mirror of
https://github.com/goonstation/goonstation-2020.git
synced 2026-07-15 17:12:21 +01:00
337 lines
12 KiB
Plaintext
337 lines
12 KiB
Plaintext
/obj/item/weldingtool
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name = "weldingtool"
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desc = "A tool that, when turned on, uses fuel to emit a concentrated flame, welding metal together or slicing it apart."
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icon = 'icons/obj/items/tools/weldingtool.dmi'
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inhand_image_icon = 'icons/mob/inhand/tools/weldingtool.dmi'
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icon_state = "weldingtool-off"
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item_state = "weldingtool-off"
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uses_multiple_icon_states = 1
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var/icon_state_variant_suffix = null
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var/item_state_variant_suffix = null
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var/welding = 0.0
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var/status = 0 // flamethrower construction :shobon:
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flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
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tool_flags = TOOL_WELDING
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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 = 2.0
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m_amt = 30
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g_amt = 30
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stamina_damage = 30
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stamina_cost = 30
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stamina_crit_chance = 5
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module_research = list("tools" = 4, "metals" = 1, "fuels" = 5)
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rand_pos = 1
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New()
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var/datum/reagents/R = new/datum/reagents(20)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", 20)
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src.setItemSpecial(/datum/item_special/flame)
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return
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examine()
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set src in usr
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set category = "Local"
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boutput(usr, "[bicon(src)] [src.name] contains [get_fuel()] units of fuel left!")
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return
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attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if (!src.welding)
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if (!src.cautery_surgery(M, user, 0, src.welding))
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return ..()
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if (!ismob(M))
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return
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src.add_fingerprint(user)
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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if (H.bleeding || (H.butt_op_stage == 4 && user.zone_sel.selecting == "chest"))
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if (!src.cautery_surgery(H, user, 15, src.welding))
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return ..()
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else if (user.zone_sel.selecting != "chest" && user.zone_sel.selecting != "head")
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if (!H.limbs.vars[user.zone_sel.selecting])
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switch (user.zone_sel.selecting)
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if ("l_arm")
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if (H.limbs.l_arm_bleed) cauterise("l_arm")
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else
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boutput(user, "<span style=\"color:red\">[H.name]'s left arm stump is not bleeding!</span>")
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return
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if ("r_arm")
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if (H.limbs.r_arm_bleed) cauterise("r_arm")
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else
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boutput(user, "<span style=\"color:red\">[H.name]'s right arm stump is not bleeding!</span>")
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return
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if ("l_leg")
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if (H.limbs.l_leg_bleed) cauterise("l_leg")
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else
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boutput(user, "<span style=\"color:red\">[H.name]'s left leg stump is not bleeding!</span>")
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return
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if ("r_leg")
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if (H.limbs.r_leg_bleed) cauterise("r_leg")
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else
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boutput(user, "<span style=\"color:red\">[H.name]'s right leg stump is not bleeding!</span>")
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return
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else return ..()
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else
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if (!(locate(/obj/machinery/optable, M.loc) && M.lying) && !(locate(/obj/table, M.loc) && (M.getStatusDuration("paralysis") || M.stat)) && !(M.reagents && M.reagents.get_reagent_amount("ethanol") > 10 && M == user))
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return ..()
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// TODO: what is this line?
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if (istype(H.limbs.l_leg, /obj/item/parts/robot_parts/leg/treads)) attach_robopart("treads")
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else
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switch (user.zone_sel.selecting)
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if ("l_arm")
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if (istype(H.limbs.l_arm,/obj/item/parts/robot_parts) && H.limbs.l_arm.remove_stage > 0) attach_robopart("l_arm")
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else
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boutput(user, "<span style=\"color:red\">[H.name]'s left arm doesn't need welding on!</span>")
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return
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if ("r_arm")
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if (istype(H.limbs.r_arm,/obj/item/parts/robot_parts) && H.limbs.r_arm.remove_stage > 0) attach_robopart("r_arm")
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else
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boutput(user, "<span style=\"color:red\">[H.name]'s right arm doesn't need welding on!</span>")
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return
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if ("l_leg")
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if (istype(H.limbs.l_leg,/obj/item/parts/robot_parts) && H.limbs.l_leg.remove_stage > 0) attach_robopart("l_leg")
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else
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boutput(user, "<span style=\"color:red\">[H.name]'s left leg doesn't need welding on!</span>")
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return
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if ("r_leg")
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if (istype(H.limbs.r_leg,/obj/item/parts/robot_parts) && H.limbs.r_leg.remove_stage > 0) attach_robopart("r_leg")
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else
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boutput(user, "<span style=\"color:red\">[H.name]'s right leg doesn't need welding on!</span>")
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return
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else return ..()
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else return ..()
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attackby(obj/item/W as obj, mob/user as mob)
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if (isscrewingtool(W))
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if (status)
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status = 0
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boutput(user, "<span style=\"color:blue\">You resecure the welder.</span>")
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else
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status = 1
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boutput(user, "<span style=\"color:blue\">The welder can now be attached and modified.</span>")
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else if (status == 1 && istype(W,/obj/item/rods))
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if (src.loc != user)
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boutput(user, "<span style=\"color:red\">You need to be holding [src] to work on it!</span>")
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return
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var/obj/item/rods/R = new /obj/item/rods
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R.amount = 1
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var/obj/item/rods/S = W
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S.amount = S.amount - 1
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if (S.amount == 0)
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qdel(S)
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var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
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src.set_loc(F)
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F.part1 = src
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user.u_equip(src)
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user.put_in_hand_or_drop(F)
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R.master = F
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src.master = F
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src.layer = initial(src.layer)
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user.u_equip(src)
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src.set_loc(F)
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F.part2 = R
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src.add_fingerprint(user)
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afterattack(obj/O as obj, mob/user as mob)
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if ((istype(O, /obj/reagent_dispensers/fueltank) || istype(O, /obj/item/reagent_containers/food/drinks/fueltank)) && get_dist(src,O) <= 1)
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if (O.reagents.total_volume)
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O.reagents.trans_to(src, 20)
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boutput(user, "<span style=\"color:blue\">Welder refueled</span>")
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playsound(src.loc, "sound/effects/zzzt.ogg", 50, 1, -6)
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else
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boutput(user, "<span style=\"color:red\">The [O.name] is empty!</span>")
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else if (src.welding)
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use_fuel(1)
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if (get_fuel() <= 0)
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boutput(usr, "<span style=\"color:blue\">Need more fuel!</span>")
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src.welding = 0
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src.force = 3
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src.damtype = "brute"
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set_icon_state("weldingtool-off" + src.icon_state_variant_suffix)
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src.item_state = "weldingtool-off" + src.item_state_variant_suffix
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user.update_inhands()
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var/turf/location = user.loc
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if (istype(location, /turf))
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location.hotspot_expose(700, 50, 1)
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if (O && !ismob(O) && O.reagents)
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boutput(usr, "<span style=\"color:blue\">You heat \the [O.name]</span>")
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O.reagents.temperature_reagents(2500,10)
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return
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attack_self(mob/user as mob)
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if (status > 1) return
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src.welding = !(src.welding)
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if (src.welding)
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if (get_fuel() <= 0)
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boutput(user, "<span style=\"color:blue\">Need more fuel!</span>")
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src.welding = 0
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return 0
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boutput(user, "<span style=\"color:blue\">You will now weld when you attack.</span>")
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src.force = 15
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src.damtype = "fire"
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set_icon_state("weldingtool-on" + src.icon_state_variant_suffix)
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src.item_state = "weldingtool-on" + src.item_state_variant_suffix
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if (!(src in processing_items))
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processing_items.Add(src)
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else
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boutput(user, "<span style=\"color:blue\">Not welding anymore.</span>")
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src.force = 3
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src.damtype = "brute"
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set_icon_state("weldingtool-off" + src.icon_state_variant_suffix)
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src.item_state = "weldingtool-off" + src.item_state_variant_suffix
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user.update_inhands()
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return
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blob_act(var/power)
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if (prob(power * 0.5))
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qdel(src)
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temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if (exposed_temperature > 1000)
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return ..()
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return
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process()
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if(!welding)
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processing_items.Remove(src)
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return
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var/turf/location = src.loc
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if (ismob(location))
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var/mob/M = location
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if (M.l_hand == src || M.r_hand == src)
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location = M.loc
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if (istype(location, /turf))
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location.hotspot_expose(700, 5)
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if (prob(20))
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use_fuel(1)
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if (!get_fuel())
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welding = 0
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force = 3
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damtype = "brute"
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set_icon_state("weldingtool-off" + src.icon_state_variant_suffix)
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src.item_state = "weldingtool-off" + src.item_state_variant_suffix
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processing_items.Remove(src)
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return
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proc/get_fuel()
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if (reagents)
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return reagents.get_reagent_amount("fuel")
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proc/use_fuel(var/amount)
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amount = min(get_fuel(), amount)
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if (reagents)
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reagents.remove_reagent("fuel", amount)
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return
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proc/eyecheck(mob/user as mob)
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if(user.isBlindImmune())
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return
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//check eye protection
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var/safety = 0
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if (ishuman(user))
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var/mob/living/carbon/human/H = user
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// we want to check for the thermals first so having a polarized eye doesn't protect you if you also have a thermal eye
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if (istype(H.glasses, /obj/item/clothing/glasses/thermal) || H.eye_istype(/obj/item/organ/eye/cyber/thermal) || istype(H.glasses, /obj/item/clothing/glasses/nightvision) || H.eye_istype(/obj/item/organ/eye/cyber/nightvision))
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safety = -1
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else if (istype(H.head, /obj/item/clothing/head/helmet/welding))
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var/obj/item/clothing/head/helmet/welding/WH = H.head
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if(!WH.up)
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safety = 2
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else
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safety = 0
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else if (istype(H.head, /obj/item/clothing/head/helmet/space))
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safety = 2
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else if (istype(H.glasses, /obj/item/clothing/glasses/sunglasses) || H.eye_istype(/obj/item/organ/eye/cyber/sunglass))
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safety = 1
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switch (safety)
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if (1)
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boutput(usr, "<span style=\"color:red\">Your eyes sting a little.</span>")
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user.take_eye_damage(rand(1, 2))
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if (0)
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boutput(usr, "<span style=\"color:red\">Your eyes burn.</span>")
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user.take_eye_damage(rand(2, 4))
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if (-1)
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boutput(usr, "<span style=\"color:red\"><b>Your goggles intensify the welder's glow. Your eyes itch and burn severely.</b></span>")
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user.change_eye_blurry(rand(12, 20))
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user.take_eye_damage(rand(12, 16))
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proc/cauterise(mob/living/carbon/human/H as mob, mob/living/carbon/user as mob, var/part)
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if(!istype(H)) return
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if(!istype(user)) return
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if(!part) return
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var/variant = H.bioHolder.HasEffect("lost_[part]")
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if (!variant) return
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if (get_fuel() < 5)
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boutput(user, "<span style=\"color:blue\">You need more welding fuel to complete this task.</span>")
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return
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use_fuel(5)
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playsound(src.loc, "sound/items/Welder.ogg", 100, 1)
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eyecheck(user)
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H.TakeDamage("chest",0,20)
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if (prob(50)) H.emote("scream")
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variant = max(1, variant-20)
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H.bioHolder.RemoveEffect("lost_[part]")
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H.bioHolder.AddEffect("lost_[part]", variant)
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for (var/mob/O in AIviewers(H, null))
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if (O == (user || H))
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continue
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if (H == user)
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O.show_message("<span style=\"color:red\">[user.name] cauterises their own stump with [src]!</span>", 1)
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else
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O.show_message("<span style=\"color:red\">[H.name] has their stump cauterised by [user.name] with [src].</span>", 1)
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if(H != user)
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boutput(H, "<span style=\"color:red\">[user.name] cauterises your stump with [src].</span>")
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boutput(user, "<span style=\"color:red\">You cauterise [H.name]'s stump with [src].</span>")
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else
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boutput(user, "<span style=\"color:red\">You cauterise your own stump with [src].</span>")
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return
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proc/attach_robopart(mob/living/carbon/human/H as mob, mob/living/carbon/user as mob, var/part)
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if (!istype(H)) return
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if (!istype(user)) return
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if (!part) return
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if (!H.bioHolder.HasEffect("loose_robot_[part]")) return
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if (get_fuel() < 5)
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boutput(user, "<span style=\"color:blue\">You need more welding fuel to complete this task.</span>")
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return
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use_fuel(5)
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playsound(src.loc, "sound/items/Welder.ogg", 100, 1)
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eyecheck(user)
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H.TakeDamage("chest",0,20)
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if (prob(50)) H.emote("scream")
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user.visible_message("<span style=\"color:red\">[user.name] welds [H.name]'s robotic part to their stump with [src].</span>", "<span style=\"color:red\">You weld [H.name]'s robotic part to their stump with [src].</span>")
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H.bioHolder.RemoveEffect("loose_robot_[part]")
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return
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/obj/item/weldingtool/vr
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icon_state = "weldingtool-off-vr"
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icon_state_variant_suffix = "-vr"
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/obj/item/weldingtool/high_cap
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name = "high-capacity weldingtool"
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New()
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var/datum/reagents/R = new/datum/reagents(100)
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reagents = R
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R.my_atom = src
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R.add_reagent("fuel", 100)
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return
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