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* reorganise smithing into a module * move casts * rename and move some files * move defines * update dme * move hopper defines * move ORM/hopper point defines * remove redefine * rename smith defines, move smith datums * implement 28806 and 28877 * remove old files
79 lines
2.2 KiB
Plaintext
79 lines
2.2 KiB
Plaintext
/obj/item/smithed_item/component
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name = "Debug smithed component"
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icon = 'icons/obj/smithing.dmi'
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icon_state = "debug"
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desc = "Debug smithed component part. If you see this, notify the development team."
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/// What type of part is it
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var/part_type
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/// What is this a part of
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var/finished_product
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/// Is this component currently hot
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var/hot = TRUE
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/// How many times the component needs to be shaped to be considered ready
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var/hammer_time = 3
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/obj/item/smithed_item/component/update_icon_state()
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. = ..()
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if(hot)
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icon_state = "[initial(icon_state)]_hot"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/smithed_item/component/proc/powerhammer()
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hammer_time--
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if(prob(50) || hammer_time <= 0)
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hot = FALSE
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update_icon(UPDATE_ICON_STATE)
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/obj/item/smithed_item/component/proc/heat_up()
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hot = TRUE
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update_icon(UPDATE_ICON_STATE)
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/obj/item/smithed_item/component/examine(mob/user)
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. = ..()
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if(hammer_time)
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. += "It is incomplete. It looks like it needs [hammer_time] more cycles in the power hammer."
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else
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. += "It is complete."
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if(hot)
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. +="<span class='warning'>It is glowing hot!</span>"
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/obj/item/smithed_item/component/attack_hand(mob/user)
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if(!hot)
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return ..()
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if(burn_check(user))
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burn_user(user)
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return
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return ..()
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/obj/item/smithed_item/component/proc/set_worktime()
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if(!quality)
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return
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hammer_time = ROUND_UP(initial(hammer_time) * quality.work_mult)
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/obj/item/smithed_item/component/proc/burn_check(mob/user)
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if(!hot)
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return FALSE
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var/burn_me = TRUE
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var/mob/living/carbon/human/H = user
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if(!istype(H))
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return TRUE
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.max_heat_protection_temperature)
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burn_me = !(G.max_heat_protection_temperature > 360)
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if(!burn_me || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS))
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return FALSE
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return TRUE
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/obj/item/smithed_item/component/proc/burn_user(mob/user)
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var/mob/living/carbon/human/H = user
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if(!istype(H))
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return
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to_chat(user, "<span class='warning'>You burn your hand as you try to pick up [src]!</span>")
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var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
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if(affecting.receive_damage(0, 10)) // 10 burn damage
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H.UpdateDamageIcon()
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H.updatehealth()
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