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685 lines
22 KiB
Plaintext
685 lines
22 KiB
Plaintext
#define WELDER_FUEL_BURN_INTERVAL 13
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/*
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* Welding Tool
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*/
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/obj/item/weapon/weldingtool
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name = "\improper welding tool"
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icon = 'icons/obj/tools.dmi'
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icon_state = "welder"
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item_state = "welder"
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slot_flags = SLOT_BELT
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//Amount of OUCH when it's thrown
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = ITEMSIZE_SMALL
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//Cost to make in the autolathe
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matter = list(MAT_STEEL = 70, "glass" = 30)
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//R&D tech level
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origin_tech = list(TECH_ENGINEERING = 1)
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tool_qualities = list(TOOL_WELDER)
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//Welding tool specific stuff
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var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
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var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
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var/max_fuel = 20 //The max amount of fuel the welder can hold
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var/acti_sound = 'sound/items/welderactivate.ogg'
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var/deac_sound = 'sound/items/welderdeactivate.ogg'
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usesound = 'sound/items/Welder2.ogg'
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var/change_icons = TRUE
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var/flame_intensity = 2 //how powerful the emitted light is when used.
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var/flame_color = "#FF9933" // What color the welder light emits when its on. Default is an orange-ish color.
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var/eye_safety_modifier = 0 // Increasing this will make less eye protection needed to stop eye damage. IE at 1, sunglasses will fully protect.
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var/burned_fuel_for = 0 // Keeps track of how long the welder's been on, used to gradually empty the welder if left one, without RNG.
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var/always_process = FALSE // If true, keeps the welder on the process list even if it's off. Used for when it needs to regenerate fuel.
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toolspeed = 1
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drop_sound = 'sound/items/drop/weldingtool.ogg'
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pickup_sound = 'sound/items/pickup/weldingtool.ogg'
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/obj/item/weapon/weldingtool/Initialize()
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. = ..()
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// var/random_fuel = min(rand(10,20),max_fuel)
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var/datum/reagents/R = new/datum/reagents(max_fuel)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", max_fuel)
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update_icon()
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if(always_process)
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START_PROCESSING(SSobj, src)
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/obj/item/weapon/weldingtool/Destroy()
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if(welding || always_process)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/weapon/weldingtool/examine(mob/user)
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. = ..()
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if(max_fuel && loc == user)
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. += "It contains [get_fuel()]/[src.max_fuel] units of fuel!"
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/obj/item/weapon/weldingtool/attack(atom/A, mob/living/user, def_zone)
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if(ishuman(A) && user.a_intent == I_HELP)
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var/mob/living/carbon/human/H = A
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var/obj/item/organ/external/S = H.organs_by_name[user.zone_sel.selecting]
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if(!S || S.robotic < ORGAN_ROBOT || S.open == 3)
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return ..()
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if(S.organ_tag == BP_HEAD)
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if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
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to_chat(user, "<span class='warning'>You can't apply [src] through [H.head]!</span>")
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return 1
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else
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if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
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to_chat(user, "<span class='warning'>You can't apply [src] through [H.wear_suit]!</span>")
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return 1
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if(!welding)
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to_chat(user, "<span class='warning'>You'll need to turn [src] on to patch the damage on [H]'s [S.name]!</span>")
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return 1
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if(S.robo_repair(15, BRUTE, "some dents", src, user))
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remove_fuel(1, user)
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return 1
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return ..()
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/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/living/user as mob)
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if(istype(W,/obj/item/weapon/tool/screwdriver))
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if(welding)
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to_chat(user, "<span class='danger'>Stop welding first!</span>")
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return
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status = !status
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if(status)
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to_chat(user, "<span class='notice'>You secure the welder.</span>")
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else
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to_chat(user, "<span class='notice'>The welder can now be attached and modified.</span>")
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src.add_fingerprint(user)
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return
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if((!status) && (istype(W,/obj/item/stack/rods)))
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var/obj/item/stack/rods/R = W
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R.use(1)
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var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
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src.loc = F
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F.weldtool = src
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if (user.client)
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user.client.screen -= src
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if (user.r_hand == src)
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user.remove_from_mob(src)
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else
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user.remove_from_mob(src)
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src.master = F
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src.layer = initial(src.layer)
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user.remove_from_mob(src)
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if (user.client)
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user.client.screen -= src
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src.loc = F
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src.add_fingerprint(user)
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return
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..()
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return
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/obj/item/weapon/weldingtool/process()
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if(welding)
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++burned_fuel_for
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if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
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remove_fuel(1)
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if(get_fuel() < 1)
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setWelding(0)
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else //Only start fires when its on and has enough fuel to actually keep working
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var/turf/location = src.loc
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if(istype(location, /mob/living))
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var/mob/living/M = location
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if(M.item_is_in_hands(src))
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location = get_turf(M)
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if (istype(location, /turf))
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location.hotspot_expose(700, 5)
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/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob, proximity)
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if(!proximity) return
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if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1)
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if(!welding && max_fuel)
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O.reagents.trans_to_obj(src, max_fuel)
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to_chat(user, "<span class='notice'>Welder refueled</span>")
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playsound(src, 'sound/effects/refill.ogg', 50, 1, -6)
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return
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else if(!welding)
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to_chat(user, "<span class='notice'>[src] doesn't use fuel.</span>")
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return
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else
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message_admins("[key_name_admin(user)] triggered a fueltank explosion with a welding tool.")
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log_game("[key_name(user)] triggered a fueltank explosion with a welding tool.")
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to_chat(user, "<span class='danger'>You begin welding on the fueltank and with a moment of lucidity you realize, this might not have been the smartest thing you've ever done.</span>")
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var/obj/structure/reagent_dispensers/fueltank/tank = O
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tank.explode()
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return
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if (src.welding)
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remove_fuel(1)
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var/turf/location = get_turf(user)
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if(isliving(O))
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var/mob/living/L = O
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L.IgniteMob()
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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/obj/item/weapon/weldingtool/attack_self(mob/user)
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setWelding(!welding, user)
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//Returns the amount of fuel in the welder
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/obj/item/weapon/weldingtool/proc/get_fuel()
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return reagents.get_reagent_amount("fuel")
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/obj/item/weapon/weldingtool/proc/get_max_fuel()
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return max_fuel
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//Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use()
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/obj/item/weapon/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null)
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if(!welding)
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return 0
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if(amount)
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burned_fuel_for = 0 // Reset the counter since we're removing fuel.
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if(get_fuel() >= amount)
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reagents.remove_reagent("fuel", amount)
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if(M)
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eyecheck(M)
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update_icon()
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return 1
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else
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if(M)
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to_chat(M, "<span class='notice'>You need more welding fuel to complete this task.</span>")
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update_icon()
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return 0
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//Returns whether or not the welding tool is currently on.
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/obj/item/weapon/weldingtool/proc/isOn()
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return welding
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/obj/item/weapon/weldingtool/update_icon()
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..()
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overlays.Cut()
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// Welding overlay.
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if(welding)
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var/image/I = image(icon, src, "[icon_state]-on")
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overlays.Add(I)
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item_state = "[initial(item_state)]1"
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else
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item_state = initial(item_state)
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// Fuel counter overlay.
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if(change_icons && get_max_fuel())
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var/ratio = get_fuel() / get_max_fuel()
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ratio = CEILING(ratio * 4, 1) * 25
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var/image/I = image(icon, src, "[icon_state][ratio]")
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overlays.Add(I)
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// Lights
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if(welding && flame_intensity)
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set_light(flame_intensity, flame_intensity, flame_color)
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else
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set_light(0)
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// icon_state = welding ? "[icon_state]1" : "[initial(icon_state)]"
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var/mob/M = loc
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if(istype(M))
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M.update_inv_l_hand()
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M.update_inv_r_hand()
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/obj/item/weapon/weldingtool/MouseDrop(obj/over_object as obj)
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if(!canremove)
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return
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if (ishuman(usr) || issmall(usr)) //so monkeys can take off their backpacks -- Urist
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech. why?
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return
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if (!( istype(over_object, /obj/screen) ))
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return ..()
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//makes sure that the thing is equipped, so that we can't drag it into our hand from miles away.
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//there's got to be a better way of doing this.
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if (!(src.loc == usr) || (src.loc && src.loc.loc == usr))
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return
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if (( usr.restrained() ) || ( usr.stat ))
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return
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if ((src.loc == usr) && !(istype(over_object, /obj/screen)) && !usr.unEquip(src))
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return
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switch(over_object.name)
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if("r_hand")
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usr.u_equip(src)
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usr.put_in_r_hand(src)
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if("l_hand")
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usr.u_equip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
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//so that the welding tool updates accordingly
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/obj/item/weapon/weldingtool/proc/setWelding(var/set_welding, var/mob/M)
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if(!status) return
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var/turf/T = get_turf(src)
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//If we're turning it on
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if(set_welding && !welding)
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if (get_fuel() > 0)
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if(M)
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to_chat(M, "<span class='notice'>You switch the [src] on.</span>")
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else if(T)
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T.visible_message("<span class='danger'>\The [src] turns on.</span>")
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playsound(src, acti_sound, 50, 1)
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src.force = 15
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src.damtype = "fire"
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src.w_class = ITEMSIZE_LARGE
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src.hitsound = 'sound/items/welder.ogg'
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welding = 1
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update_icon()
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if(!always_process)
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START_PROCESSING(SSobj, src)
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else
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if(M)
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var/msg = max_fuel ? "welding fuel" : "charge"
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to_chat(M, "<span class='notice'>You need more [msg] to complete this task.</span>")
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return
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//Otherwise
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else if(!set_welding && welding)
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if(!always_process)
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STOP_PROCESSING(SSobj, src)
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if(M)
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to_chat(M, "<span class='notice'>You switch \the [src] off.</span>")
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else if(T)
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T.visible_message("<span class='warning'>\The [src] turns off.</span>")
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playsound(src, deac_sound, 50, 1)
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src.force = 3
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src.damtype = "brute"
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src.w_class = initial(src.w_class)
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src.welding = 0
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src.hitsound = initial(src.hitsound)
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update_icon()
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//Decides whether or not to damage a player's eyes based on what they're wearing as protection
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//Note: This should probably be moved to mob
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/obj/item/weapon/weldingtool/proc/eyecheck(mob/living/carbon/user)
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if(!istype(user))
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return 1
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var/safety = user.eyecheck()
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safety = between(-1, safety + eye_safety_modifier, 2)
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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
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if(!E)
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return
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switch(safety)
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if(1)
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to_chat(usr, "<span class='warning'>Your eyes sting a little.</span>")
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E.damage += rand(1, 2)
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if(E.damage > 12)
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user.eye_blurry += rand(3,6)
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if(0)
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to_chat(usr, "<span class='warning'>Your eyes burn.</span>")
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E.damage += rand(2, 4)
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if(E.damage > 10)
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E.damage += rand(4,10)
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if(-1)
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to_chat(usr, "<span class='danger'>Your thermals intensify the welder's glow. Your eyes itch and burn severely.</span>")
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user.eye_blurry += rand(12,20)
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E.damage += rand(12, 16)
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if(safety<2)
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if(E.damage > 10)
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to_chat(user, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
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if (E.damage >= E.min_broken_damage)
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to_chat(user, "<span class='danger'>You go blind!</span>")
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user.sdisabilities |= BLIND
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else if (E.damage >= E.min_bruised_damage)
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to_chat(user, "<span class='danger'>You go blind!</span>")
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user.Blind(5)
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user.eye_blurry = 5
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// Don't cure being nearsighted
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if(!(H.disabilities & NEARSIGHTED))
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user.disabilities |= NEARSIGHTED
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spawn(100)
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user.disabilities &= ~NEARSIGHTED
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return
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/obj/item/weapon/weldingtool/is_hot()
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return isOn()
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/obj/item/weapon/weldingtool/largetank
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name = "industrial welding tool"
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desc = "A slightly larger welder with a larger tank."
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icon_state = "indwelder"
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max_fuel = 40
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origin_tech = list(TECH_ENGINEERING = 2, TECH_PHORON = 2)
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matter = list(MAT_STEEL = 70, "glass" = 60)
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/obj/item/weapon/weldingtool/largetank/cyborg
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name = "integrated welding tool"
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desc = "An advanced welder designed to be used in robotic systems."
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toolspeed = 0.5
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/obj/item/weapon/weldingtool/hugetank
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name = "upgraded welding tool"
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desc = "A much larger welder with a huge tank."
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icon_state = "indwelder"
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max_fuel = 80
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w_class = ITEMSIZE_NORMAL
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origin_tech = list(TECH_ENGINEERING = 3)
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matter = list(MAT_STEEL = 70, "glass" = 120)
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/obj/item/weapon/weldingtool/mini
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name = "emergency welding tool"
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desc = "A miniature welder used during emergencies."
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icon_state = "miniwelder"
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max_fuel = 10
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w_class = ITEMSIZE_SMALL
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matter = list(MAT_METAL = 30, MAT_GLASS = 10)
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change_icons = 0
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toolspeed = 2
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eye_safety_modifier = 1 // Safer on eyes.
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/datum/category_item/catalogue/anomalous/precursor_a/alien_welder
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name = "Precursor Alpha Object - Self Refueling Exothermic Tool"
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desc = "An unwieldly tool which somewhat resembles a weapon, due to \
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having a prominent trigger attached to the part which would presumably \
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have been held by whatever had created this object. When the trigger is \
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held down, a small but very high temperature flame shoots out from the \
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tip of the tool. The grip is able to be held by human hands, however the \
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shape makes it somewhat awkward to hold.\
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<br><br>\
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The tool appears to utilize an unknown fuel to light and maintain the \
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flame. What is more unusual, is that the fuel appears to replenish itself. \
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How it does this is not known presently, however experimental human-made \
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welders have been known to have a similar quality.\
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<br><br>\
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Interestingly, the flame is able to cut through a wide array of materials, \
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such as iron, steel, stone, lead, plasteel, and even durasteel. Yet, it is unable \
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to cut the unknown material that itself and many other objects made by this \
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precursor civilization have made. This raises questions on the properties of \
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that material, and how difficult it would have been to work with. This tool \
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does demonstrate, however, that the alien fuel cannot melt precursor beams, walls, \
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or other structual elements, making it rather limited for their \
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deconstruction purposes."
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value = CATALOGUER_REWARD_EASY
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/obj/item/weapon/weldingtool/alien
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name = "alien welding tool"
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desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_welder)
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icon = 'icons/obj/abductor.dmi'
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icon_state = "welder"
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toolspeed = 0.1
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flame_color = "#6699FF" // Light bluish.
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eye_safety_modifier = 2
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change_icons = 0
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origin_tech = list(TECH_PHORON = 5 ,TECH_ENGINEERING = 5)
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always_process = TRUE
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/obj/item/weapon/weldingtool/alien/process()
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if(get_fuel() <= get_max_fuel())
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reagents.add_reagent("fuel", 1)
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..()
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/obj/item/weapon/weldingtool/experimental
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name = "experimental welding tool"
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desc = "An experimental welder capable of synthesizing its own fuel from waste compounds. It can output a flame hotter than regular welders."
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icon_state = "exwelder"
|
|
max_fuel = 40
|
|
w_class = ITEMSIZE_NORMAL
|
|
origin_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3)
|
|
matter = list(MAT_STEEL = 70, "glass" = 120)
|
|
toolspeed = 0.5
|
|
change_icons = 0
|
|
flame_intensity = 3
|
|
always_process = TRUE
|
|
var/nextrefueltick = 0
|
|
|
|
/obj/item/weapon/weldingtool/experimental/process()
|
|
..()
|
|
if(get_fuel() < get_max_fuel() && nextrefueltick < world.time)
|
|
nextrefueltick = world.time + 10
|
|
reagents.add_reagent("fuel", 1)
|
|
|
|
/obj/item/weapon/weldingtool/experimental/hybrid
|
|
name = "strange welding tool"
|
|
desc = "An experimental welder capable of synthesizing its own fuel from spatial waveforms. It's like welding with a star!"
|
|
icon_state = "hybwelder"
|
|
max_fuel = 80 //more max fuel is better! Even if it doesn't actually use fuel.
|
|
eye_safety_modifier = -2 // Brighter than the sun. Literally, you can look at the sun with a welding mask of proper grade, this will burn through that.
|
|
toolspeed = 0.25
|
|
w_class = ITEMSIZE_NORMAL
|
|
flame_intensity = 5
|
|
origin_tech = list(TECH_ENGINEERING = 5, TECH_PHORON = 4, TECH_PRECURSOR = 1)
|
|
reach = 2
|
|
|
|
/*
|
|
* Backpack Welder.
|
|
*/
|
|
|
|
/obj/item/weapon/weldingtool/tubefed
|
|
name = "tube-fed welding tool"
|
|
desc = "A bulky, cooler-burning welding tool that draws from a worn welding tank."
|
|
icon_state = "tubewelder"
|
|
max_fuel = 10
|
|
w_class = ITEMSIZE_NO_CONTAINER
|
|
matter = null
|
|
toolspeed = 1.25
|
|
change_icons = 0
|
|
flame_intensity = 1
|
|
eye_safety_modifier = 1
|
|
always_process = TRUE
|
|
var/obj/item/weapon/weldpack/mounted_pack = null
|
|
|
|
/obj/item/weapon/weldingtool/tubefed/New(location)
|
|
..()
|
|
if(istype(location, /obj/item/weapon/weldpack))
|
|
var/obj/item/weapon/weldpack/holder = location
|
|
mounted_pack = holder
|
|
else
|
|
qdel(src)
|
|
|
|
/obj/item/weapon/weldingtool/tubefed/Destroy()
|
|
mounted_pack.nozzle = null
|
|
mounted_pack = null
|
|
return ..()
|
|
|
|
/obj/item/weapon/weldingtool/tubefed/process()
|
|
if(mounted_pack)
|
|
if(!istype(mounted_pack.loc,/mob/living/carbon/human))
|
|
mounted_pack.return_nozzle()
|
|
else
|
|
var/mob/living/carbon/human/H = mounted_pack.loc
|
|
if(H.back != mounted_pack)
|
|
mounted_pack.return_nozzle()
|
|
|
|
if(mounted_pack.loc != src.loc && src.loc != mounted_pack)
|
|
mounted_pack.return_nozzle()
|
|
visible_message("<span class='notice'>\The [src] retracts to its fueltank.</span>")
|
|
|
|
if(get_fuel() <= get_max_fuel())
|
|
mounted_pack.reagents.trans_to_obj(src, 1)
|
|
|
|
..()
|
|
|
|
/obj/item/weapon/weldingtool/tubefed/dropped(mob/user)
|
|
..()
|
|
if(src.loc != user)
|
|
mounted_pack.return_nozzle()
|
|
to_chat(user, "<span class='notice'>\The [src] retracts to its fueltank.</span>")
|
|
|
|
/obj/item/weapon/weldingtool/tubefed/survival
|
|
name = "tube-fed emergency welding tool"
|
|
desc = "A bulky, cooler-burning welding tool that draws from a worn welding tank."
|
|
icon_state = "tubewelder"
|
|
max_fuel = 5
|
|
toolspeed = 1.75
|
|
eye_safety_modifier = 2
|
|
|
|
/*
|
|
* Electric/Arc Welder
|
|
*/
|
|
|
|
/obj/item/weapon/weldingtool/electric //AND HIS WELDING WAS ELECTRIC
|
|
name = "electric welding tool"
|
|
desc = "A welder which runs off of electricity."
|
|
icon_state = "arcwelder"
|
|
max_fuel = 0 //We'll handle the consumption later.
|
|
item_state = "ewelder"
|
|
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
|
|
var/charge_cost = 24 //The rough equivalent of 1 unit of fuel, based on us wanting 10 welds per battery
|
|
var/cell_type = /obj/item/weapon/cell/device
|
|
var/use_external_power = 0 //If in a borg or hardsuit, this needs to = 1
|
|
flame_color = "#00CCFF" // Blue-ish, to set it apart from the gas flames.
|
|
acti_sound = 'sound/effects/sparks4.ogg'
|
|
deac_sound = 'sound/effects/sparks4.ogg'
|
|
|
|
/obj/item/weapon/weldingtool/electric/unloaded/New()
|
|
cell_type = null
|
|
|
|
/obj/item/weapon/weldingtool/electric/New()
|
|
..()
|
|
if(cell_type == null)
|
|
update_icon()
|
|
else if(cell_type)
|
|
power_supply = new cell_type(src)
|
|
else
|
|
power_supply = new /obj/item/weapon/cell/device(src)
|
|
update_icon()
|
|
|
|
/obj/item/weapon/weldingtool/electric/get_cell()
|
|
return power_supply
|
|
|
|
/obj/item/weapon/weldingtool/electric/examine(mob/user)
|
|
. = ..()
|
|
if(Adjacent(user))
|
|
if(power_supply)
|
|
. += "It [src.name] has [get_fuel()] charge left."
|
|
else
|
|
. += "It [src.name] has no power cell!"
|
|
|
|
/obj/item/weapon/weldingtool/electric/get_fuel()
|
|
if(use_external_power)
|
|
var/obj/item/weapon/cell/external = get_external_power_supply()
|
|
if(external)
|
|
return external.charge
|
|
else if(power_supply)
|
|
return power_supply.charge
|
|
else
|
|
return 0
|
|
|
|
/obj/item/weapon/weldingtool/electric/get_max_fuel()
|
|
if(use_external_power)
|
|
var/obj/item/weapon/cell/external = get_external_power_supply()
|
|
if(external)
|
|
return external.maxcharge
|
|
else if(power_supply)
|
|
return power_supply.maxcharge
|
|
return 0
|
|
|
|
/obj/item/weapon/weldingtool/electric/remove_fuel(var/amount = 1, var/mob/M = null)
|
|
if(!welding)
|
|
return 0
|
|
if(get_fuel() >= amount)
|
|
power_supply.checked_use(charge_cost)
|
|
if(use_external_power)
|
|
var/obj/item/weapon/cell/external = get_external_power_supply()
|
|
if(!external || !external.use(charge_cost)) //Take power from the borg...
|
|
power_supply.give(charge_cost) //Give it back to the cell.
|
|
if(M)
|
|
eyecheck(M)
|
|
update_icon()
|
|
return 1
|
|
else
|
|
if(M)
|
|
to_chat(M, "<span class='notice'>You need more energy to complete this task.</span>")
|
|
update_icon()
|
|
return 0
|
|
|
|
/obj/item/weapon/weldingtool/electric/attack_hand(mob/user as mob)
|
|
if(user.get_inactive_hand() == src)
|
|
if(power_supply)
|
|
power_supply.update_icon()
|
|
user.put_in_hands(power_supply)
|
|
power_supply = null
|
|
to_chat(user, "<span class='notice'>You remove the cell from the [src].</span>")
|
|
setWelding(0)
|
|
update_icon()
|
|
return
|
|
..()
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/weapon/weldingtool/electric/attackby(obj/item/weapon/W, mob/user as mob)
|
|
if(istype(W, /obj/item/weapon/cell))
|
|
if(istype(W, /obj/item/weapon/cell/device))
|
|
if(!power_supply)
|
|
user.drop_item()
|
|
W.loc = src
|
|
power_supply = W
|
|
to_chat(user, "<span class='notice'>You install a cell in \the [src].</span>")
|
|
update_icon()
|
|
else
|
|
to_chat(user, "<span class='notice'>\The [src] already has a cell.</span>")
|
|
else
|
|
to_chat(user, "<span class='notice'>\The [src] cannot use that type of cell.</span>")
|
|
else
|
|
..()
|
|
|
|
/obj/item/weapon/weldingtool/electric/proc/get_external_power_supply()
|
|
if(isrobot(src.loc))
|
|
var/mob/living/silicon/robot/R = src.loc
|
|
return R.cell
|
|
if(istype(src.loc, /obj/item/rig_module))
|
|
var/obj/item/rig_module/module = src.loc
|
|
if(module.holder && module.holder.wearer)
|
|
var/mob/living/carbon/human/H = module.holder.wearer
|
|
if(istype(H) && H.back)
|
|
var/obj/item/weapon/rig/suit = H.back
|
|
if(istype(suit))
|
|
return suit.cell
|
|
if(istype(src.loc, /obj/item/mecha_parts/mecha_equipment))
|
|
var/obj/item/mecha_parts/mecha_equipment/mounting = src.loc
|
|
if(mounting.chassis && mounting.chassis.cell)
|
|
return mounting.chassis.cell
|
|
return null
|
|
|
|
/obj/item/weapon/weldingtool/electric/mounted
|
|
use_external_power = 1
|
|
|
|
/obj/item/weapon/weldingtool/electric/mounted/cyborg
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/weapon/weldingtool/electric/mounted/exosuit
|
|
var/obj/item/mecha_parts/mecha_equipment/equip_mount = null
|
|
flame_intensity = 1
|
|
eye_safety_modifier = 2
|
|
always_process = TRUE
|
|
|
|
/obj/item/weapon/weldingtool/electric/mounted/exosuit/Initialize()
|
|
. = ..()
|
|
|
|
if(istype(loc, /obj/item/mecha_parts/mecha_equipment))
|
|
equip_mount = loc
|
|
|
|
/obj/item/weapon/weldingtool/electric/mounted/exosuit/process()
|
|
..()
|
|
|
|
if(equip_mount && equip_mount.chassis)
|
|
var/obj/mecha/M = equip_mount.chassis
|
|
if(M.selected == equip_mount && get_fuel())
|
|
setWelding(TRUE, M.occupant)
|
|
else
|
|
setWelding(FALSE, M.occupant)
|
|
|
|
#undef WELDER_FUEL_BURN_INTERVAL
|