Files
Paradise/code/game/objects/items/stacks/rods.dm
T
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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GLOBAL_LIST_INIT(rod_recipes, list ( \
new /datum/stack_recipe("grille", /obj/structure/grille, 2, time = 10, one_per_turf = 1, on_floor_or_lattice = 1), \
new /datum/stack_recipe("table frame", /obj/structure/table_frame, 2, time = 10, one_per_turf = 1, on_floor = 1), \
null,
new /datum/stack_recipe("railing", /obj/structure/railing, 3, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("railing corner", /obj/structure/railing/corner, 3, time = 10, one_per_turf = 1, on_floor = 1), \
null,
new /datum/stack_recipe_list("chainlink fence", list( \
new /datum/stack_recipe("chainlink fence", /obj/structure/fence, 5, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("chainlink fence post", /obj/structure/fence/post, 5, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("chainlink fence corner", /obj/structure/fence/corner, 5, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("chainlink fence door", /obj/structure/fence/door, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("chainlink fence end", /obj/structure/fence/end, 3, time = 10, one_per_turf = 1, on_floor = 1), \
)), \
))
/obj/item/stack/rods
name = "metal rod"
desc = "Some rods. Can be used for building, or something."
singular_name = "metal rod"
icon_state = "rods"
item_state = "rods"
flags = CONDUCT
w_class = WEIGHT_CLASS_NORMAL
force = 9.0
throwforce = 10.0
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL=1000)
max_amount = 50
attack_verb = list("hit", "bludgeoned", "whacked")
hitsound = 'sound/weapons/grenadelaunch.ogg'
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
merge_type = /obj/item/stack/rods
/obj/item/stack/rods/detailed_examine()
return "Made from metal sheets. You can build a grille by using it in your hand. \
Clicking on a floor without any tiles will reinforce the floor. You can make reinforced glass by combining rods and normal glass sheets."
/obj/item/stack/rods/cyborg
energy_type = /datum/robot_energy_storage/rods
is_cyborg = TRUE
materials = list()
/obj/item/stack/rods/cyborg/update_icon_state()
return // icon_state should always be a full stack of rods.
/obj/item/stack/rods/ten
amount = 10
/obj/item/stack/rods/twentyfive
amount = 25
/obj/item/stack/rods/fifty
amount = 50
/obj/item/stack/rods/New(loc, amount=null)
..()
recipes = GLOB.rod_recipes
update_icon(UPDATE_ICON_STATE)
/obj/item/stack/rods/update_icon_state()
var/amount = get_amount()
if((amount <= 5) && (amount > 0))
icon_state = "rods-[amount]"
else
icon_state = "rods"
/obj/item/stack/rods/welder_act(mob/user, obj/item/I)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two rods to do this!</span>")
return
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
var/obj/item/stack/sheet/metal/new_item = new(drop_location())
if(new_item.get_amount() <= 0)
// stack was moved into another one on the pile
new_item = locate() in user.loc
visible_message("<span class='notice'>[user.name] shapes [src] into metal with [I]!</span>", \
"<span class='notice'>You shape [src] into metal with [I]!</span>", \
"<span class='warning'>You hear welding.</span>")
var/replace = user.is_in_inactive_hand(src)
use(2)
if(get_amount() <= 0 && replace)
user.unEquip(src, 1)
if(new_item)
user.put_in_hands(new_item)