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* 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>
85 lines
7.5 KiB
Plaintext
85 lines
7.5 KiB
Plaintext
// Tool tools
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#define TOOL_CROWBAR "crowbar"
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#define TOOL_MULTITOOL "multitool"
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#define TOOL_SCREWDRIVER "screwdriver"
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#define TOOL_WIRECUTTER "wirecutter"
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#define TOOL_WRENCH "wrench"
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#define TOOL_WELDER "welder"
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#define TOOL_HAMMER "hammer"
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GLOBAL_LIST_INIT(construction_tool_behaviors, list(
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TOOL_CROWBAR,
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TOOL_MULTITOOL,
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TOOL_SCREWDRIVER,
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TOOL_WIRECUTTER,
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TOOL_WRENCH,
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TOOL_WELDER
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))
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// Surgery tools
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#define TOOL_RETRACTOR "retractor"
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#define TOOL_HEMOSTAT "hemostat"
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#define TOOL_CAUTERY "cautery"
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#define TOOL_DRILL "drill"
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#define TOOL_SCALPEL "scalpel"
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#define TOOL_SAW "saw"
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#define TOOL_BONESET "bone setter"
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#define TOOL_BONEGEL "bone gel"
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#define TOOL_FIXOVEIN "fix-o-vein"
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GLOBAL_LIST_INIT(surgery_tool_behaviors, list(
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TOOL_RETRACTOR,
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TOOL_HEMOSTAT,
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TOOL_CAUTERY,
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TOOL_DRILL,
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TOOL_SCALPEL,
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TOOL_SAW,
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TOOL_BONESET,
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TOOL_BONEGEL,
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TOOL_FIXOVEIN
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))
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#define MIN_TOOL_SOUND_DELAY 20
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//Crowbar messages
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#define CROWBAR_ATTEMPT_PRY_CIRCUIT_MESSAGE user.visible_message("<span class='notice'>[user] begins removing the circuit board from [src]...</span>", "<span class='notice'>You begin removing the circuit board from [src]...</span>", "<span class='warning'>You hear prying noises.</span>")
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#define CROWBAR_PRY_CIRCUIT_SUCCESS_MESSAGE user.visible_message("<span class='notice'>[user] pries out the circuit board from [src]!</span>", "<span class='notice'>You pry out the circuit board from [src]!</span>", "<span class='warning'>You hear prying noises.</span>")
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//Screwdriver messages
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#define SCREWDRIVER_SCREW_MESSAGE user.visible_message("<span class='notice'>[user] tightens the screws on [src]!</span>", "<span class='notice'>You tighten the screws on [src]!</span>", "<span class='warning'>You hear a screwdriver.</span>")
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#define SCREWDRIVER_UNSCREW_MESSAGE user.visible_message("<span class='notice'>[user] loosens the screws on [src]!</span>", "<span class='notice'>You loosen the screws on [src]!</span>", "<span class='warning'>You hear a screwdriver.</span>")
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#define SCREWDRIVER_OPEN_PANEL_MESSAGE user.visible_message("<span class='notice'>[user] opens the panel on [src]!</span>", "<span class='notice'>You open the panel on [src]!</span>", "<span class='warning'>You hear a screwdriver.</span>")
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#define SCREWDRIVER_CLOSE_PANEL_MESSAGE user.visible_message("<span class='notice'>[user] closes the panel on [src]!</span>", "<span class='notice'>You close the panel on [src]!</span>", "<span class='warning'>You hear a screwdriver.</span>")
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//Wirecutter messages
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#define WIRECUTTER_SNIP_MESSAGE user.visible_message("<span class='notice'>[user] cuts the wires from [src]!</span>", "<span class='notice'>You cut the wires from [src]!</span>", "<span class='warning'>You hear snipping.</span>")
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#define WIRECUTTER_ATTEMPT_DISMANTLE_MESSAGE user.visible_message("<span class='notice'>[user] begins cutting [src] apart...</span>", "<span class='notice'>You begin cutting [src] apart...</span>", "<span class='warning'>You hear snipping.</span>")
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#define WIRECUTTER_DISMANTLE_SUCCESS_MESSAGE user.visible_message("<span class='notice'>[user] cuts [src] apart!</span>", "<span class='notice'>You cut [src] apart!</span>", "<span class='warning'>You hear snipping.</span>")
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//Welder messages and other stuff
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#define HEALPERWELD 15
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#define WELDER_ATTEMPT_WELD_MESSAGE user.visible_message("<span class='notice'>[user] begins welding [src]...</span>", "<span class='notice'>You begin welding [src]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_WELD_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You finish welding [src]!</span>")
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#define WELDER_ATTEMPT_REPAIR_MESSAGE user.visible_message("<span class='notice'>[user] begins repairing the damage on [src]...</span>", "<span class='notice'>You begin repairing [src]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_REPAIR_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You repair the damage on [src]!</span>")
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#define WELDER_ATTEMPT_SLICING_MESSAGE user.visible_message("<span class='notice'>[user] begins slicing through [src]...</span>", "<span class='notice'>You begin slicing through [src]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_SLICING_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You slice clean through [src]!</span>")
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#define WELDER_ATTEMPT_FLOOR_SLICE_MESSAGE user.visible_message("<span class='notice'>[user] begins slicing [src] free from [get_turf(src)]...</span>", "<span class='notice'>You begin slicing [src] free from [get_turf(src)]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_FLOOR_SLICE_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You slice [src] clear of [get_turf(src)]!</span>")
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#define WELDER_ATTEMPT_FLOOR_WELD_MESSAGE user.visible_message("<span class='notice'>[user] begins welding [src] to [get_turf(src)]...</span>", "<span class='notice'>You begin welding [src] to [get_turf(src)]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_FLOOR_WELD_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You weld [src] to [get_turf(src)]!</span>")
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#define WELDER_ATTEMPT_UNWELD_MESSAGE user.visible_message("<span class='notice'>[user] begins cutting through the weld on [src]...</span>", "<span class='notice'>You begin cutting through the weld on [src]...</span>", "<span class='warning'>You hear welding.</span>")
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#define WELDER_UNWELD_SUCCESS_MESSAGE to_chat(user, "<span class='notice'>You finish unwelding [src]!</span>")
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//Wrench messages
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#define WRENCH_ANCHOR_MESSAGE user.visible_message("<span class='notice'>[user] tightens the bolts on [src]!</span>", "<span class='notice'>You tighten the bolts on [src]!</span>", "<span class='warning'>You hear ratcheting.</span>")
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#define WRENCH_UNANCHOR_MESSAGE user.visible_message("<span class='notice'>[user] loosens the bolts on [src]!</span>", "<span class='notice'>You loosen the bolts on [src]!</span>", "<span class='warning'>You hear ratcheting.</span>")
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#define WRENCH_ATTEMPT_ANCHOR_MESSAGE user.visible_message("<span class='notice'>[user] begins tightening the bolts on [src]...</span>", "<span class='notice'>You begin tightening the bolts on [src]...</span>", "<span class='warning'>You hear ratcheting.</span>")
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#define WRENCH_ATTEMPT_UNANCHOR_MESSAGE user.visible_message("<span class='notice'>[user] begins loosening the bolts on [src]...</span>", "<span class='notice'>You begin loosening the bolts on [src]...</span>", "<span class='warning'>You hear ratcheting.</span>")
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#define WRENCH_UNANCHOR_WALL_MESSAGE user.visible_message("<span class='notice'>[user] unwrenches [src] from the wall!</span>", "<span class='notice'>You unwrench [src] from the wall!</span>", "<span class='warning'>You hear ratcheting.</span>")
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#define WRENCH_ANCHOR_TO_WALL_MESSAGE user.visible_message("<span class='notice'>[user] affixes [src] to the wall!</span>", "<span class='notice'>You affix [src] to the wall!</span>", "<span class='warning'>You hear ratcheting.</span>")
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//Generic tool messages that don't correspond to any particular tool
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#define TOOL_ATTEMPT_DISMANTLE_MESSAGE user.visible_message("<span class='notice'>[user] begins to disassemble [src] with [I]...</span>", "<span class='notice'>You begin to disassemble [src] with [I]...</span>", "<span class='warning'>You hear someone using some kind of tool.</span>")
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#define TOOL_DISMANTLE_SUCCESS_MESSAGE user.visible_message("<span class='notice'>[user] dismantles [src]!</span>", "<span class='notice'>You dismantle [src]!</span>", "<span class='warning'>You hear someone using some kind of tool.</span>")
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