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- Finally got the NASA Jump suit to be spess worthy. Admins please don't spawn a billion of these. - Jumpsuits can now be used as spess suits if you add the flag "SUITSPACE" - Tower Caps are in the Hydro seed vending machine again, and you can get logs from them! - Sec's vending machine has 12 donuts by default, and can spit out 2 boxes of donuts if hacked. - Logs can to be sawed with a circular saw, makes two planks each. Otherwise can be used to get more seeds. - Planks can be formed into wooden objects, currently just wooden tables and wooden barricades. - Wooden barricades, they can be made from 5 planks. They cannot be moved once built. You can repair with more planks, and destroy them by bashing it (giving a few planks). - Wooden tables now deconstruct into wooden table parts (no more transmutation of wood to metal). - Plant scanner now lists water and nutriment level. - Ammonia, nutriment, and diethylamine are VERY good for plant nutrient. Other types of chemicals have been altered to be more effective. Sugar causes everything to grow, weeds and pests, and plants. Cryodone is very good to save plants from poison and death, water gives a 1:1 ratio for injection, soda water is very good for plants, nutriment now works on plants (it is a fertilizer), and radium properly kills your plants slightly. - Moved the wooden log to harvest DMI - Added some related semi place holder sprites for wooden tables, wooden planks, and wooden barricades git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1502 316c924e-a436-60f5-8080-3fe189b3f50e
208 lines
5.7 KiB
Plaintext
208 lines
5.7 KiB
Plaintext
/*
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Base object for stackable items.
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Stackable items are:
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metal
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rmetal
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glass
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rglass
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wood planks
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floor tiles
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metal rods
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*/
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/obj/item/stack/New(var/loc, var/amount=null)
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..()
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if (amount)
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src.amount=amount
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return
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/obj/item/stack/examine()
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set src in view(1)
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..()
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usr << text("There are [] []\s left on the stack.", src.amount, src.singular_name)
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return
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/obj/item/stack/proc/use(var/amount)
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src.amount-=amount
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if (src.amount<=0)
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var/oldsrc = src
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src = null //dont kill proc after del()
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usr.before_take_item(oldsrc)
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del(oldsrc)
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return
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/obj/item/stack/proc/add_to_stacks(mob/usr as mob)
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var/obj/item/stack/oldsrc = src
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src = null
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for (var/obj/item/stack/item in usr.loc)
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if (item==oldsrc)
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continue
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if (!istype(item, oldsrc.type))
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continue
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if (item.amount>=item.max_amount)
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continue
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oldsrc.attackby(item, usr)
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usr << "You add new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s."
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if(!oldsrc)
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break
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/obj/item/stack/attack_hand(mob/user as mob)
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if (user.get_inactive_hand() == src)
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var/obj/item/stack/F = new src.type( user, amount=1)
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F.copy_evidences(src)
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user.put_in_hand(F)
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src.add_fingerprint(user)
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F.add_fingerprint(user)
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use(1)
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if (src && usr.machine==src)
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spawn(0) src.interact(usr)
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else
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..()
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return
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/obj/item/stack/attackby(obj/item/W as obj, mob/user as mob)
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..()
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if (istype(W, src.type))
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var/obj/item/stack/S = W
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if (S.amount >= max_amount)
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return 1
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var/to_transfer as num
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if (user.get_inactive_hand()==src)
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to_transfer = 1
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else
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to_transfer = min(src.amount, S.max_amount-S.amount)
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S.amount+=to_transfer
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if (S && usr.machine==S)
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spawn(0) S.interact(usr)
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src.use(to_transfer)
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if (src && usr.machine==src)
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spawn(0) src.interact(usr)
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else return ..()
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/obj/item/stack/proc/copy_evidences(obj/item/stack/from as obj)
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src.blood_DNA = from.blood_DNA
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src.blood_type = from.blood_type
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src.fingerprints = from.fingerprints
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src.fingerprintshidden = from.fingerprintshidden
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src.fingerprintslast = from.fingerprintslast
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//TODO bloody overlay
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/datum/stack_recipe
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var/title = "ERROR"
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var/result_type
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var/req_amount = 1
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var/res_amount = 1
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var/max_res_amount = 1
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var/time = 0
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var/one_per_turf = 0
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var/on_floor = 0
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New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0)
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src.title = title
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src.result_type = result_type
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src.req_amount = req_amount
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src.res_amount = res_amount
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src.max_res_amount = max_res_amount
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src.time = time
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src.one_per_turf = one_per_turf
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src.on_floor = on_floor
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/obj/item/stack
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var/list/datum/stack_recipe/recipes
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origin_tech = "materials=1"
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/obj/item/stack/attack_self(mob/user as mob)
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interact(user)
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/obj/item/stack/proc/interact(mob/user as mob)
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if (!recipes)
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return
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if (!src || amount<=0)
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user << browse(null, "window=stack")
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user.machine = src //for correct work of onclose
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var/t1 = text("<HTML><HEAD><title>Constructions from []</title></HEAD><body><TT>Amount Left: []<br>", src, src.amount)
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for(var/i=1;i<=recipes.len,i++)
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var/datum/stack_recipe/R = recipes[i]
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if (isnull(R))
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t1 += "<hr>"
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continue
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if (i>1 && !isnull(recipes[i-1]))
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t1+="<br>"
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var/max_multiplier = round(src.amount / R.req_amount)
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var/title as text
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var/can_build = 1
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can_build = can_build && (max_multiplier>0)
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if (R.one_per_turf)
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can_build = can_build && !(locate(R.result_type) in usr.loc)
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if (R.on_floor)
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can_build = can_build && istype(usr.loc, /turf/simulated/floor)
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if (R.res_amount>1)
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title+= "[R.res_amount]x [R.title]\s"
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else
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title+= "[R.title]"
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title+= " ([R.req_amount] [src.singular_name]\s)"
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if (can_build)
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t1 += text("<A href='?src=\ref[];make=[]'>[]</A> ", src, i, title)
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else
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t1 += text("[]", title)
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continue
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if (R.max_res_amount>1 && max_multiplier>1)
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var/multiplier = min(max_multiplier, round(R.max_res_amount/R.res_amount))
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t1 += text(" | <A href='?src=\ref[];make=[];multiplier=[]'>[]x</A> ", src, i, multiplier, multiplier*R.res_amount)
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t1 += "</TT></body></HTML>"
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user << browse(t1, "window=stack")
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onclose(user, "stack")
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return
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/obj/item/stack/Topic(href, href_list)
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..()
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if ((usr.restrained() || usr.stat || usr.equipped() != src))
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return
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if (href_list["make"])
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if (src.amount < 1) del(src) //Never should happen
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var/datum/stack_recipe/R = recipes[text2num(href_list["make"])]
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var/multiplier = text2num(href_list["multiplier"])
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if (!multiplier) multiplier = 1
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if (src.amount < R.req_amount*multiplier)
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if (R.req_amount*multiplier>1)
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usr << "\red You haven't got enough [src] to build \the [R.req_amount*multiplier] [R.title]\s!"
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else
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usr << "\red You haven't got enough [src] to build \the [R.title]!"
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return
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if (R.one_per_turf && (locate(R.result_type) in usr.loc))
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usr << "\red There is another [R.title] here!"
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return
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if (R.on_floor && !istype(usr.loc, /turf/simulated/floor))
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usr << "\red \The [R.title] must be constructed on the floor!"
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return
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if (R.time)
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usr << "\blue Building [R.title] ..."
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if (!do_after(usr, R.time))
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return
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if (src.amount < R.req_amount*multiplier)
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return
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var/O = new R.result_type( usr.loc )
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if (R.max_res_amount>1)
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var/obj/item/stack/new_item = O
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new_item.amount = R.res_amount*multiplier
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//new_item.add_to_stacks(usr)
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src.amount-=R.req_amount*multiplier
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if (src.amount<=0)
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var/oldsrc = src
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src = null //dont kill proc after del()
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usr.before_take_item(oldsrc)
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del(oldsrc)
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if (istype(O,/obj/item))
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usr.put_in_hand(O)
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if (src && usr.machine==src) //do not reopen closed window
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spawn( 0 )
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src.interact(usr)
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return
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return
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/obj/item/stack/Del()
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if (src && usr && usr.machine==src)
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usr << browse(null, "window=stack")
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..()
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