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:
Neerti
2015-07-26 16:01:27 -04:00
70 changed files with 4690 additions and 4624 deletions

View File

@@ -91,14 +91,14 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
/obj/machinery/r_n_d/circuit_imprinter/dismantle()
for(var/obj/I in component_parts)
if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
reagents.trans_to_obj(I, reagents.total_volume)
if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
reagents.trans_to_obj(I, reagents.total_volume)
for(var/f in materials)
if(materials[f] >= SHEET_MATERIAL_AMOUNT)
var/path = getMaterialType(f)
if(path)
var/obj/item/stack/S = new f(loc)
S.amount = round(materials[f] / SHEET_MATERIAL_AMOUNT)
S.amount = round(materials[f] / SHEET_MATERIAL_AMOUNT)
..()
/obj/machinery/r_n_d/circuit_imprinter/attackby(var/obj/item/O as obj, var/mob/user as mob)
@@ -120,17 +120,17 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
if(!linked_console)
user << "\The [src] must be linked to an R&D console first."
return 1
if(O.is_open_container())
return 0
if(O.is_open_container())
return 0
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))
user << "<span class='notice'>You cannot insert this item into \the [src].</span>"
return 1
return 1
if(stat)
return 1
if(TotalMaterials() + SHEET_MATERIAL_AMOUNT > max_material_storage)
user << "<span class='notice'>\The [src]'s material bin is full. Please remove material before adding more.</span>"
return 1
return 1
var/obj/item/stack/stack = O
@@ -149,7 +149,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
var/stacktype = stack.type
var/t = getMaterialName(stacktype)
if(t)
if(do_after(usr, 16))
if(do_after(usr, 16))
if(stack.use(amount))
user << "<span class='notice'>You add [amount] sheets to \the [src].</span>"
materials[t] += amount * SHEET_MATERIAL_AMOUNT
@@ -158,7 +158,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
/obj/machinery/r_n_d/circuit_imprinter/proc/addToQueue(var/datum/design/D)
queue += D
return
return
/obj/machinery/r_n_d/circuit_imprinter/proc/removeFromQueue(var/index)
queue.Cut(index, index + 1)
@@ -204,4 +204,4 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
if(mat_efficiency != 1) // No matter out of nowhere
if(new_item.matter && new_item.matter.len > 0)
for(var/i in new_item.matter)
new_item.matter[i] = new_item.matter[i] * mat_efficiency
new_item.matter[i] = new_item.matter[i] * mat_efficiency

View File

@@ -321,6 +321,12 @@ other types of metals and chemistry for reagents).
materials = list("metal" = 3000, "glass" = 1000, "diamond" = 2000)
build_path = /obj/item/weapon/pickaxe/diamonddrill
sort_string = "KAAAE"
///////////////////////////////////
/////////Shield Generators/////////
///////////////////////////////////
datum/design/circuit/shield
req_tech = list("bluespace" = 4, "phorontech" = 3)
materials = list("$glass" = 2000, "sacid" = 20, "$phoron" = 10000, "$diamond" = 5000, "$gold" = 10000)
/datum/design/item/medical
materials = list("metal" = 30, "glass" = 20)
@@ -375,7 +381,7 @@ other types of metals and chemistry for reagents).
req_tech = list(TECH_MATERIAL = 2)
materials = list("metal" = 3000)
build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact
sort_string = "MADAA"
sort_string = "MADAA"
/datum/design/item/beaker/bluespace
name = TECH_BLUESPACE
@@ -1646,4 +1652,4 @@ datum/design/rust_injector
build_type = IMPRINTER
materials = list("glass" = 2000, "sacid" = 20, "phoron" = 3000, "uranium" = 2000)
build_path = "/obj/item/weapon/circuitboard/rust_core"
*/
*/

View File

@@ -1,56 +0,0 @@
/obj/machinery/bunsen_burner
name = "bunsen burner"
desc = "A flat, self-heating device designed for bringing chemical mixtures to boil."
icon = 'icons/obj/device.dmi'
icon_state = "bunsen0"
var/heating = 0 //whether the bunsen is turned on
var/heated = 0 //whether the bunsen has been on long enough to let stuff react
var/obj/item/weapon/reagent_containers/held_container
var/heat_time = 50
/obj/machinery/bunsen_burner/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/reagent_containers))
if(held_container)
user << "\red You must remove the [held_container] first."
else
held_container = W
user.drop_from_inventory(held_container, src)
user << "\blue You put the [held_container] onto the [src]."
var/image/I = image("icon"=W, "layer"=FLOAT_LAYER)
underlays += I
if(heating)
spawn(heat_time)
try_heating()
else
user << "\red You can't put the [W] onto the [src]."
/obj/machinery/bunsen_burner/attack_hand(mob/user as mob)
if(held_container)
underlays = null
user << "\blue You remove the [held_container] from the [src]."
held_container.loc = src.loc
held_container.attack_hand(user)
held_container = null
else
user << "\red There is nothing on the [src]."
/obj/machinery/bunsen_burner/proc/try_heating()
src.visible_message("\blue \icon[src] [src] hisses.")
if(held_container && heating)
heated = 1
held_container.reagents.handle_reactions()
heated = 0
spawn(heat_time)
try_heating()
/obj/machinery/bunsen_burner/verb/toggle()
set src in view(1)
set name = "Toggle bunsen burner"
set category = "IC"
heating = !heating
icon_state = "bunsen[heating]"
if(heating)
spawn(heat_time)
try_heating()