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e4bbd94d6a
* robot_module refactor * some fixes 1. adds medical stacks of 25 for the syndi medical borg 2. fixes various construction steps that weren't using `use()` or `get_amount()` * review tweaks + other stuff 1. Makes a bunch of for loops into istypeless loops 2. Adds a readout of the current out of stacks a borg has, in the status panel 3. Slightly reorganizes the medical, syndi medical, engineering and syndi engineering cyborgs items * fixes after upstream merge * blank line for travis * fixes and improvements 1. Fixed welder icon's not updating periodically if you were charging in a borg recharger 2. Fixes solar panels dropping /cyborg type glass when they were deconstructed. 3. Band-aid fix (incase #2 doesn't fix this) for cyborg stack's `source` var being null which resulted in tons of "cannot read null.energy" runtimes * more fixes + constructable frame runtime fix * removes toy sword placeholder remove comment * remove these as well * .amount to .get_amount(), really should have done this before * refactors robot_upgrades to work with the new system - more cleanup - adds documentation - fixed a bug I made where you could delete your robot stack via crafting * moves some unemag logic to the module file, makes more loops typless * farie review * fox review * affected review and more TM bugfixes * fixes comment Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
75 lines
2.1 KiB
Plaintext
75 lines
2.1 KiB
Plaintext
GLOBAL_LIST_INIT(rod_recipes, list ( \
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new/datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor = 1), \
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new/datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
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))
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/obj/item/stack/rods
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name = "metal rod"
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desc = "Some rods. Can be used for building, or something."
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singular_name = "metal rod"
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icon_state = "rods"
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item_state = "rods"
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flags = CONDUCT
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w_class = WEIGHT_CLASS_NORMAL
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force = 9.0
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throwforce = 10.0
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throw_speed = 3
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throw_range = 7
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materials = list(MAT_METAL=1000)
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max_amount = 50
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attack_verb = list("hit", "bludgeoned", "whacked")
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hitsound = 'sound/weapons/grenadelaunch.ogg'
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toolspeed = 1
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usesound = 'sound/items/deconstruct.ogg'
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merge_type = /obj/item/stack/rods
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/obj/item/stack/rods/cyborg
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energy_type = /datum/robot_energy_storage/rods
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is_cyborg = TRUE
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materials = list()
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/obj/item/stack/rods/cyborg/update_icon()
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return // icon_state should always be a full stack of rods.
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/obj/item/stack/rods/ten
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amount = 10
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/obj/item/stack/rods/twentyfive
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amount = 25
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/obj/item/stack/rods/fifty
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amount = 50
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/obj/item/stack/rods/New(loc, amount=null)
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..()
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recipes = GLOB.rod_recipes
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update_icon()
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/obj/item/stack/rods/update_icon()
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var/amount = get_amount()
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if((amount <= 5) && (amount > 0))
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icon_state = "rods-[amount]"
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else
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icon_state = "rods"
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/obj/item/stack/rods/welder_act(mob/user, obj/item/I)
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if(get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two rods to do this!</span>")
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return
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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var/obj/item/stack/sheet/metal/new_item = new(drop_location())
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if(new_item.get_amount() <= 0)
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// stack was moved into another one on the pile
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new_item = locate() in user.loc
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visible_message("<span class='notice'>[user.name] shapes [src] into metal with [I]!</span>", \
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"<span class='notice'>You shape [src] into metal with [I]!</span>", \
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"<span class='warning'>You hear welding.</span>")
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var/replace = user.is_in_inactive_hand(src)
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use(2)
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if(get_amount() <= 0 && replace)
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user.unEquip(src, 1)
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if(new_item)
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user.put_in_hands(new_item)
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