum_fuel)
|
||||
if(refills_over_time)
|
||||
reagents.reagents_generated_per_cycle += list("fuel" = 1)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weldingtool/examine(mob/user)
|
||||
. = ..()
|
||||
if(get_dist(user, src) <= 0)
|
||||
. += "It contains [GET_FUEL] unit\s of fuel out of [maximum_fuel]."
|
||||
|
||||
/obj/item/weldingtool/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return FIRELOSS
|
||||
|
||||
/obj/item/weldingtool/process()
|
||||
var/turf/T = get_turf(src)
|
||||
T.hotspot_expose(2500, 5)
|
||||
if(prob(5))
|
||||
remove_fuel(1)
|
||||
..()
|
||||
|
||||
/obj/item/weldingtool/attack_self(mob/user)
|
||||
if(tool_enabled) //Turn off the welder if it's on
|
||||
to_chat(user, "<span class='notice'>You switch off [src].</span>")
|
||||
toggle_welder()
|
||||
return
|
||||
else if(GET_FUEL) //The welder is off, but we need to check if there is fuel in the tank
|
||||
to_chat(user, "<span class='notice'>You switch on [src].</span>")
|
||||
toggle_welder()
|
||||
else //The welder is off and unfuelled
|
||||
to_chat(user, "<span class='notice'>[src] is out of fuel!</span>")
|
||||
|
||||
/obj/item/weldingtool/proc/toggle_welder(turn_off = FALSE) //Turn it on or off, forces it to deactivate
|
||||
tool_enabled = turn_off ? FALSE : !tool_enabled
|
||||
if(tool_enabled)
|
||||
START_PROCESSING(SSobj, src)
|
||||
damtype = BURN
|
||||
force = 15
|
||||
hitsound = 'sound/items/welder.ogg'
|
||||
playsound(loc, activation_sound, 50, 1)
|
||||
set_light(light_intensity)
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
damtype = BRUTE
|
||||
force = 3
|
||||
hitsound = "swing_hit"
|
||||
playsound(loc, deactivation_sound, 50, 1)
|
||||
set_light(0)
|
||||
update_icon()
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_r_hand()
|
||||
M.update_inv_l_hand()
|
||||
|
||||
// If welding tool ran out of fuel during a construction task, construction fails.
|
||||
/obj/item/weldingtool/tool_use_check(mob/living/user, amount)
|
||||
if(!tool_enabled)
|
||||
to_chat(user, "<span class='notice'>[src] has to be on to complete this task!</span>")
|
||||
return FALSE
|
||||
if(GET_FUEL >= amount * requires_fuel)
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You need more welding fuel to complete this task!</span>")
|
||||
return FALSE
|
||||
|
||||
// When welding is about to start, run a normal tool_use_check, then flash a mob if it succeeds.
|
||||
/obj/item/weldingtool/tool_start_check(mob/living/user, amount=0)
|
||||
. = tool_use_check(user, amount)
|
||||
if(. && user)
|
||||
user.flash_eyes(light_intensity)
|
||||
|
||||
/obj/item/weldingtool/use(amount)
|
||||
if(GET_FUEL < amount * requires_fuel)
|
||||
return
|
||||
remove_fuel(amount)
|
||||
return TRUE
|
||||
|
||||
/obj/item/weldingtool/use_tool(target, user, delay, amount, volume, datum/callback/extra_checks)
|
||||
var/did_thing = ..()
|
||||
if(did_thing)
|
||||
remove_fuel(1) //Consume some fuel after we do a welding action
|
||||
if(delay)
|
||||
progress_flash_divisor = initial(progress_flash_divisor)
|
||||
return did_thing
|
||||
|
||||
/obj/item/weldingtool/tool_check_callback(mob/living/user, amount, datum/callback/extra_checks)
|
||||
. = ..()
|
||||
if(. && user)
|
||||
if(progress_flash_divisor == 0)
|
||||
user.flash_eyes(min(light_intensity, 1))
|
||||
progress_flash_divisor = initial(progress_flash_divisor)
|
||||
else
|
||||
progress_flash_divisor--
|
||||
|
||||
/obj/item/weldingtool/proc/remove_fuel(amount) //NB: doesn't check if we have enough fuel, it just removes however much is left if there's not enough
|
||||
reagents.remove_reagent("fuel", amount * requires_fuel)
|
||||
if(!GET_FUEL)
|
||||
toggle_welder(TRUE)
|
||||
|
||||
/obj/item/weldingtool/refill(mob/user, atom/A, amount)
|
||||
if(!A.reagents)
|
||||
return
|
||||
if(GET_FUEL >= maximum_fuel)
|
||||
to_chat(user, "<span class='notice'>[src] is already full!</span>")
|
||||
return
|
||||
var/amount_transferred = A.reagents.trans_id_to(src, "fuel", amount)
|
||||
if(amount_transferred)
|
||||
to_chat(user, "<span class='notice'>You refuel [src] by [amount_transferred] unit\s.</span>")
|
||||
playsound(src, 'sound/effects/refill.ogg', 50, 1)
|
||||
update_icon()
|
||||
return amount_transferred
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There's not enough fuel in [A] to refuel [src]!</span>")
|
||||
|
||||
/obj/item/weldingtool/proc/update_torch()
|
||||
overlays.Cut()
|
||||
if(tool_enabled)
|
||||
overlays += "[initial(icon_state)]-on"
|
||||
item_state = "[initial(item_state)]1"
|
||||
else
|
||||
item_state = "[initial(item_state)]"
|
||||
|
||||
/obj/item/weldingtool/update_icon()
|
||||
if(low_fuel_changes_icon)
|
||||
var/ratio = GET_FUEL / maximum_fuel
|
||||
ratio = Ceiling(ratio*4) * 25
|
||||
if(ratio == 100)
|
||||
icon_state = initial(icon_state)
|
||||
else
|
||||
icon_state = "[initial(icon_state)][ratio]"
|
||||
update_torch()
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weldingtool/largetank
|
||||
name = "industrial welding tool"
|
||||
desc = "A slightly larger welder with a larger tank."
|
||||
icon_state = "indwelder"
|
||||
maximum_fuel = 40
|
||||
materials = list(MAT_METAL=70, MAT_GLASS=60)
|
||||
origin_tech = "engineering=2;plasmatech=2"
|
||||
|
||||
/obj/item/weldingtool/largetank/cyborg
|
||||
name = "integrated welding tool"
|
||||
desc = "An advanced welder designed to be used in robotic systems."
|
||||
toolspeed = 0.5
|
||||
|
||||
/obj/item/weldingtool/mini
|
||||
name = "emergency welding tool"
|
||||
desc = "A miniature welder used during emergencies."
|
||||
icon_state = "miniwelder"
|
||||
maximum_fuel = 10
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
materials = list(MAT_METAL=30, MAT_GLASS=10)
|
||||
low_fuel_changes_icon = FALSE
|
||||
|
||||
/obj/item/weldingtool/abductor
|
||||
name = "alien welding tool"
|
||||
desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "welder"
|
||||
toolspeed = 0.1
|
||||
light_intensity = 0
|
||||
origin_tech = "plasmatech=5;engineering=5;abductor=3"
|
||||
requires_fuel = FALSE
|
||||
refills_over_time = TRUE
|
||||
low_fuel_changes_icon = FALSE
|
||||
|
||||
/obj/item/weldingtool/hugetank
|
||||
name = "upgraded welding tool"
|
||||
desc = "An upgraded welder based off the industrial welder."
|
||||
icon_state = "upindwelder"
|
||||
item_state = "upindwelder"
|
||||
maximum_fuel = 80
|
||||
materials = list(MAT_METAL=70, MAT_GLASS=120)
|
||||
origin_tech = "engineering=3;plasmatech=2"
|
||||
|
||||
/obj/item/weldingtool/experimental
|
||||
name = "experimental welding tool"
|
||||
desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
|
||||
icon_state = "exwelder"
|
||||
item_state = "exwelder"
|
||||
maximum_fuel = 40
|
||||
materials = list(MAT_METAL=70, MAT_GLASS=120)
|
||||
origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=4"
|
||||
light_intensity = 1
|
||||
toolspeed = 0.5
|
||||
refills_over_time = TRUE
|
||||
low_fuel_changes_icon = FALSE
|
||||
|
||||
/obj/item/weldingtool/experimental/brass
|
||||
name = "brass welding tool"
|
||||
desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
|
||||
icon_state = "brasswelder"
|
||||
item_state = "brasswelder"
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -0,0 +1,95 @@
|
||||
/obj/item/wirecutters
|
||||
name = "wirecutters"
|
||||
desc = "This cuts wires."
|
||||
icon = 'icons/obj/tools.dmi'
|
||||
icon_state = "cutters"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
force = 6
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
materials = list(MAT_METAL=80)
|
||||
origin_tech = "materials=1;engineering=1"
|
||||
attack_verb = list("pinched", "nipped")
|
||||
hitsound = 'sound/items/wirecutter.ogg'
|
||||
usesound = 'sound/items/wirecutter.ogg'
|
||||
sharp = 1
|
||||
toolspeed = 1
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
|
||||
tool_behaviour = TOOL_WIRECUTTER
|
||||
var/random_color = TRUE
|
||||
|
||||
/obj/item/wirecutters/New(loc, param_color = null)
|
||||
..()
|
||||
if(random_color)
|
||||
if(!param_color)
|
||||
param_color = pick("yellow", "red")
|
||||
icon_state = "cutters_[param_color]"
|
||||
|
||||
/obj/item/wirecutters/attack(mob/living/carbon/C, mob/user)
|
||||
if(istype(C) && C.handcuffed && istype(C.handcuffed, /obj/item/restraints/handcuffs/cable))
|
||||
user.visible_message("<span class='notice'>[user] cuts [C]'s restraints with [src]!</span>")
|
||||
QDEL_NULL(C.handcuffed)
|
||||
if(C.buckled && C.buckled.buckle_requires_restraints)
|
||||
C.buckled.unbuckle_mob(C)
|
||||
C.update_handcuffed()
|
||||
return
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/wirecutters/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is cutting at [user.p_their()] arteries with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
playsound(loc, usesound, 50, 1, -1)
|
||||
return BRUTELOSS
|
||||
|
||||
/obj/item/wirecutters/brass
|
||||
name = "brass wirecutters"
|
||||
desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch."
|
||||
icon_state = "cutters_brass"
|
||||
toolspeed = 0.5
|
||||
random_color = FALSE
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/wirecutters/abductor
|
||||
name = "alien wirecutters"
|
||||
desc = "Extremely sharp wirecutters, made out of a silvery-green metal."
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "cutters"
|
||||
toolspeed = 0.1
|
||||
origin_tech = "materials=5;engineering=4;abductor=3"
|
||||
random_color = FALSE
|
||||
|
||||
/obj/item/wirecutters/cyborg
|
||||
name = "wirecutters"
|
||||
desc = "This cuts wires."
|
||||
toolspeed = 0.5
|
||||
|
||||
/obj/item/wirecutters/power
|
||||
name = "jaws of life"
|
||||
desc = "A set of jaws of life, the magic of science has managed to fit it down into a device small enough to fit in a tool belt. It's fitted with a cutting head."
|
||||
icon_state = "jaws_cutter"
|
||||
item_state = "jawsoflife"
|
||||
origin_tech = "materials=2;engineering=2"
|
||||
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
|
||||
usesound = 'sound/items/jaws_cut.ogg'
|
||||
toolspeed = 0.25
|
||||
random_color = FALSE
|
||||
|
||||
/obj/item/wirecutters/power/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is wrapping \the [src] around [user.p_their()] neck. It looks like [user.p_theyre()] trying to rip [user.p_their()] head off!</span>")
|
||||
playsound(loc, 'sound/items/jaws_cut.ogg', 50, 1, -1)
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
var/obj/item/organ/external/head/head = H.bodyparts_by_name["head"]
|
||||
if(head)
|
||||
head.droplimb(0, DROPLIMB_BLUNT, FALSE, TRUE)
|
||||
playsound(loc,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
|
||||
return BRUTELOSS
|
||||
|
||||
/obj/item/wirecutters/power/attack_self(mob/user)
|
||||
playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
|
||||
var/obj/item/crowbar/power/pryjaws = new /obj/item/crowbar/power
|
||||
to_chat(user, "<span class='notice'>You attach the pry jaws to [src].</span>")
|
||||
qdel(src)
|
||||
user.put_in_active_hand(pryjaws)
|
||||
@@ -0,0 +1,105 @@
|
||||
//Wrench
|
||||
/obj/item/wrench
|
||||
name = "wrench"
|
||||
desc = "A wrench with common uses. Can be found in your hand."
|
||||
icon = 'icons/obj/tools.dmi'
|
||||
icon_state = "wrench"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
force = 5
|
||||
throwforce = 7
|
||||
usesound = 'sound/items/ratchet.ogg'
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
materials = list(MAT_METAL=150)
|
||||
origin_tech = "materials=1;engineering=1"
|
||||
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
|
||||
toolspeed = 1
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
|
||||
tool_behaviour = TOOL_WRENCH
|
||||
|
||||
/obj/item/wrench/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
|
||||
return BRUTELOSS
|
||||
|
||||
/obj/item/wrench/cyborg
|
||||
name = "automatic wrench"
|
||||
desc = "An advanced robotic wrench. Can be found in construction cyborgs."
|
||||
toolspeed = 0.5
|
||||
|
||||
/obj/item/wrench/brass
|
||||
name = "brass wrench"
|
||||
desc = "A brass wrench. It's faintly warm to the touch."
|
||||
icon_state = "wrench_brass"
|
||||
toolspeed = 0.5
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/wrench/abductor
|
||||
name = "alien wrench"
|
||||
desc = "A polarized wrench. It causes anything placed between the jaws to turn."
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "wrench"
|
||||
usesound = 'sound/effects/empulse.ogg'
|
||||
toolspeed = 0.1
|
||||
origin_tech = "materials=5;engineering=5;abductor=3"
|
||||
|
||||
/obj/item/wrench/power
|
||||
name = "hand drill"
|
||||
desc = "A simple powered drill with a bolt bit."
|
||||
icon_state = "drill_bolt"
|
||||
item_state = "drill"
|
||||
usesound = 'sound/items/drill_use.ogg'
|
||||
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
|
||||
origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
|
||||
force = 8 //might or might not be too high, subject to change
|
||||
throwforce = 8
|
||||
attack_verb = list("drilled", "screwed", "jabbed")
|
||||
toolspeed = 0.25
|
||||
|
||||
/obj/item/wrench/power/attack_self(mob/user)
|
||||
playsound(get_turf(user),'sound/items/change_drill.ogg', 50, 1)
|
||||
var/obj/item/wirecutters/power/s_drill = new /obj/item/screwdriver/power
|
||||
to_chat(user, "<span class='notice'>You attach the screwdriver bit to [src].</span>")
|
||||
qdel(src)
|
||||
user.put_in_active_hand(s_drill)
|
||||
|
||||
/obj/item/wrench/power/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!")
|
||||
return BRUTELOSS
|
||||
|
||||
/obj/item/wrench/medical
|
||||
name = "medical wrench"
|
||||
desc = "A medical wrench with common (medical?) uses. Can be found in your hand."
|
||||
icon_state = "wrench_medical"
|
||||
force = 2 //MEDICAL
|
||||
throwforce = 4
|
||||
origin_tech = "materials=1;engineering=1;biotech=3"
|
||||
attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
|
||||
|
||||
/obj/item/wrench/medical/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
// TODO Make them glow with the power of the M E D I C A L W R E N C H
|
||||
// during their ascension
|
||||
|
||||
// Stun stops them from wandering off
|
||||
user.Stun(5)
|
||||
playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1)
|
||||
|
||||
// Let the sound effect finish playing
|
||||
sleep(20)
|
||||
|
||||
if(!user)
|
||||
return
|
||||
|
||||
for(var/obj/item/W in user)
|
||||
user.unEquip(W)
|
||||
|
||||
var/obj/item/wrench/medical/W = new /obj/item/wrench/medical(loc)
|
||||
W.add_fingerprint(user)
|
||||
W.desc += " For some reason, it reminds you of [user.name]."
|
||||
|
||||
if(!user)
|
||||
return
|
||||
|
||||
user.dust()
|
||||
return OBLITERATION
|
||||
Reference in New Issue
Block a user