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Paradise/code/modules/smithing/smith_component.dm
2025-07-27 20:52:39 +00:00

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/obj/item/smithed_item/component
name = "Debug smithed component"
desc = "Debug smithed component part. If you see this, notify the development team."
/// What type of part is it
var/part_type
/// What is this a part of
var/finished_product
/// Heat stacks on the component
var/heat = 5
/// How often does a component lose heat stacks
var/cool_time = 10 SECONDS
/// How many times the component needs to be shaped to be considered ready
var/hammer_time = 3
/obj/item/smithed_item/component/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(cool_off)), cool_time)
/obj/item/smithed_item/component/update_icon_state()
. = ..()
if(heat)
icon_state = "[initial(icon_state)]_hot"
else
icon_state = "[initial(icon_state)]"
/obj/item/smithed_item/component/proc/powerhammer()
hammer_time--
if(!hammer_time)
heat = 0
update_icon(UPDATE_ICON_STATE)
/obj/item/smithed_item/component/proc/heat_up(heat_to_add)
heat += heat_to_add
if(heat)
addtimer(CALLBACK(src, PROC_REF(cool_off)), cool_time)
update_icon(UPDATE_ICON_STATE)
/obj/item/smithed_item/component/proc/cool_off()
heat = max(heat - 1, 0)
if(heat)
addtimer(CALLBACK(src, PROC_REF(cool_off)), cool_time)
else
update_icon(UPDATE_ICON_STATE)
/obj/item/smithed_item/component/examine(mob/user)
. = ..()
if(hammer_time)
. += "It is incomplete. It looks like it needs [hammer_time] more cycles in the power hammer."
else
. += "It is complete."
if(heat)
. +="<span class='warning'>It is glowing hot!</span>"
/obj/item/smithed_item/component/attack_hand(mob/user)
if(!heat)
return ..()
if(burn_check(user))
burn_user(user)
return
return ..()
/obj/item/smithed_item/component/proc/set_worktime()
if(!quality)
return
hammer_time = ROUND_UP(initial(hammer_time) * quality.work_mult)
/obj/item/smithed_item/component/proc/burn_check(mob/user)
if(!heat)
return FALSE
var/burn_me = TRUE
var/mob/living/carbon/human/H = user
if(!istype(H))
return TRUE
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.max_heat_protection_temperature)
burn_me = !(G.max_heat_protection_temperature > 360)
if(!burn_me || HAS_TRAIT(user, TRAIT_RESISTHEAT) || HAS_TRAIT(user, TRAIT_RESISTHEATHANDS))
return FALSE
return TRUE
/obj/item/smithed_item/component/proc/burn_user(mob/user)
var/mob/living/carbon/human/H = user
if(!istype(H))
return
to_chat(user, "<span class='warning'>You burn your hand as you try to pick up [src]!</span>")
var/obj/item/organ/external/affecting = H.get_organ("[user.hand ? "l" : "r" ]_hand")
if(affecting.receive_damage(0, 10)) // 10 burn damage
H.UpdateDamageIcon()
H.updatehealth()