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* Smith machines now drop their contained components on destroy * Update casting_basin.dm
156 lines
5.0 KiB
Plaintext
156 lines
5.0 KiB
Plaintext
/obj/machinery/smithing
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name = "smithing machine"
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desc = "A large unknown smithing machine. If you see this, there's a problem and you should notify the development team."
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icon = 'icons/obj/machines/large_smithing_machines.dmi'
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icon_state = "power_hammer"
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pixel_y = -32
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bound_height = 64
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bound_width = 64
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bound_y = -32
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anchored = TRUE
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density = TRUE
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resistance_flags = FIRE_PROOF
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req_one_access = list(ACCESS_SMITH)
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/// How many loops per operation
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var/operation_time = 10
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/// Is this active
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var/operating = FALSE
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/// Cooldown on harming
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var/special_attack_cooldown = 10 SECONDS
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/// Are we on harm cooldown
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var/special_attack_on_cooldown = FALSE
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/// Store the worked component
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var/obj/item/smithed_item/component/working_component
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/// The noise the machine makes when operating
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var/operation_sound
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/// Will the machine auto-repeat?
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var/repeating = FALSE
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/obj/machinery/smithing/examine(mob/user)
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. = ..()
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if(working_component)
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. += "<span class='notice'>You can activate the machine with your hand, or remove the component by alt-clicking.</span>"
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. += "<span class='notice'>There is currently a [working_component] in [src].</span>"
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/obj/machinery/smithing/power_change()
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if(!..())
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return
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// If power is lost during operation, reset the operating flag to prevent the machine from getting stuck
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if(stat & NOPOWER && operating)
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operating = FALSE
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update_icon(UPDATE_ICON_STATE)
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/obj/machinery/smithing/Destroy()
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if(working_component)
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working_component.forceMove(src.loc)
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. = ..()
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/obj/machinery/smithing/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(istype(used, /obj/item/grab))
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var/obj/item/grab/G = used
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='danger'>Putting [G.affecting] in [src] might hurt them!</span>")
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return ITEM_INTERACT_COMPLETE
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special_attack_grab(G, user)
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return ITEM_INTERACT_COMPLETE
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if(operating)
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to_chat(user, "<span class='warning'>[src] is still operating!</span>")
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return FINISH_ATTACK
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if(istype(used, /obj/item/smithed_item/component))
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if(used.flags & NODROP || !user.drop_item() || !used.forceMove(src))
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to_chat(user, "<span class='warning'>[used] is stuck to your hand!</span>")
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return ITEM_INTERACT_COMPLETE
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if(working_component)
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user.put_in_active_hand(working_component)
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to_chat(user, "<span class='notice'>You swap [used] with [working_component] in [src].</span>")
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else
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to_chat(user, "<span class='notice'>You insert [used] into [src].</span>")
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working_component = used
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return ITEM_INTERACT_COMPLETE
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return ..()
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/obj/machinery/smithing/emag_act(user as mob)
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if(!emagged)
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playsound(get_turf(src), 'sound/effects/sparks4.ogg', 75, 1)
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req_one_access = list()
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emagged = TRUE
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to_chat(user, "<span class='notice'>You disable the security protocols</span>")
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return TRUE
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/obj/machinery/smithing/proc/operate(loops, mob/living/user)
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operating = TRUE
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update_icon(ALL)
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for(var/i in 1 to loops)
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if(stat & (NOPOWER|BROKEN))
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operating = FALSE
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update_icon(ALL)
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return FALSE
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use_power(500)
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if(operation_sound)
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playsound(src, operation_sound, 50, TRUE)
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sleep(1 SECONDS)
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playsound(src, 'sound/machines/recycler.ogg', 50, FALSE)
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operating = FALSE
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update_icon(ALL)
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/obj/machinery/smithing/proc/special_attack_grab(obj/item/grab/G, mob/user)
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if(special_attack_on_cooldown)
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return FALSE
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if(!istype(G))
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return FALSE
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if(!iscarbon(G.affecting))
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to_chat(user, "<span class='warning'>You can't shove that in there!</span>")
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return FALSE
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if(G.state < GRAB_NECK)
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to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
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return FALSE
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if(!allowed(user) && !isobserver(user))
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to_chat(user, "<span class='warning'>You try to shove someone into the machine, but your access is denied!</span>")
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return FALSE
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var/result = special_attack(user, G.affecting)
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user.changeNext_move(CLICK_CD_MELEE)
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special_attack_on_cooldown = TRUE
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addtimer(VARSET_CALLBACK(src, special_attack_on_cooldown, FALSE), special_attack_cooldown)
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if(result && !QDELETED(G))
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qdel(G)
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return TRUE
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/obj/machinery/smithing/proc/special_attack(mob/user, mob/living/target)
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return
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/obj/machinery/smithing/AltClick(mob/living/user)
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. = ..()
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if(!Adjacent(user))
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return
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if(!working_component)
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to_chat(user, "<span class='notice'>There isn't anything in [src].</span>")
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return
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if(operating)
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to_chat(user, "<span class='warning'>[src] is currently operating!</span>")
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return
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if(working_component.burn_check(user))
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working_component.burn_user(user)
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working_component.forceMove(user.loc)
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working_component = null
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return
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user.put_in_hands(working_component)
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working_component = null
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/obj/machinery/smithing/screwdriver_act(mob/user, obj/item/I)
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if(!I.use_tool(src, user, 0, volume = 0))
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return
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. = TRUE
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if(operating)
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to_chat(user, "<span class='alert'>[src] is busy. Please wait for completion of previous operation.</span>")
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return
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default_deconstruction_screwdriver(user, icon_state, icon_state, I)
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/obj/machinery/smithing/crowbar_act(mob/user, obj/item/I)
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if(default_deconstruction_crowbar(user, I))
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return TRUE
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