mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-28 06:28:01 +01:00
Moves material stacks to modules/materials
This commit is contained in:
@@ -0,0 +1,31 @@
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/obj/item/stack/material/chitin
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name = "chitin"
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desc = "The by-product of mob grinding."
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icon_state = "chitin"
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default_type = MAT_CHITIN
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no_variants = FALSE
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pass_color = TRUE
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strict_color_stacking = TRUE
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drop_sound = 'sound/items/drop/leather.ogg'
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pickup_sound = 'sound/items/pickup/leather.ogg'
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//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
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/obj/item/stack/xenochitin
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name = "alien chitin"
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desc = "A piece of the hide of a terrible creature."
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singular_name = "alien chitin piece"
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icon = 'icons/mob/alien.dmi'
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icon_state = "chitin"
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stacktype = "hide-chitin"
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/obj/item/xenos_claw
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name = "alien claw"
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desc = "The claw of a terrible creature."
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icon = 'icons/mob/alien.dmi'
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icon_state = "claw"
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/obj/item/weed_extract
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name = "weed extract"
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desc = "A piece of slimy, purplish weed."
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icon = 'icons/mob/alien.dmi'
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icon_state = "weed_extract"
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@@ -0,0 +1,8 @@
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/obj/item/stack/material/resin
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name = "resin"
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icon_state = "sheet-resin"
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default_type = "resin"
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no_variants = TRUE
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apply_colour = TRUE
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pass_color = TRUE
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strict_color_stacking = TRUE
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@@ -0,0 +1,90 @@
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/obj/item/stack/animalhide
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name = "hide"
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desc = "The hide of some creature."
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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."
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icon_state = "sheet-hide"
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drop_sound = 'sound/items/drop/cloth.ogg'
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pickup_sound = 'sound/items/pickup/cloth.ogg'
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amount = 1
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max_amount = 20
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stacktype = "hide"
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no_variants = TRUE
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// This needs to be very clearly documented for players. Whether it should stay in the main description is up for debate.
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/obj/item/stack/animalhide/examine(var/mob/user)
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. = ..()
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. += description_info
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//Step one - dehairing.
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/obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(has_edge(W) || is_sharp(W))
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//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
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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")
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var/scraped = 0
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while(amount > 0 && do_after(user, 2.5 SECONDS)) // 2.5s per hide
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//Try locating an exisitng stack on the tile and add to there if possible
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var/obj/item/stack/hairlesshide/H = null
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for(var/obj/item/stack/hairlesshide/HS in user.loc) // Could be scraping something inside a locker, hence the .loc, not get_turf
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if(HS.amount < HS.max_amount)
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H = HS
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break
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// Either we found a valid stack, in which case increment amount,
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// Or we need to make a new stack
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if(istype(H))
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H.amount++
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else
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H = new /obj/item/stack/hairlesshide(user.loc)
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// Increment the amount
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src.use(1)
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scraped++
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if(scraped)
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to_chat(user, SPAN_NOTICE("You scrape the hair off [scraped] hide\s."))
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else
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..()
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/obj/item/stack/animalhide/human
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name = "skin"
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desc = "The by-product of sapient farming."
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singular_name = "skin piece"
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icon_state = "sheet-hide"
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no_variants = FALSE
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drop_sound = 'sound/items/drop/leather.ogg'
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pickup_sound = 'sound/items/pickup/leather.ogg'
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stacktype = "hide-human"
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/obj/item/stack/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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stacktype = "hide-corgi"
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/obj/item/stack/animalhide/cat
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name = "cat hide"
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desc = "The by-product of cat farming."
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singular_name = "cat hide piece"
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icon_state = "sheet-cat"
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stacktype = "hide-cat"
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/obj/item/stack/animalhide/monkey
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name = "monkey hide"
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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stacktype = "hide-monkey"
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/obj/item/stack/animalhide/lizard
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name = "lizard skin"
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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stacktype = "hide-lizard"
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/obj/item/stack/animalhide/xeno
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name = "alien hide"
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desc = "The skin of a terrible creature."
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singular_name = "alien hide piece"
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icon_state = "sheet-xeno"
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stacktype = "hide-xeno"
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@@ -0,0 +1,48 @@
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//Step two - washing..... it's actually in washing machine code, and ere.
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/obj/item/stack/hairlesshide
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name = "hairless hide"
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desc = "This hide was stripped of it's hair, but still needs tanning."
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description_info = "Get it <b><font color='blue'>wet</font></b> to continue tanning this into leather.<br>\
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You could set it in a river, wash it with a sink, or just splash water on it with a bucket."
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singular_name = "hairless hide piece"
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icon_state = "sheet-hairlesshide"
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no_variants = FALSE
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max_amount = 20
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stacktype = "hairlesshide"
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/obj/item/stack/hairlesshide/examine(var/mob/user)
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. = ..()
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. += description_info
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/obj/item/stack/hairlesshide/water_act(var/wateramount)
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. = ..()
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wateramount = min(amount, round(wateramount))
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for(var/i in 1 to wateramount)
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var/obj/item/stack/wetleather/H = null
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for(var/obj/item/stack/wetleather/HS in get_turf(src)) // Doesn't have a user, can't just use their loc
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if(HS.amount < HS.max_amount)
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H = HS
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break
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// Either we found a valid stack, in which case increment amount,
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// Or we need to make a new stack
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if(istype(H))
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H.amount++
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else
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H = new /obj/item/stack/wetleather(get_turf(src))
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// Increment the amount
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src.use(1)
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/obj/item/stack/hairlesshide/proc/rapidcure(var/stacknum = 1)
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stacknum = min(stacknum, amount)
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while(stacknum)
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var/obj/item/stack/wetleather/I = new /obj/item/stack/wetleather(get_turf(src))
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if(istype(I))
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I.dry()
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use(1)
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stacknum -= 1
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@@ -0,0 +1,51 @@
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//Step three - drying
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/obj/item/stack/wetleather
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name = "wet leather"
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desc = "This leather has been cleaned but still needs to be dried."
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description_info = "To finish tanning the leather, you need to dry it. \
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You could place it under a <b><font color='red'>fire</font></b>, \
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put it in a <b><font color='blue'>drying rack</font></b>, \
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or build a <b><font color='brown'>tanning rack</font></b> from steel or wooden boards."
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singular_name = "wet leather piece"
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icon_state = "sheet-wetleather"
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var/wetness = 30 //Reduced when exposed to high temperautres
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var/drying_threshold_temperature = 500 //Kelvin to start drying
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no_variants = FALSE
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max_amount = 20
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stacktype = "wetleather"
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var/dry_type = /obj/item/stack/material/leather
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/obj/item/stack/wetleather/examine(var/mob/user)
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. = ..()
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. += description_info
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. += "\The [src] is [get_dryness_text()]."
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/obj/item/stack/wetleather/proc/get_dryness_text()
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if(wetness > 20)
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return "wet"
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if(wetness > 10)
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return "damp"
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if(wetness)
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return "almost dry"
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return "dry"
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/obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature >= drying_threshold_temperature)
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wetness--
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if(wetness == 0)
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dry()
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/obj/item/stack/wetleather/proc/dry()
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var/obj/item/stack/material/leather/L = new(src.loc)
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L.amount = amount
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use(amount)
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return L
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/obj/item/stack/wetleather/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
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. = ..()
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if(.) // If it transfers any, do a weighted average of the wetness
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var/obj/item/stack/wetleather/W = S
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var/oldamt = W.amount - .
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W.wetness = round(((oldamt * W.wetness) + (. * wetness)) / W.amount)
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@@ -0,0 +1,70 @@
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/obj/structure/tanning_rack
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name = "tanning rack"
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desc = "A rack used to stretch leather out and hold it taut during the tanning process."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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var/obj/item/stack/wetleather/drying = null
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/obj/structure/tanning_rack/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src) // SSObj fires ~every 2s , starting from wetness 30 takes ~1m
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/obj/structure/tanning_rack/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/structure/tanning_rack/process()
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if(drying && drying.wetness)
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drying.wetness = max(drying.wetness - 1, 0)
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if(!drying.wetness)
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visible_message("The [drying] is dry!")
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update_icon()
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/obj/structure/tanning_rack/examine(var/mob/user)
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. = ..()
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if(drying)
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. += "\The [drying] is [drying.get_dryness_text()]."
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/obj/structure/tanning_rack/update_icon()
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overlays.Cut()
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if(drying)
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var/image/I
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if(drying.wetness)
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I = image(icon, "leather_wet")
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else
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I = image(icon, "leather_dry")
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add_overlay(I)
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/obj/structure/tanning_rack/attackby(var/atom/A, var/mob/user)
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if(istype(A, /obj/item/stack/wetleather))
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if(!drying) // If not drying anything, start drying the thing
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if(user.unEquip(A, target = src))
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drying = A
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else // Drying something, add if possible
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var/obj/item/stack/wetleather/W = A
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W.transfer_to(drying, W.amount, TRUE)
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update_icon()
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return TRUE
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return ..()
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/obj/structure/tanning_rack/attack_hand(var/mob/user)
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if(drying)
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var/obj/item/stack/S = drying
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if(!drying.wetness) // If it's dry, make a stack of dry leather and prepare to put that in their hands
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var/obj/item/stack/material/leather/L = new(src)
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L.amount = drying.amount
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drying.use(drying.amount)
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S = L
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(!H.put_in_any_hand_if_possible(S))
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S.forceMove(get_turf(src))
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else
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S.forceMove(get_turf(src))
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drying = null
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update_icon()
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/obj/structure/tanning_rack/attack_robot(var/mob/user)
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attack_hand(user) // That has checks to
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@@ -0,0 +1,23 @@
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/obj/item/stack/material/leather
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name = "leather"
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desc = "The by-product of mob grinding."
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icon_state = "sheet-leather"
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default_type = MAT_LEATHER
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no_variants = FALSE
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pass_color = TRUE
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strict_color_stacking = TRUE
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drop_sound = 'sound/items/drop/leather.ogg'
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pickup_sound = 'sound/items/pickup/leather.ogg'
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/obj/item/stack/material/cloth
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name = "cloth"
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icon_state = "sheet-cloth"
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default_type = "cloth"
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no_variants = FALSE
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pass_color = TRUE
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strict_color_stacking = TRUE
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drop_sound = 'sound/items/drop/clothing.ogg'
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pickup_sound = 'sound/items/pickup/clothing.ogg'
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/obj/item/stack/material/cloth/diyaab
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color = "#c6ccf0"
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@@ -0,0 +1,55 @@
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/obj/item/stack/material/wood
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name = "wooden plank"
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icon_state = "sheet-wood"
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default_type = MAT_WOOD
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strict_color_stacking = TRUE
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apply_colour = 1
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drop_sound = 'sound/items/drop/wooden.ogg'
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pickup_sound = 'sound/items/pickup/wooden.ogg'
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no_variants = FALSE
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/obj/item/stack/material/wood/sif
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name = "alien wooden plank"
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color = "#0099cc"
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default_type = MAT_SIFWOOD
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/obj/item/stack/material/log
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name = "log"
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icon_state = "sheet-log"
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default_type = MAT_LOG
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no_variants = FALSE
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color = "#824B28"
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max_amount = 25
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w_class = ITEMSIZE_HUGE
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description_info = "Use inhand to craft things, or use a sharp and edged object on this to convert it into two wooden planks."
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var/plank_type = /obj/item/stack/material/wood
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drop_sound = 'sound/items/drop/wooden.ogg'
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pickup_sound = 'sound/items/pickup/wooden.ogg'
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/obj/item/stack/material/log/sif
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name = "alien log"
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default_type = MAT_SIFLOG
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color = "#0099cc"
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plank_type = /obj/item/stack/material/wood/sif
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/obj/item/stack/material/log/attackby(var/obj/item/W, var/mob/user)
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if(!istype(W) || W.force <= 0)
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return ..()
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if(W.sharp && W.edge)
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var/time = (3 SECONDS / max(W.force / 10, 1)) * W.toolspeed
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user.setClickCooldown(time)
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if(do_after(user, time, src) && use(1))
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to_chat(user, "<span class='notice'>You cut up a log into planks.</span>")
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playsound(src, 'sound/effects/woodcutting.ogg', 50, 1)
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var/obj/item/stack/material/wood/existing_wood = null
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for(var/obj/item/stack/material/wood/M in user.loc)
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if(M.material.name == src.material.name)
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existing_wood = M
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break
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var/obj/item/stack/material/wood/new_wood = new plank_type(user.loc)
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new_wood.amount = 2
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if(existing_wood && new_wood.transfer_to(existing_wood))
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to_chat(user, "<span class='notice'>You add the newly-formed wood to the stack. It now contains [existing_wood.amount] planks.</span>")
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else
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return ..()
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