Files
vgstation13/code/WorkInProgress/Chinsky/ashtray.dm
ComicIronic 06b5e60bbe Material datum implementation
Material datum functionality changed to mimic that of reagents etc. by
using a global datum list and an assoc value list.
Material datums added at the atom level.
starting_materials var added - on New(), the materials in the list are
added to a datum. An empty list generates an empty datum, a null means no
datum.
m_amt, g_amt, and where applicable gold_amt, etc. completely removed,
replaced with starting_materials where applicable.

Fabricators
Fixed a bug with fabricators taking design cost, not shown cost.
Fixed a bug with fabricators taking costs before a design was shown
completable.
Fabricators now transfer the materials they use in the design to the atom
produced's material datum.
Designs are now world-consistent : scanning the same atom will ref the
same design, and scanning an atom with a design will fetch it.
Mechanic fabs now add plastic cost on top of the design, not to it.
Mechanic designs no longer require random extra materials.
Mechanic designs are now material-specific, not type-specific.
Mechanic blueprint uses have been removed, in favour of a consumable
system.
RnD wires moved to the datum system.
Autolathe moved under fabricators. It preserves as much functionality as
possible.
Framework added for plastic costs on mechanic fabs to be toggled, and for
removal of designs to be toggled also.
2015-06-13 16:13:02 +01:00

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/obj/item/ashtray
icon = 'icons/ashtray.dmi'
var/
max_butts = 0
empty_desc = ""
icon_empty = ""
icon_half = ""
icon_full = ""
icon_broken = ""
/obj/item/ashtray/New()
..()
src.pixel_y = rand(-5, 5)
src.pixel_x = rand(-6, 6)
return
/obj/item/ashtray/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (health < 1)
return
if (istype(W,/obj/item/clothing/mask/cigarette) || istype(W, /obj/item/weapon/match) || istype(W, /obj/item/weapon/cigbutt))
if(user)
if (contents.len >= max_butts)
user << "This ashtray is full."
return
user.drop_item(W, src)
var/obj/item/clothing/mask/cigarette/cig = W
if(istype(cig, /obj/item/weapon/cigbutt))
user << "You drop the [cig] into [src]."
if (istype(W,/obj/item/clothing/mask/cigarette) || istype(W, /obj/item/weapon/match))
if (cig.lit == 1)
src.visible_message("[user] crushes [cig] in [src], putting it out.")
else if (cig.lit == 0)
user << "You place [cig] in [src] without even lighting it. Why would you do that?"
else if (cig.lit == -1)
src.visible_message("[user] places [cig] in [src].")
add_fingerprint(user)
if (contents.len == max_butts)
icon_state = icon_full
desc = empty_desc + " It's stuffed full."
else if (contents.len > max_butts/2)
icon_state = icon_half
desc = empty_desc + " It's half-filled."
else
health = max(0,health - W.force)
user << "You hit [src] with [W]."
if (health < 1)
die()
return
/obj/item/ashtray/throw_impact(atom/hit_atom)
if (health > 0)
health = max(0,health - 3)
if (health < 1)
die()
return
if (contents.len)
src.visible_message("<span class='warning'>[src] slams into [hit_atom] spilling its contents!</span>")
for (var/obj/item/clothing/mask/cigarette/O in contents)
contents -= O
O.loc = src.loc
icon_state = icon_empty
return ..()
/obj/item/ashtray/proc/die()
src.visible_message("<span class='warning'>[src] shatters spilling its contents!</span>")
for (var/obj/item/clothing/mask/cigarette/O in contents)
contents -= O
O.loc = src.loc
icon_state = icon_broken
/obj/item/ashtray/plastic
name = "plastic ashtray"
desc = "Cheap plastic ashtray."
icon_state = "ashtray_bl"
icon_empty = "ashtray_bl"
icon_half = "ashtray_half_bl"
icon_full = "ashtray_full_bl"
icon_broken = "ashtray_bork_bl"
max_butts = 14
health = 24.0
starting_materials = list(MAT_PLASTIC = 50)
w_type = RECYK_MISC
empty_desc = "Cheap plastic ashtray."
throwforce = 3.0
die()
..()
name = "pieces of plastic"
desc = "Pieces of plastic with ash on them."
return
/obj/item/ashtray/bronze
name = "bronze ashtray"
desc = "Massive bronze ashtray."
icon_state = "ashtray_br"
icon_empty = "ashtray_br"
icon_half = "ashtray_half_br"
icon_full = "ashtray_full_br"
icon_broken = "ashtray_bork_br"
max_butts = 10
health = 72.0
starting_materials = list(MAT_IRON = 80)
w_type = RECYK_METAL
empty_desc = "Massive bronze ashtray."
throwforce = 10.0
die()
..()
name = "pieces of bronze"
desc = "Pieces of bronze with ash on them."
return
/obj/item/ashtray/glass
name = "glass ashtray"
desc = "Glass ashtray. Looks fragile."
icon_state = "ashtray_gl"
icon_empty = "ashtray_gl"
icon_half = "ashtray_half_gl"
icon_full = "ashtray_full_gl"
icon_broken = "ashtray_bork_gl"
max_butts = 12
health = 12.0
starting_materials = list(MAT_GLASS = 60)
empty_desc = "Glass ashtray. Looks fragile."
throwforce = 6.0
die()
..()
name = "shards of glass"
desc = "Shards of glass with ash on them."
playsound(src, "shatter", 30, 1)
return