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* Hmm * work please * Fixes * Ack * REEE * EEEE * e * e * e * STAND FIX * Update code/game/machinery/autolathe.dm Co-authored-by: Nichlas Pihl <nichlas00100@gmail.com> * Update code/game/machinery/autolathe.dm Co-authored-by: Nichlas Pihl <nichlas00100@gmail.com> Co-authored-by: Nichlas Pihl <nichlas00100@gmail.com>
This commit is contained in:
106
code/datums/components/explodable.dm
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106
code/datums/components/explodable.dm
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@@ -0,0 +1,106 @@
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///Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.
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/datum/component/explodable
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var/devastation_range = 0
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var/heavy_impact_range = 0
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var/light_impact_range = 2
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var/flash_range = 3
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var/equipped_slot //For items, lets us determine where things should be hit.
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/datum/component/explodable/Initialize(devastation_range_override, heavy_impact_range_override, light_impact_range_override, flash_range_override)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/explodable_attack)
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RegisterSignal(parent, COMSIG_TRY_STORAGE_INSERT, .proc/explodable_insert_item)
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RegisterSignal(parent, COMSIG_ATOM_EX_ACT, .proc/detonate)
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if(ismovable(parent))
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RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/explodable_impact)
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RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/explodable_bump)
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if(isitem(parent))
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RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/explodable_attack)
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
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if(devastation_range_override)
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devastation_range = devastation_range_override
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if(heavy_impact_range_override)
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heavy_impact_range = heavy_impact_range_override
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if(light_impact_range_override)
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light_impact_range = light_impact_range_override
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if(flash_range_override)
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flash_range = flash_range_override
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/datum/component/explodable/proc/explodable_insert_item(datum/source, obj/item/I, mob/M, silent = FALSE, force = FALSE)
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check_if_detonate(I)
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/datum/component/explodable/proc/explodable_impact(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
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check_if_detonate(hit_atom)
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/datum/component/explodable/proc/explodable_bump(datum/source, atom/A)
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check_if_detonate(A)
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///Called when you use this object to attack sopmething
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/datum/component/explodable/proc/explodable_attack(datum/source, atom/movable/target, mob/living/user)
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check_if_detonate(target)
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///Called when you attack a specific body part of the thing this is equipped on. Useful for exploding pants.
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/datum/component/explodable/proc/explodable_attack_zone(datum/source, damage, damagetype, def_zone)
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if(!def_zone)
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return
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if(damagetype != BURN) //Don't bother if it's not fire.
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return
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if(!is_hitting_zone(def_zone)) //You didn't hit us! ha!
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return
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detonate()
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/datum/component/explodable/proc/on_equip(datum/source, mob/equipper, slot)
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RegisterSignal(equipper, COMSIG_MOB_APPLY_DAMAGE, .proc/explodable_attack_zone, TRUE)
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/datum/component/explodable/proc/on_drop(datum/source, mob/user)
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UnregisterSignal(user, COMSIG_MOB_APPLY_DAMAGE)
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/// Checks if we're hitting the zone this component is covering
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/datum/component/explodable/proc/is_hitting_zone(def_zone)
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var/obj/item/item = parent
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var/mob/living/L = item.loc //Get whoever is equipping the item currently
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if(!istype(L))
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return
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var/obj/item/bodypart/bodypart = L.get_bodypart(check_zone(def_zone))
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var/list/equipment_items = list()
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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equipment_items += list(C.head, C.wear_mask, C.back, C.gloves, C.shoes, C.glasses, C.ears)
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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equipment_items += list(H.wear_suit, H.w_uniform, H.belt, H.s_store, H.wear_id)
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for(var/bp in equipment_items)
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if(!bp)
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continue
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var/obj/item/I = bp
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if(I.body_parts_covered & bodypart.body_part)
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return TRUE
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return FALSE
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/datum/component/explodable/proc/check_if_detonate(target)
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if(!isitem(target))
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return
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var/obj/item/I = target
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if(!I.is_hot())
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return
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detonate() //If we're touching a hot item we go boom
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/// Expldoe and remove the object
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/datum/component/explodable/proc/detonate()
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var/atom/A = parent
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explosion(A, devastation_range, heavy_impact_range, light_impact_range, flash_range) //epic explosion time
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qdel(A)
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@@ -1,4 +1,4 @@
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/*
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/*!
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This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them.
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Variables:
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@@ -13,7 +13,7 @@
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var/total_amount = 0
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var/max_amount
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var/sheet_type
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var/list/materials
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var/list/materials //Map of key = material ref | Value = amount
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var/show_on_examine
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var/disable_attackby
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var/list/allowed_typecache
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@@ -22,6 +22,7 @@
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var/datum/callback/precondition
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var/datum/callback/after_insert
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/// Sets up the proper signals and fills the list of materials with the appropriate references.
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/datum/component/material_container/Initialize(list/mat_list, max_amt = 0, _show_on_examine = FALSE, list/allowed_types, datum/callback/_precondition, datum/callback/_after_insert, _disable_attackby)
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materials = list()
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max_amount = max(0, max_amt)
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@@ -40,23 +41,19 @@
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackBy)
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/OnExamine)
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var/list/possible_mats = list()
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for(var/mat_type in subtypesof(/datum/material))
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var/datum/material/MT = mat_type
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possible_mats[initial(MT.id)] = mat_type
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for(var/id in mat_list)
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if(possible_mats[id])
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var/mat_path = possible_mats[id]
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materials[id] = new mat_path()
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for(var/mat in mat_list) //Make the assoc list ref | amount
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var/datum/material/M = getmaterialref(mat) || mat
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materials[M] = 0
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/datum/component/material_container/proc/OnExamine(datum/source, mob/user)
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if(show_on_examine)
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for(var/I in materials)
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var/datum/material/M = materials[I]
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var/amt = amount(M.id)
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var/datum/material/M = I
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var/amt = materials[I]
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if(amt)
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to_chat(user, "<span class='notice'>It has [amt] units of [lowertext(M.name)] stored.</span>")
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/// Proc that allows players to fill the parent with mats
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/datum/component/material_container/proc/OnAttackBy(datum/source, obj/item/I, mob/living/user)
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var/list/tc = allowed_typecache
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if(disable_attackby)
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@@ -81,6 +78,7 @@
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return
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user_insert(I, user)
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/// Proc used for when player inserts materials
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/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user)
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set waitfor = FALSE
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var/requested_amount
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@@ -112,23 +110,33 @@
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else if(I == active_held)
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user.put_in_active_hand(I)
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//For inserting an amount of material
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/datum/component/material_container/proc/insert_amount(amt, id = null)
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if(amt > 0 && has_space(amt))
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var/total_amount_saved = total_amount
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if(id)
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var/datum/material/M = materials[id]
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if(M)
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M.amount += amt
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total_amount += amt
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else
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for(var/i in materials)
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var/datum/material/M = materials[i]
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M.amount += amt
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total_amount += amt
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return (total_amount - total_amount_saved)
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return FALSE
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/// Proc specifically for inserting items, returns the amount of materials entered.
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/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1, stack_amt)
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if(!I)
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return FALSE
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if(istype(I, /obj/item/stack))
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return insert_stack(I, stack_amt, multiplier)
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multiplier = CEILING(multiplier, 0.01)
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var/material_amount = get_item_material_amount(I)
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if(!material_amount || !has_space(material_amount))
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return FALSE
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last_inserted_id = insert_item_materials(I, multiplier)
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return material_amount
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/datum/component/material_container/proc/insert_item_materials(obj/item/I, multiplier = 1)
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var/primary_mat
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var/max_mat_value = 0
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for(var/MAT in materials)
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materials[MAT] += I.materials[MAT] * multiplier
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total_amount += I.materials[MAT] * multiplier
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if(I.materials[MAT] > max_mat_value)
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primary_mat = MAT
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return primary_mat
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/// Proc for putting a stack inside of the container
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/datum/component/material_container/proc/insert_stack(obj/item/stack/S, amt, multiplier = 1)
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if(isnull(amt))
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amt = S.amount
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@@ -147,250 +155,198 @@
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if(!amt)
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return FALSE
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last_inserted_id = insert_materials(S,amt * multiplier)
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last_inserted_id = insert_item_materials(S,amt * multiplier)
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S.use(amt)
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return amt
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/datum/component/material_container/proc/insert_item(obj/item/I, multiplier = 1, stack_amt)
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if(!I)
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return FALSE
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if(istype(I, /obj/item/stack))
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return insert_stack(I, stack_amt, multiplier)
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/// For inserting an amount of material
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/datum/component/material_container/proc/insert_amount_mat(amt, var/datum/material/mat)
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if(!istype(mat))
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mat = getmaterialref(mat)
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if(amt > 0 && has_space(amt))
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var/total_amount_saved = total_amount
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if(mat)
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materials[mat] += amt
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else
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for(var/i in materials)
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materials[i] += amt
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total_amount += amt
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return (total_amount - total_amount_saved)
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return FALSE
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var/material_amount = get_item_material_amount(I)
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if(!material_amount || !has_space(material_amount))
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return FALSE
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last_inserted_id = insert_materials(I, multiplier)
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return material_amount
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/datum/component/material_container/proc/insert_materials(obj/item/I, multiplier = 1) //for internal usage only
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var/datum/material/M
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var/primary_mat
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var/max_mat_value = 0
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for(var/MAT in materials)
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M = materials[MAT]
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M.amount += I.materials[MAT] * multiplier
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total_amount += I.materials[MAT] * multiplier
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if(I.materials[MAT] > max_mat_value)
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primary_mat = MAT
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return primary_mat
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//For consuming material
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//mats is a list of types of material to use and the corresponding amounts, example: list(MAT_METAL=100, MAT_GLASS=200)
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/datum/component/material_container/proc/use_amount(list/mats, multiplier=1)
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if(!mats || !mats.len)
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return FALSE
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var/datum/material/M
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for(var/MAT in materials)
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M = materials[MAT]
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if(M.amount < (mats[MAT] * multiplier))
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return FALSE
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var/total_amount_save = total_amount
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for(var/MAT in materials)
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M = materials[MAT]
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M.amount -= mats[MAT] * multiplier
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total_amount -= mats[MAT] * multiplier
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return total_amount_save - total_amount
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/datum/component/material_container/proc/use_amount_type(amt, id)
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var/datum/material/M = materials[id]
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if(M)
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if(M.amount >= amt)
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M.amount -= amt
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/// Uses an amount of a specific material, effectively removing it.
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/datum/component/material_container/proc/use_amount_mat(amt, var/datum/material/mat)
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if(!istype(mat))
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mat = getmaterialref(mat)
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var/amount = materials[mat]
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if(mat)
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if(amount >= amt)
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materials[mat] -= amt
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total_amount -= amt
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return amt
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return FALSE
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/datum/component/material_container/proc/transer_amt_to(var/datum/component/material_container/T, amt, id)
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if((amt==0)||(!T)||(!id))
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/// Proc for transfering materials to another container.
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/datum/component/material_container/proc/transer_amt_to(var/datum/component/material_container/T, amt, var/datum/material/mat)
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if(!istype(mat))
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mat = getmaterialref(mat)
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if((amt==0)||(!T)||(!mat))
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return FALSE
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if(amt<0)
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return T.transer_amt_to(src, -amt, id)
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var/datum/material/M = materials[id]
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if(M)
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var/tr = min(amt, M.amount,T.can_insert_amount(amt, id))
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if(tr)
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use_amount_type(tr, id)
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T.insert_amount(tr, id)
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return tr
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return T.transer_amt_to(src, -amt, mat)
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var/tr = min(amt, materials[mat],T.can_insert_amount_mat(amt, mat))
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if(tr)
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use_amount_mat(tr, mat)
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T.insert_amount_mat(tr, mat)
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return tr
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return FALSE
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/datum/component/material_container/proc/can_insert_amount(amt, id)
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if(amt && id)
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var/datum/material/M = materials[id]
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/// Proc for checking if there is room in the component, returning the amount or else the amount lacking.
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/datum/component/material_container/proc/can_insert_amount_mat(amt, mat)
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if(amt && mat)
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var/datum/material/M = mat
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if(M)
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if((total_amount + amt) <= max_amount)
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return amt
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else
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return (max_amount-total_amount)
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/datum/component/material_container/proc/can_use_amount(amt, id, list/mats)
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if(amt && id)
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var/datum/material/M = materials[id]
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if(M && M.amount >= amt)
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return TRUE
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else if(istype(mats))
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for(var/M in mats)
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if(materials[M] && (mats[M] <= materials[M]))
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continue
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else
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return FALSE
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return TRUE
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return FALSE
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//For spawning mineral sheets; internal use only
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/datum/component/material_container/proc/retrieve(sheet_amt, datum/material/M, target = null)
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/// For consuming a dictionary of materials. mats is the map of materials to use and the corresponding amounts, example: list(M/datum/material/glass =100, datum/material/iron=200)
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/datum/component/material_container/proc/use_materials(list/mats, multiplier=1)
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if(!mats || !length(mats))
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return FALSE
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var/list/mats_to_remove = list() //Assoc list MAT | AMOUNT
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for(var/x in mats) //Loop through all required materials
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var/datum/material/req_mat = x
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if(!istype(req_mat))
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req_mat = getmaterialref(req_mat) //Get the ref if necesary
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if(!materials[req_mat]) //Do we have the resource?
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return FALSE //Can't afford it
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var/amount_required = mats[x] * multiplier
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if(!(materials[req_mat] >= amount_required)) // do we have enough of the resource?
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return FALSE //Can't afford it
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mats_to_remove[req_mat] += amount_required //Add it to the assoc list of things to remove
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continue
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var/total_amount_save = total_amount
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for(var/i in mats_to_remove)
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total_amount_save -= use_amount_mat(mats_to_remove[i], i)
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return total_amount_save - total_amount
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/// For spawning mineral sheets at a specific location. Used by machines to output sheets.
|
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/datum/component/material_container/proc/retrieve_sheets(sheet_amt, var/datum/material/M, target = null)
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if(!M.sheet_type)
|
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return 0
|
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return 0 //Add greyscale sheet handling here later
|
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if(sheet_amt <= 0)
|
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return 0
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if(!target)
|
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target = get_turf(parent)
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if(M.amount < (sheet_amt * MINERAL_MATERIAL_AMOUNT))
|
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sheet_amt = round(M.amount / MINERAL_MATERIAL_AMOUNT)
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if(materials[M] < (sheet_amt * MINERAL_MATERIAL_AMOUNT))
|
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sheet_amt = round(materials[M] / MINERAL_MATERIAL_AMOUNT)
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var/count = 0
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while(sheet_amt > MAX_STACK_SIZE)
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new M.sheet_type(target, MAX_STACK_SIZE)
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count += MAX_STACK_SIZE
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use_amount_type(sheet_amt * MINERAL_MATERIAL_AMOUNT, M.id)
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use_amount_mat(sheet_amt * MINERAL_MATERIAL_AMOUNT, M)
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sheet_amt -= MAX_STACK_SIZE
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if(sheet_amt >= 1)
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new M.sheet_type(target, sheet_amt)
|
||||
count += sheet_amt
|
||||
use_amount_type(sheet_amt * MINERAL_MATERIAL_AMOUNT, M.id)
|
||||
use_amount_mat(sheet_amt * MINERAL_MATERIAL_AMOUNT, M)
|
||||
return count
|
||||
|
||||
/datum/component/material_container/proc/retrieve_sheets(sheet_amt, id, target = null)
|
||||
if(materials[id])
|
||||
return retrieve(sheet_amt, materials[id], target)
|
||||
return FALSE
|
||||
|
||||
/datum/component/material_container/proc/retrieve_amount(amt, id, target)
|
||||
return retrieve_sheets(amount2sheet(amt), id, target)
|
||||
|
||||
/// Proc to get all the materials and dump them as sheets
|
||||
/datum/component/material_container/proc/retrieve_all(target = null)
|
||||
var/result = 0
|
||||
var/datum/material/M
|
||||
for(var/MAT in materials)
|
||||
M = materials[MAT]
|
||||
result += retrieve_sheets(amount2sheet(M.amount), MAT, target)
|
||||
var/amount = materials[MAT]
|
||||
result += retrieve_sheets(amount2sheet(amount), MAT, target)
|
||||
return result
|
||||
|
||||
/// Proc that returns TRUE if the container has space
|
||||
/datum/component/material_container/proc/has_space(amt = 0)
|
||||
return (total_amount + amt) <= max_amount
|
||||
|
||||
/// Checks if its possible to afford a certain amount of materials. Takes a dictionary of materials.
|
||||
/datum/component/material_container/proc/has_materials(list/mats, multiplier=1)
|
||||
if(!mats || !mats.len)
|
||||
return FALSE
|
||||
|
||||
var/datum/material/M
|
||||
for(var/MAT in mats)
|
||||
M = materials[MAT]
|
||||
if(M.amount < (mats[MAT] * multiplier))
|
||||
for(var/x in mats) //Loop through all required materials
|
||||
var/datum/material/req_mat = x
|
||||
if(!istype(req_mat))
|
||||
if(ispath(req_mat)) //Is this an actual material, or is it a category?
|
||||
req_mat = getmaterialref(req_mat) //Get the ref
|
||||
|
||||
else // Its a category. (For example MAT_CATEGORY_RIGID)
|
||||
if(!has_enough_of_category(req_mat, mats[req_mat], multiplier)) //Do we have enough of this category?
|
||||
return FALSE
|
||||
else
|
||||
continue
|
||||
|
||||
if(!has_enough_of_material(req_mat, mats[req_mat], multiplier))//Not a category, so just check the normal way
|
||||
return FALSE
|
||||
|
||||
return TRUE
|
||||
|
||||
/// Returns all the categories in a recipe.
|
||||
/datum/component/material_container/proc/get_categories(list/mats)
|
||||
var/list/categories = list()
|
||||
for(var/x in mats) //Loop through all required materials
|
||||
if(!istext(x)) //This means its not a category
|
||||
continue
|
||||
categories += x
|
||||
return categories
|
||||
|
||||
|
||||
/// Returns TRUE if you have enough of the specified material.
|
||||
/datum/component/material_container/proc/has_enough_of_material(var/datum/material/req_mat, amount, multiplier=1)
|
||||
if(!materials[req_mat]) //Do we have the resource?
|
||||
return FALSE //Can't afford it
|
||||
var/amount_required = amount * multiplier
|
||||
if(materials[req_mat] >= amount_required) // do we have enough of the resource?
|
||||
return TRUE
|
||||
return FALSE //Can't afford it
|
||||
|
||||
/// Returns TRUE if you have enough of a specified material category (Which could be multiple materials)
|
||||
/datum/component/material_container/proc/has_enough_of_category(category, amount, multiplier=1)
|
||||
for(var/i in SSmaterials.materials_by_category[category])
|
||||
var/datum/material/mat = i
|
||||
if(materials[mat] >= amount) //we have enough
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/// Turns a material amount into the amount of sheets it should output
|
||||
/datum/component/material_container/proc/amount2sheet(amt)
|
||||
if(amt >= MINERAL_MATERIAL_AMOUNT)
|
||||
return round(amt / MINERAL_MATERIAL_AMOUNT)
|
||||
return FALSE
|
||||
|
||||
/// Turns an amount of sheets into the amount of material amount it should output
|
||||
/datum/component/material_container/proc/sheet2amount(sheet_amt)
|
||||
if(sheet_amt > 0)
|
||||
return sheet_amt * MINERAL_MATERIAL_AMOUNT
|
||||
return FALSE
|
||||
|
||||
/datum/component/material_container/proc/amount(id)
|
||||
var/datum/material/M = materials[id]
|
||||
return M ? M.amount : 0
|
||||
|
||||
//returns the amount of material relevant to this container;
|
||||
//if this container does not support glass, any glass in 'I' will not be taken into account
|
||||
///returns the amount of material relevant to this container; if this container does not support glass, any glass in 'I' will not be taken into account
|
||||
/datum/component/material_container/proc/get_item_material_amount(obj/item/I)
|
||||
if(!istype(I))
|
||||
return FALSE
|
||||
var/material_amount = 0
|
||||
for(var/MAT in materials)
|
||||
for(var/MAT in I.materials)
|
||||
material_amount += I.materials[MAT]
|
||||
return material_amount
|
||||
|
||||
|
||||
/datum/material
|
||||
var/name
|
||||
var/amount = 0
|
||||
var/id = null
|
||||
var/sheet_type = null
|
||||
var/coin_type = null
|
||||
|
||||
/datum/material/metal
|
||||
name = "Metal"
|
||||
id = MAT_METAL
|
||||
sheet_type = /obj/item/stack/sheet/metal
|
||||
coin_type = /obj/item/coin/iron
|
||||
|
||||
/datum/material/glass
|
||||
name = "Glass"
|
||||
id = MAT_GLASS
|
||||
sheet_type = /obj/item/stack/sheet/glass
|
||||
|
||||
/datum/material/silver
|
||||
name = "Silver"
|
||||
id = MAT_SILVER
|
||||
sheet_type = /obj/item/stack/sheet/mineral/silver
|
||||
coin_type = /obj/item/coin/silver
|
||||
|
||||
/datum/material/gold
|
||||
name = "Gold"
|
||||
id = MAT_GOLD
|
||||
sheet_type = /obj/item/stack/sheet/mineral/gold
|
||||
coin_type = /obj/item/coin/gold
|
||||
|
||||
/datum/material/diamond
|
||||
name = "Diamond"
|
||||
id = MAT_DIAMOND
|
||||
sheet_type = /obj/item/stack/sheet/mineral/diamond
|
||||
coin_type = /obj/item/coin/diamond
|
||||
|
||||
/datum/material/uranium
|
||||
name = "Uranium"
|
||||
id = MAT_URANIUM
|
||||
sheet_type = /obj/item/stack/sheet/mineral/uranium
|
||||
coin_type = /obj/item/coin/uranium
|
||||
|
||||
/datum/material/plasma
|
||||
name = "Solid Plasma"
|
||||
id = MAT_PLASMA
|
||||
sheet_type = /obj/item/stack/sheet/mineral/plasma
|
||||
coin_type = /obj/item/coin/plasma
|
||||
|
||||
/datum/material/bluespace
|
||||
name = "Bluespace Mesh"
|
||||
id = MAT_BLUESPACE
|
||||
sheet_type = /obj/item/stack/sheet/bluespace_crystal
|
||||
|
||||
/datum/material/bananium
|
||||
name = "Bananium"
|
||||
id = MAT_BANANIUM
|
||||
sheet_type = /obj/item/stack/sheet/mineral/bananium
|
||||
coin_type = /obj/item/coin/bananium
|
||||
|
||||
/datum/material/titanium
|
||||
name = "Titanium"
|
||||
id = MAT_TITANIUM
|
||||
sheet_type = /obj/item/stack/sheet/mineral/titanium
|
||||
|
||||
/datum/material/biomass
|
||||
name = "Biomass"
|
||||
id = MAT_BIOMASS
|
||||
|
||||
/datum/material/plastic
|
||||
name = "Plastic"
|
||||
id = MAT_PLASTIC
|
||||
sheet_type = /obj/item/stack/sheet/plastic
|
||||
/// Returns the amount of a specific material in this container.
|
||||
/datum/component/material_container/proc/get_material_amount(var/datum/material/mat)
|
||||
if(!istype(mat))
|
||||
mat = getmaterialref(mat)
|
||||
return(materials[mat])
|
||||
@@ -18,7 +18,7 @@
|
||||
hl3_release_date = _half_life
|
||||
can_contaminate = _can_contaminate
|
||||
|
||||
if(istype(parent, /atom))
|
||||
if(istype(parent, /atom))
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/rad_examine)
|
||||
if(istype(parent, /obj/item))
|
||||
RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/rad_attack)
|
||||
@@ -89,6 +89,8 @@
|
||||
/datum/component/radioactive/proc/rad_attack(datum/source, atom/movable/target, mob/living/user)
|
||||
radiation_pulse(parent, strength/20)
|
||||
target.rad_act(strength/2)
|
||||
if(!hl3_release_date)
|
||||
return
|
||||
strength -= strength / hl3_release_date
|
||||
|
||||
#undef RAD_AMOUNT_LOW
|
||||
|
||||
@@ -54,7 +54,7 @@ handles linking back and forth.
|
||||
/datum/component/remote_materials/proc/_MakeLocal()
|
||||
silo = null
|
||||
mat_container = parent.AddComponent(/datum/component/material_container,
|
||||
list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE, MAT_PLASTIC),
|
||||
list(/datum/material/iron, /datum/material/glass, /datum/material/silver, /datum/material/gold, /datum/material/diamond, /datum/material/plasma, /datum/material/uranium, /datum/material/bananium, /datum/material/titanium, /datum/material/bluespace, /datum/material/plastic),
|
||||
local_size,
|
||||
FALSE,
|
||||
/obj/item/stack)
|
||||
|
||||
Reference in New Issue
Block a user