Moves material stacks to modules/materials

This commit is contained in:
Atermonera
2021-04-22 18:59:27 -04:00
committed by VirgoBot
parent 89cd974e6a
commit d9fffdd07b
54 changed files with 4180 additions and 1397 deletions
@@ -0,0 +1,31 @@
/obj/item/stack/material/chitin
name = "chitin"
desc = "The by-product of mob grinding."
icon_state = "chitin"
default_type = MAT_CHITIN
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
/obj/item/stack/xenochitin
name = "alien chitin"
desc = "A piece of the hide of a terrible creature."
singular_name = "alien chitin piece"
icon = 'icons/mob/alien.dmi'
icon_state = "chitin"
stacktype = "hide-chitin"
/obj/item/xenos_claw
name = "alien claw"
desc = "The claw of a terrible creature."
icon = 'icons/mob/alien.dmi'
icon_state = "claw"
/obj/item/weed_extract
name = "weed extract"
desc = "A piece of slimy, purplish weed."
icon = 'icons/mob/alien.dmi'
icon_state = "weed_extract"
@@ -0,0 +1,8 @@
/obj/item/stack/material/resin
name = "resin"
icon_state = "sheet-resin"
default_type = "resin"
no_variants = TRUE
apply_colour = TRUE
pass_color = TRUE
strict_color_stacking = TRUE
@@ -0,0 +1,90 @@
/obj/item/stack/animalhide
name = "hide"
desc = "The hide of some creature."
description_info = "Use something <b><font color='red'>sharp</font></b>, like a knife, to scrape the hairs/feathers/etc off this hide to prepare it for tanning."
icon_state = "sheet-hide"
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
amount = 1
max_amount = 20
stacktype = "hide"
no_variants = TRUE
// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
/obj/item/stack/animalhide/examine(var/mob/user)
. = ..()
. += description_info
//Step one - dehairing.
/obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(has_edge(W) || is_sharp(W))
//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
user.visible_message("<span class='notice'>\The [user] starts cutting hair off \the [src]</span>", "<span class='notice'>You start cutting the hair off \the [src]</span>", "You hear the sound of a knife rubbing against flesh")
var/scraped = 0
while(amount > 0 && do_after(user, 2.5 SECONDS)) // 2.5s per hide
//Try locating an exisitng stack on the tile and add to there if possible
var/obj/item/stack/hairlesshide/H = null
for(var/obj/item/stack/hairlesshide/HS in user.loc) // Could be scraping something inside a locker, hence the .loc, not get_turf
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/hairlesshide(user.loc)
// Increment the amount
src.use(1)
scraped++
if(scraped)
to_chat(user, SPAN_NOTICE("You scrape the hair off [scraped] hide\s."))
else
..()
/obj/item/stack/animalhide/human
name = "skin"
desc = "The by-product of sapient farming."
singular_name = "skin piece"
icon_state = "sheet-hide"
no_variants = FALSE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
stacktype = "hide-human"
/obj/item/stack/animalhide/corgi
name = "corgi hide"
desc = "The by-product of corgi farming."
singular_name = "corgi hide piece"
icon_state = "sheet-corgi"
stacktype = "hide-corgi"
/obj/item/stack/animalhide/cat
name = "cat hide"
desc = "The by-product of cat farming."
singular_name = "cat hide piece"
icon_state = "sheet-cat"
stacktype = "hide-cat"
/obj/item/stack/animalhide/monkey
name = "monkey hide"
desc = "The by-product of monkey farming."
singular_name = "monkey hide piece"
icon_state = "sheet-monkey"
stacktype = "hide-monkey"
/obj/item/stack/animalhide/lizard
name = "lizard skin"
desc = "Sssssss..."
singular_name = "lizard skin piece"
icon_state = "sheet-lizard"
stacktype = "hide-lizard"
/obj/item/stack/animalhide/xeno
name = "alien hide"
desc = "The skin of a terrible creature."
singular_name = "alien hide piece"
icon_state = "sheet-xeno"
stacktype = "hide-xeno"
@@ -0,0 +1,48 @@
//Step two - washing..... it's actually in washing machine code, and ere.
/obj/item/stack/hairlesshide
name = "hairless hide"
desc = "This hide was stripped of it's hair, but still needs tanning."
description_info = "Get it <b><font color='blue'>wet</font></b> to continue tanning this into leather.<br>\
You could set it in a river, wash it with a sink, or just splash water on it with a bucket."
singular_name = "hairless hide piece"
icon_state = "sheet-hairlesshide"
no_variants = FALSE
max_amount = 20
stacktype = "hairlesshide"
/obj/item/stack/hairlesshide/examine(var/mob/user)
. = ..()
. += description_info
/obj/item/stack/hairlesshide/water_act(var/wateramount)
. = ..()
wateramount = min(amount, round(wateramount))
for(var/i in 1 to wateramount)
var/obj/item/stack/wetleather/H = null
for(var/obj/item/stack/wetleather/HS in get_turf(src)) // Doesn't have a user, can't just use their loc
if(HS.amount < HS.max_amount)
H = HS
break
// Either we found a valid stack, in which case increment amount,
// Or we need to make a new stack
if(istype(H))
H.amount++
else
H = new /obj/item/stack/wetleather(get_turf(src))
// Increment the amount
src.use(1)
/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
stacknum = min(stacknum, amount)
while(stacknum)
var/obj/item/stack/wetleather/I = new /obj/item/stack/wetleather(get_turf(src))
if(istype(I))
I.dry()
use(1)
stacknum -= 1
@@ -0,0 +1,51 @@
//Step three - drying
/obj/item/stack/wetleather
name = "wet leather"
desc = "This leather has been cleaned but still needs to be dried."
description_info = "To finish tanning the leather, you need to dry it. \
You could place it under a <b><font color='red'>fire</font></b>, \
put it in a <b><font color='blue'>drying rack</font></b>, \
or build a <b><font color='brown'>tanning rack</font></b> from steel or wooden boards."
singular_name = "wet leather piece"
icon_state = "sheet-wetleather"
var/wetness = 30 //Reduced when exposed to high temperautres
var/drying_threshold_temperature = 500 //Kelvin to start drying
no_variants = FALSE
max_amount = 20
stacktype = "wetleather"
var/dry_type = /obj/item/stack/material/leather
/obj/item/stack/wetleather/examine(var/mob/user)
. = ..()
. += description_info
. += "\The [src] is [get_dryness_text()]."
/obj/item/stack/wetleather/proc/get_dryness_text()
if(wetness > 20)
return "wet"
if(wetness > 10)
return "damp"
if(wetness)
return "almost dry"
return "dry"
/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
if(exposed_temperature >= drying_threshold_temperature)
wetness--
if(wetness == 0)
dry()
/obj/item/stack/wetleather/proc/dry()
var/obj/item/stack/material/leather/L = new(src.loc)
L.amount = amount
use(amount)
return L
/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
. = ..()
if(.) // If it transfers any, do a weighted average of the wetness
var/obj/item/stack/wetleather/W = S
var/oldamt = W.amount - .
W.wetness = round(((oldamt * W.wetness) + (. * wetness)) / W.amount)
@@ -0,0 +1,70 @@
/obj/structure/tanning_rack
name = "tanning rack"
desc = "A rack used to stretch leather out and hold it taut during the tanning process."
icon = 'icons/obj/kitchen.dmi'
icon_state = "spike"
var/obj/item/stack/wetleather/drying = null
/obj/structure/tanning_rack/Initialize()
. = ..()
START_PROCESSING(SSobj, src) // SSObj fires ~every 2s , starting from wetness 30 takes ~1m
/obj/structure/tanning_rack/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/tanning_rack/process()
if(drying && drying.wetness)
drying.wetness = max(drying.wetness - 1, 0)
if(!drying.wetness)
visible_message("The [drying] is dry!")
update_icon()
/obj/structure/tanning_rack/examine(var/mob/user)
. = ..()
if(drying)
. += "\The [drying] is [drying.get_dryness_text()]."
/obj/structure/tanning_rack/update_icon()
overlays.Cut()
if(drying)
var/image/I
if(drying.wetness)
I = image(icon, "leather_wet")
else
I = image(icon, "leather_dry")
add_overlay(I)
/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
if(istype(A, /obj/item/stack/wetleather))
if(!drying) // If not drying anything, start drying the thing
if(user.unEquip(A, target = src))
drying = A
else // Drying something, add if possible
var/obj/item/stack/wetleather/W = A
W.transfer_to(drying, W.amount, TRUE)
update_icon()
return TRUE
return ..()
/obj/structure/tanning_rack/attack_hand(var/mob/user)
if(drying)
var/obj/item/stack/S = drying
if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
var/obj/item/stack/material/leather/L = new(src)
L.amount = drying.amount
drying.use(drying.amount)
S = L
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(!H.put_in_any_hand_if_possible(S))
S.forceMove(get_turf(src))
else
S.forceMove(get_turf(src))
drying = null
update_icon()
/obj/structure/tanning_rack/attack_robot(var/mob/user)
attack_hand(user) // That has checks to
@@ -0,0 +1,23 @@
/obj/item/stack/material/leather
name = "leather"
desc = "The by-product of mob grinding."
icon_state = "sheet-leather"
default_type = MAT_LEATHER
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/leather.ogg'
pickup_sound = 'sound/items/pickup/leather.ogg'
/obj/item/stack/material/cloth
name = "cloth"
icon_state = "sheet-cloth"
default_type = "cloth"
no_variants = FALSE
pass_color = TRUE
strict_color_stacking = TRUE
drop_sound = 'sound/items/drop/clothing.ogg'
pickup_sound = 'sound/items/pickup/clothing.ogg'
/obj/item/stack/material/cloth/diyaab
color = "#c6ccf0"
@@ -0,0 +1,55 @@
/obj/item/stack/material/wood
name = "wooden plank"
icon_state = "sheet-wood"
default_type = MAT_WOOD
strict_color_stacking = TRUE
apply_colour = 1
drop_sound = 'sound/items/drop/wooden.ogg'
pickup_sound = 'sound/items/pickup/wooden.ogg'
no_variants = FALSE
/obj/item/stack/material/wood/sif
name = "alien wooden plank"
color = "#0099cc"
default_type = MAT_SIFWOOD
/obj/item/stack/material/log
name = "log"
icon_state = "sheet-log"
default_type = MAT_LOG
no_variants = FALSE
color = "#824B28"
max_amount = 25
w_class = ITEMSIZE_HUGE
description_info = "Use inhand to craft things, or use a sharp and edged object on this to convert it into two wooden planks."
var/plank_type = /obj/item/stack/material/wood
drop_sound = 'sound/items/drop/wooden.ogg'
pickup_sound = 'sound/items/pickup/wooden.ogg'
/obj/item/stack/material/log/sif
name = "alien log"
default_type = MAT_SIFLOG
color = "#0099cc"
plank_type = /obj/item/stack/material/wood/sif
/obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user)
if(!istype(W) || W.force <= 0)
return ..()
if(W.sharp && W.edge)
var/time = (3 SECONDS / max(W.force / 10, 1)) * W.toolspeed
user.setClickCooldown(time)
if(do_after(user, time, src) && use(1))
to_chat(user, "<span class='notice'>You cut up a log into planks.</span>")
playsound(src, 'sound/effects/woodcutting.ogg', 50, 1)
var/obj/item/stack/material/wood/existing_wood = null
for(var/obj/item/stack/material/wood/M in user.loc)
if(M.material.name == src.material.name)
existing_wood = M
break
var/obj/item/stack/material/wood/new_wood = new plank_type(user.loc)
new_wood.amount = 2
if(existing_wood && new_wood.transfer_to(existing_wood))
to_chat(user, "<span class='notice'>You add the newly-formed wood to the stack. It now contains [existing_wood.amount] planks.</span>")
else
return ..()