/obj/machinery/smithing/lava_furnace name = "lava furnace" desc = "A furnace that uses the innate heat of lavaland to reheat metal that has not been fully reshaped." 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) . = ..() // Stock parts component_parts = list() component_parts += new /obj/item/circuitboard/lava_furnace(null) component_parts += new /obj/item/stock_parts/micro_laser(null) component_parts += new /obj/item/stock_parts/micro_laser(null) component_parts += new /obj/item/stock_parts/micro_laser(null) component_parts += new /obj/item/stock_parts/micro_laser(null) component_parts += new /obj/item/assembly/igniter(null) RefreshParts() /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() . = ..() overlays.Cut() if(panel_open) . += "furnace_wires" /obj/machinery/smithing/lava_furnace/update_icon_state() . = ..() if(operating) icon_state = "furnace" else icon_state = "furnace_off" /obj/machinery/smithing/lava_furnace/default_deconstruction_screwdriver(mob/user, icon_state_open, icon_state_closed, obj/item/I) . = ..() update_icon(UPDATE_OVERLAYS) /obj/machinery/smithing/lava_furnace/operate(loops, mob/living/user) if(working_component.heat > 10) to_chat(user, "[working_component] is already well heated.") return if(working_component.hammer_time <= 0) to_chat(user, "[working_component] is already fully shaped.") return ..() working_component.heat_up(heat_amount) /obj/machinery/smithing/lava_furnace/attack_hand(mob/user) . = ..() if(!allowed(user) && !isobserver(user)) to_chat(user, "Access denied.") return FINISH_ATTACK if(operating) to_chat(user, "[src] is currently operating!") return if(!working_component) to_chat(user, "There is nothing in [src]!") return operate(operation_time, user) return FINISH_ATTACK /obj/machinery/smithing/lava_furnace/special_attack(mob/user, mob/living/target) var/obj/item/organ/external/head/head = target.get_organ(BODY_ZONE_HEAD) if(!istype(head)) to_chat(user, "This person doesn't have a head!") return FALSE target.visible_message("[user] pushes [target]'s head into [src]!", \ "[user] pushes your head into [src]! The heat is agonizing!") var/armor = target.run_armor_check(def_zone = BODY_ZONE_HEAD, armor_type = MELEE, armor_penetration_percentage = 50) target.apply_damage(40, BURN, BODY_ZONE_HEAD, armor) target.adjust_fire_stacks(5) target.IgniteMob() target.emote("scream") playsound(src, operation_sound, 50, TRUE) add_attack_logs(user, target, "Burned with [src]") return TRUE