Files
Paradise/code/game/objects/items/tools/wrench.dm
PollardTheDragon cd7cb01a1f Meet the Smith - New Supply Role (#28273)
* Smith role, access, access helpers, spawn point, comms, and IDs

* Area defines

* Hammertime

* Cyberiad Smith's office

* Forgot some atmos stuff

* Autolathable Hammers

* Formatting

* Toolbelts can hold hammers

* Initial work on smith machines

* Farragus Smith Office

* Placeholder sprites, mapping

* Smart hopper points and console messages

* More work on smithing machines

* Fixed mapping, added qualities, added smithed items, fixed sizing, fixed access

* Smith components, new materials

* New ores, material datums, furnace, power hammer, kinetic assembler, hammer act, item creation

* Missed one

* Grrr map conflicts begone

* Dirt begone

* Casts and smelting

* Linters

* Attack chain linters!

* Better grip to throw people into your industrial machines

* Placeholder spots in the DMIs

* UpdatePaths - Space ruins now spawn new space ores in their rocks

* Small changes - removed excess tgui code from hopper

* Fixed a button on emerald

* Attaching inserts and lenses. Tool bits are pain.

* Tool bit initial implementation

* Merge conflict resolution

* Attack chain grrr

* Fixed a pair of minor mapping issues

* Tool bit implementation, efficiency, failure rate

* Hot things burn hands

* Points fix on hopper

* New mining rocks for space exploration

* Areas on asteroids

* Machinery icons 1

Adds basic icons for the new machinery

* Vendor iconstate update

* Crucible touchups

* Hammer touchups

* Crucible Input Animation

Adds an animation when you deposit ores

* Added scanning the crucible with multitool to get mineral count

* clothing sprites part 1

* locker sprite

* job icons

* garment bag

* Smith locker mapping

* Insert and Bit removal fix

* Job menu alignment fix, Allowed_items and small spriting path fixes

* Adds new asteroid ruins to config

* Ore Sprites

* Hammer Sprite

* Item Sprites 1

* Sheets, Wall Ores and Trim

* Sheet iconstate names

* species uniforms

* Tabs

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Lens spelling fix

* Signalizes attaching and detaching modifications, fixes inserting items into smith machines, fixes cast bugs

* Fixed type lists

* Smithing machine bug fixes.

* Fixed adding modifications to items

* Crucible Lava Idle

Adds an idle animation for the crucible, but it needs overlay code to work.

* Fixed eguns

* Magma Crucible overlays and animations

* Machine broken/Off states

Adds broken, wires exposed (and on/off where appropriate) states to machines.

* Castivend recolor and Hot Items

* Overlays for all machines, new sprites for hot items, new checks, fixes

* Woe, farragus merge conflict

* update_appearance linters

* I have fat fingers.

* Forgot one

* transfer_item_to and qdel null check

* Usr to User

* Modsuits should not have inserts.

* Adds casting lip overlay

* Balance pass on movement debuffs and buffs

* Material movespeed changes

* Config Adjustments - USED FOR TESTMERGING. REVERT BEFORE FULL MERGE

* Math fixes for lenses and bits.

* Mobility suit no longer speeds you up, but negates suit-based slowdown like an oil slick potion. Fixed movement mods in material datums

* Bad var. Bad.

* Various fixes to bugs revealed in initial TM

* TYPO

* Lavaland base turf fix

* Paths in examine fix

* Adds an intercom to the workshop.

* Stamina-hybrid damage oversight fix for det revolver, uion, etc.

* Currently Operating Message fix

* Allows glass to show different turfs beneath. Adds plasmaglass section to workshop.

* Armor and upgrade fixes

* RCD tool bit equip fix

* Adds smith access to a few lists in access.dm that were missed in an oversight

* Indent fixes

* Fixes vending machine, allows tool bit use on mining equipment

* CI, you make me mad sometimes

* Removed duplicate code

* Name fix for CI again

* ORM now can handle space ores

* Adds space ores to Vetus drop and to trader inventories

* Fixes runtime with open hand attacking a lava furnace with nothing in it

* Adds crewvend kit to Castivend

* Fixes not being able to see new ores

* Adds drill and RCS to smith locker

* Map changes. Added cargo pad. Expanded catwalk. Moved vendors. Added recharger.

* Plant fixes

* Fixes doubled-up catwalk

* Emerald cargo windoor fix, small lavaland adjustment

* Small oversight for overlay fix

* Missing lightswitches

* Fixed stock parts mismatch in casting basin recipe

* Better support for power tools, grrr attackchain

* Better attack chain handling. Better handling for bit insertion

* Fixes handling of inserts with storage suits (like labcoats)

* sprites for bomber + plasmeme outfit

* Adds missing adjacency checks

* Buffs speed boost from upgrade - max upgrade reduces cycle to 2 seconds.

* Fixed floating lights, brightened the explorer's new room, expanded smith workshop slightly.

* Small hallway adjustment

* Illuminates metastation smith office

* Removes excessive decimals in magma crucible scan output

* Berserker should not have inserts.

* Buffs bit durability significantly, nerfs amplifier lens and densifier lense slightly

* Adds smith bomber jacket to loadout panel

* Adds random spawners for smithed items, adds random low-quality items to maints loot

* Adds traitor version of bulldog shotgun

* Revert "Adds traitor version of bulldog shotgun"

This reverts commit 1d39c59f07.

* Added check to assembler, moved desc changes to examine()

* plasmaman suit fix

* Fixed hot check when removing items from hammer and furnace

* Remaps lavaland workshop, fixed deltastation light switch

* Improper's the smith office name

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Compacts extra ore drops from Vetus

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* better looping

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Better loop

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Multitools don't need tool bits.

* Better variable names, fixed missing parenthesis

* Recursive hammering, removed attack animations when inserting items or using multitool on smithing machines

* window

* Update deltastation.dmm

* Update deltastation.dmm

* Update deltastation.dmm

* Fixes small oversights

* Minor lavaland remap

* Reverts TM-required changes in preparation for full merge

* Begone, stray font!

* Damn you cable CI

---------

Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: ExusA <67055922+ExusA@users.noreply.github.com>
Co-authored-by: Christasmurf <25437893+Christasmurf@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Fordoxia <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2025-03-15 21:35:21 +00:00

162 lines
5.6 KiB
Plaintext

/obj/item/wrench
name = "wrench"
desc = "A standard adjustable wrench made of forged steel. Can be used to fasten or remove bolts, and deconstruct objects."
icon = 'icons/obj/tools.dmi'
icon_state = "wrench"
belt_icon = "wrench"
flags = CONDUCT
slot_flags = ITEM_SLOT_BELT
force = 5
throwforce = 7
usesound = 'sound/items/ratchet.ogg'
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL = 600)
drop_sound = 'sound/items/handling/wrench_drop.ogg'
pickup_sound = 'sound/items/handling/wrench_pickup.ogg'
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, RAD = 0, FIRE = 50, ACID = 30)
tool_behaviour = TOOL_WRENCH
new_attack_chain = TRUE
/obj/item/wrench/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is unsecuring [user.p_their()] head with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
if(!use_tool(user, user, 3 SECONDS, volume = tool_volume))
return SHAME
if(!ishuman(user))
return BRUTELOSS
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/head/head = H.bodyparts_by_name["head"]
if(!head)
user.visible_message("<span class='suicide'>...but [user.p_they()] [user.p_are()] already headless! How embarassing.</span>")
return SHAME
head.droplimb(TRUE, DROPLIMB_SHARP, FALSE, TRUE)
if(user.stat != DEAD)
user.visible_message("<span class='suicide'>...but [user.p_they()] didn't need it anyway! How embarassing.</span>")
return SHAME
return OXYLOSS
/obj/item/wrench/cyborg
name = "automatic wrench"
desc = "A powered industrial wrench commonly found in construction and engineering robots. More efficient than most manual wrenches."
toolspeed = 0.5
/obj/item/wrench/brass
name = "brass wrench"
desc = "A brass adjustable wrench. It's faintly warm to the touch."
icon_state = "wrench_brass"
belt_icon = "wrench_brass"
toolspeed = 0.5
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/wrench/power
name = "hand drill"
desc = "A powerful, hand-held drill fitted with a long-lasting battery. It has a bolt driver head attached."
icon_state = "drill_bolt"
item_state = "drill"
belt_icon = "hand_drill"
usesound = 'sound/items/impactwrench.ogg' // Sourced from freesfx.co.uk
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
origin_tech = "materials=2;engineering=2"
force = 8
throwforce = 8
attack_verb = list("drilled", "screwed", "jabbed")
toolspeed = 0.25
w_class = WEIGHT_CLASS_NORMAL
/obj/item/wrench/power/activate_self(mob/user)
if(..())
return
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>")
for(var/obj/item/smithed_item/tool_bit/bit in attached_bits)
bit.on_detached()
bit.forceMove(s_drill)
s_drill.attached_bits += bit
bit.on_attached(s_drill)
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 standard adjustable wrench covered in medical iconography. Its outer surface is mostly covered in rubber, and it seems to be more efficient than a normal wrench."
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")
toolspeed = 0.75
/obj/item/wrench/medical/suicide_act(mob/living/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>")
// HAVE THEM GLOW WITH THE BRIGHTNESS OF A THOUSAND SUNS
user.set_light(10, 25, rgb(255, 252, 82))
var/previous_color = user.color
user.color = rgb(255, 252, 82)
// thank you vi3
user.add_filter("sacrifice_glow", 2, list("type" = "outline", "color" = "#55dcfdd2", "size" = 2))
var/filter = user.get_filter("sacrifice_glow")
// Pulse in and out
animate(filter, alpha = 110, time = 3, loop = -1)
animate(alpha = 40, time = 6)
// Immobilize stops them from wandering off and dropping the wrench
user.Immobilize(10 SECONDS)
playsound(loc, 'sound/effects/pray.ogg', 50, TRUE, -1)
// Let the sound effect finish playing
sleep(20)
if(!user)
return
for(var/obj/item/W in user)
user.drop_item_to_ground(W)
for(var/mob/living/M in orange(2, src))
// you're close enough, it's pretty fuckin bright
M.flash_eyes(1, TRUE, TRUE)
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.color = previous_color // for the sake of their ghost
user.dust()
user.visible_message("<span class='suicide'>[user]'s soul coalesces into a new [W.name]!</span>")
return OBLITERATION
/obj/item/wrench/bolter
name = "airlock bolt wrench"
desc = "A large wrench designed to interlock with an airlock's bolting mechanisms, allowing it to lift the bolts regardless of power."
icon_state = "bolter_wrench"
origin_tech = "materials=5;engineering=4"
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 2.5