mirror of
https://github.com/PolarisSS13/Polaris.git
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Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 7/26/2015_bay_merge_2
Conflicts: .travis.yml polaris.dme
This commit is contained in:
@@ -91,14 +91,14 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
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/obj/machinery/r_n_d/circuit_imprinter/dismantle()
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for(var/obj/I in component_parts)
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if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
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reagents.trans_to_obj(I, reagents.total_volume)
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if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
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reagents.trans_to_obj(I, reagents.total_volume)
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for(var/f in materials)
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if(materials[f] >= SHEET_MATERIAL_AMOUNT)
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var/path = getMaterialType(f)
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if(path)
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var/obj/item/stack/S = new f(loc)
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S.amount = round(materials[f] / SHEET_MATERIAL_AMOUNT)
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S.amount = round(materials[f] / SHEET_MATERIAL_AMOUNT)
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..()
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/obj/machinery/r_n_d/circuit_imprinter/attackby(var/obj/item/O as obj, var/mob/user as mob)
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@@ -120,17 +120,17 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
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if(!linked_console)
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user << "\The [src] must be linked to an R&D console first."
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return 1
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if(O.is_open_container())
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return 0
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if(O.is_open_container())
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return 0
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if(!istype(O, /obj/item/stack/material/glass) && !istype(O, /obj/item/stack/material/gold) && !istype(O, /obj/item/stack/material/diamond) && !istype(O, /obj/item/stack/material/uranium))
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user << "<span class='notice'>You cannot insert this item into \the [src].</span>"
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return 1
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return 1
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if(stat)
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return 1
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if(TotalMaterials() + SHEET_MATERIAL_AMOUNT > max_material_storage)
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user << "<span class='notice'>\The [src]'s material bin is full. Please remove material before adding more.</span>"
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return 1
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return 1
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var/obj/item/stack/stack = O
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@@ -149,7 +149,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
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var/stacktype = stack.type
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var/t = getMaterialName(stacktype)
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if(t)
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if(do_after(usr, 16))
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if(do_after(usr, 16))
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if(stack.use(amount))
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user << "<span class='notice'>You add [amount] sheets to \the [src].</span>"
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materials[t] += amount * SHEET_MATERIAL_AMOUNT
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@@ -158,7 +158,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
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/obj/machinery/r_n_d/circuit_imprinter/proc/addToQueue(var/datum/design/D)
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queue += D
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return
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return
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/obj/machinery/r_n_d/circuit_imprinter/proc/removeFromQueue(var/index)
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queue.Cut(index, index + 1)
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@@ -204,4 +204,4 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
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if(mat_efficiency != 1) // No matter out of nowhere
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if(new_item.matter && new_item.matter.len > 0)
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for(var/i in new_item.matter)
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new_item.matter[i] = new_item.matter[i] * mat_efficiency
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new_item.matter[i] = new_item.matter[i] * mat_efficiency
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@@ -321,6 +321,12 @@ other types of metals and chemistry for reagents).
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materials = list("metal" = 3000, "glass" = 1000, "diamond" = 2000)
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build_path = /obj/item/weapon/pickaxe/diamonddrill
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sort_string = "KAAAE"
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///////////////////////////////////
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/////////Shield Generators/////////
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///////////////////////////////////
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datum/design/circuit/shield
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req_tech = list("bluespace" = 4, "phorontech" = 3)
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materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000)
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/datum/design/item/medical
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materials = list("metal" = 30, "glass" = 20)
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@@ -375,7 +381,7 @@ other types of metals and chemistry for reagents).
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req_tech = list(TECH_MATERIAL = 2)
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materials = list("metal" = 3000)
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build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact
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sort_string = "MADAA"
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sort_string = "MADAA"
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/datum/design/item/beaker/bluespace
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name = TECH_BLUESPACE
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@@ -1646,4 +1652,4 @@ datum/design/rust_injector
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build_type = IMPRINTER
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materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "uranium" = 2000)
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build_path = "/obj/item/weapon/circuitboard/rust_core"
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*/
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*/
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@@ -1,56 +0,0 @@
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/obj/machinery/bunsen_burner
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name = "bunsen burner"
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desc = "A flat, self-heating device designed for bringing chemical mixtures to boil."
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icon = 'icons/obj/device.dmi'
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icon_state = "bunsen0"
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var/heating = 0 //whether the bunsen is turned on
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var/heated = 0 //whether the bunsen has been on long enough to let stuff react
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var/obj/item/weapon/reagent_containers/held_container
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var/heat_time = 50
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/obj/machinery/bunsen_burner/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/reagent_containers))
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if(held_container)
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user << "\red You must remove the [held_container] first."
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else
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held_container = W
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user.drop_from_inventory(held_container, src)
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user << "\blue You put the [held_container] onto the [src]."
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var/image/I = image("icon"=W, "layer"=FLOAT_LAYER)
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underlays += I
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if(heating)
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spawn(heat_time)
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try_heating()
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else
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user << "\red You can't put the [W] onto the [src]."
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/obj/machinery/bunsen_burner/attack_hand(mob/user as mob)
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if(held_container)
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underlays = null
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user << "\blue You remove the [held_container] from the [src]."
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held_container.loc = src.loc
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held_container.attack_hand(user)
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held_container = null
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else
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user << "\red There is nothing on the [src]."
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/obj/machinery/bunsen_burner/proc/try_heating()
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src.visible_message("\blue \icon[src] [src] hisses.")
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if(held_container && heating)
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heated = 1
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held_container.reagents.handle_reactions()
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heated = 0
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spawn(heat_time)
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try_heating()
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/obj/machinery/bunsen_burner/verb/toggle()
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set src in view(1)
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set name = "Toggle bunsen burner"
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set category = "IC"
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heating = !heating
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icon_state = "bunsen[heating]"
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if(heating)
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spawn(heat_time)
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try_heating()
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