mirror of
https://github.com/ParadiseSS13/Paradise.git
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253 lines
8.3 KiB
Plaintext
253 lines
8.3 KiB
Plaintext
#define GET_FUEL reagents.get_reagent_amount("fuel")
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/obj/item/weldingtool
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name = "welding tool"
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desc = "A standard edition welder provided by Nanotrasen."
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icon = 'icons/obj/tools.dmi'
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icon_state = "welder"
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item_state = "welder"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 3
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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hitsound = "swing_hit"
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w_class = WEIGHT_CLASS_SMALL
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
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resistance_flags = FIRE_PROOF
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materials = list(MAT_METAL = 70, MAT_GLASS = 20)
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origin_tech = "engineering=1;plasmatech=1"
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tool_behaviour = TOOL_WELDER
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toolspeed = 1
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tool_enabled = FALSE
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usesound = 'sound/items/welder.ogg'
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drop_sound = 'sound/items/handling/weldingtool_drop.ogg'
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pickup_sound = 'sound/items/handling/weldingtool_pickup.ogg'
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var/maximum_fuel = 20
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var/requires_fuel = TRUE //Set to FALSE if it doesn't need fuel, but serves equally well as a cost modifier
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var/refills_over_time = FALSE //Do we regenerate fuel?
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var/activation_sound = 'sound/items/welderactivate.ogg'
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var/deactivation_sound = 'sound/items/welderdeactivate.ogg'
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var/light_intensity = 2
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var/low_fuel_changes_icon = TRUE//More than one icon_state due to low fuel?
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var/progress_flash_divisor = 10 //Length of time between each "eye flash"
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/obj/item/weldingtool/Initialize(mapload)
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..()
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create_reagents(maximum_fuel)
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reagents.add_reagent("fuel", maximum_fuel)
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update_icon()
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/obj/item/weldingtool/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/weldingtool/examine(mob/user)
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. = ..()
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if(get_dist(user, src) <= 0)
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. += "It contains [GET_FUEL] unit\s of fuel out of [maximum_fuel]."
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/obj/item/weldingtool/suicide_act(mob/user)
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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>")
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return FIRELOSS
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/obj/item/weldingtool/can_enter_storage(obj/item/storage/S, mob/user)
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if(tool_enabled)
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to_chat(user, "<span class='warning'>[S] can't hold [src] while it's lit!</span>")
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return FALSE
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else
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return TRUE
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/obj/item/weldingtool/process()
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if(tool_enabled)
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var/turf/T = get_turf(src)
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if(T) // Implants for instance won't find a turf
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T.hotspot_expose(2500, 5)
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if(prob(5))
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remove_fuel(1)
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if(refills_over_time)
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if(GET_FUEL < maximum_fuel)
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reagents.add_reagent("fuel", 1)
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..()
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/obj/item/weldingtool/attack_self(mob/user)
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if(tool_enabled) //Turn off the welder if it's on
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to_chat(user, "<span class='notice'>You switch off [src].</span>")
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toggle_welder()
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return
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else if(GET_FUEL) //The welder is off, but we need to check if there is fuel in the tank
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to_chat(user, "<span class='notice'>You switch on [src].</span>")
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toggle_welder()
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else //The welder is off and unfuelled
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to_chat(user, "<span class='notice'>[src] is out of fuel!</span>")
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/obj/item/weldingtool/proc/toggle_welder(turn_off = FALSE) //Turn it on or off, forces it to deactivate
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tool_enabled = turn_off ? FALSE : !tool_enabled
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if(tool_enabled)
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START_PROCESSING(SSobj, src)
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damtype = BURN
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force = 15
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hitsound = 'sound/items/welder.ogg'
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playsound(loc, activation_sound, 50, 1)
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set_light(light_intensity)
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else
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if(!refills_over_time)
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STOP_PROCESSING(SSobj, src)
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damtype = BRUTE
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force = 3
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hitsound = "swing_hit"
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playsound(loc, deactivation_sound, 50, 1)
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set_light(0)
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update_icon()
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if(ismob(loc))
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var/mob/M = loc
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M.update_inv_r_hand()
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M.update_inv_l_hand()
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// If welding tool ran out of fuel during a construction task, construction fails.
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/obj/item/weldingtool/tool_use_check(mob/living/user, amount)
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if(!tool_enabled)
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to_chat(user, "<span class='notice'>[src] has to be on to complete this task!</span>")
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return FALSE
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if(GET_FUEL >= amount * requires_fuel)
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return TRUE
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else
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to_chat(user, "<span class='warning'>You need more welding fuel to complete this task!</span>")
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return FALSE
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// When welding is about to start, run a normal tool_use_check, then flash a mob if it succeeds.
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/obj/item/weldingtool/tool_start_check(atom/target, mob/living/user, amount=0)
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. = tool_use_check(user, amount)
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if(. && user && !ismob(target)) // Don't flash the user if they're repairing robo limbs or repairing a borg etc. Only flash them if the target is an object
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user.flash_eyes(light_intensity)
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/obj/item/weldingtool/use(amount)
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if(GET_FUEL < amount * requires_fuel)
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return
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remove_fuel(amount)
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return TRUE
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/obj/item/weldingtool/use_tool(target, user, delay, amount, volume, datum/callback/extra_checks)
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var/did_thing = ..()
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if(did_thing)
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remove_fuel(1) //Consume some fuel after we do a welding action
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if(delay)
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progress_flash_divisor = initial(progress_flash_divisor)
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return did_thing
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/obj/item/weldingtool/tool_check_callback(mob/living/user, amount, datum/callback/extra_checks)
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. = ..()
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if(!. && user)
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if(progress_flash_divisor == 0)
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user.flash_eyes(min(light_intensity, 1))
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progress_flash_divisor = initial(progress_flash_divisor)
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else
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progress_flash_divisor--
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/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
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reagents.remove_reagent("fuel", amount * requires_fuel)
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if(!GET_FUEL)
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toggle_welder(TRUE)
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/obj/item/weldingtool/refill(mob/user, atom/A, amount)
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if(!A.reagents)
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return
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if(GET_FUEL >= maximum_fuel)
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to_chat(user, "<span class='notice'>[src] is already full!</span>")
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return
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var/amount_transferred = A.reagents.trans_id_to(src, "fuel", amount)
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if(amount_transferred)
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to_chat(user, "<span class='notice'>You refuel [src] by [amount_transferred] unit\s.</span>")
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playsound(src, 'sound/effects/refill.ogg', 50, 1)
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update_icon()
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return amount_transferred
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else
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to_chat(user, "<span class='warning'>There's not enough fuel in [A] to refuel [src]!</span>")
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/obj/item/weldingtool/proc/update_torch()
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overlays.Cut()
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if(tool_enabled)
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overlays += "[initial(icon_state)]-on"
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item_state = "[initial(item_state)]1"
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else
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item_state = "[initial(item_state)]"
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/obj/item/weldingtool/update_icon()
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if(low_fuel_changes_icon)
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var/ratio = GET_FUEL / maximum_fuel
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ratio = CEILING(ratio*4, 1) * 25
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if(ratio == 100)
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icon_state = initial(icon_state)
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else
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icon_state = "[initial(icon_state)][ratio]"
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update_torch()
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..()
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/obj/item/weldingtool/cyborg_recharge(coeff, emagged)
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if(reagents.check_and_add("fuel", maximum_fuel, 2 * coeff))
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update_icon()
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/obj/item/weldingtool/largetank
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name = "industrial welding tool"
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desc = "A slightly larger welder with a larger tank."
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icon_state = "indwelder"
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maximum_fuel = 40
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materials = list(MAT_METAL=70, MAT_GLASS=60)
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origin_tech = "engineering=2;plasmatech=2"
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/obj/item/weldingtool/largetank/cyborg
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name = "integrated welding tool"
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desc = "An advanced welder designed to be used in robotic systems."
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toolspeed = 0.5
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/obj/item/weldingtool/mini
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name = "emergency welding tool"
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desc = "A miniature welder used during emergencies."
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icon_state = "miniwelder"
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maximum_fuel = 10
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w_class = WEIGHT_CLASS_TINY
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materials = list(MAT_METAL=30, MAT_GLASS=10)
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low_fuel_changes_icon = FALSE
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/obj/item/weldingtool/abductor
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name = "alien welding tool"
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desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "welder"
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toolspeed = 0.1
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light_intensity = 0
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origin_tech = "plasmatech=5;engineering=5;abductor=3"
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requires_fuel = FALSE
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refills_over_time = TRUE
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low_fuel_changes_icon = FALSE
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/obj/item/weldingtool/hugetank
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name = "upgraded welding tool"
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desc = "An upgraded welder based off the industrial welder."
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icon_state = "upindwelder"
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item_state = "upindwelder"
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maximum_fuel = 80
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materials = list(MAT_METAL=70, MAT_GLASS=120)
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origin_tech = "engineering=3;plasmatech=2"
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/obj/item/weldingtool/experimental
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name = "experimental welding tool"
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desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
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icon_state = "exwelder"
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item_state = "exwelder"
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maximum_fuel = 40
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materials = list(MAT_METAL=70, MAT_GLASS=120)
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origin_tech = "materials=4;engineering=4;bluespace=3;plasmatech=4"
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light_intensity = 1
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toolspeed = 0.5
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refills_over_time = TRUE
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low_fuel_changes_icon = FALSE
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/obj/item/weldingtool/experimental/brass
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name = "brass welding tool"
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desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
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icon_state = "brasswelder"
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item_state = "brasswelder"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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