mirror of
https://github.com/vgstation-coders/vgstation13.git
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- Fixed it being possible to drag-drop any storage item to either hand from.. anywhere... You can now only do that if the backpack is somewhere on you. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4485 316c924e-a436-60f5-8080-3fe189b3f50e
254 lines
7.4 KiB
Plaintext
254 lines
7.4 KiB
Plaintext
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/**********************Ore box**************************/
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/obj/structure/ore_box
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icon = 'icons/obj/mining.dmi'
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icon_state = "orebox"
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name = "Ore Box"
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desc = "It's heavy"
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density = 1
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/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/ore))
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src.contents += W;
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if (istype(W, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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S.hide_from(usr)
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for(var/obj/item/weapon/ore/O in S.contents)
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S.remove_from_storage(O, src) //This will move the item to this item's contents
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user << "\blue You empty the satchel into the box."
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return
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/obj/structure/ore_box/attack_hand(obj, mob/user as mob)
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var/amt_gold = 0
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var/amt_silver = 0
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var/amt_diamond = 0
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var/amt_glass = 0
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var/amt_iron = 0
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var/amt_plasma = 0
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var/amt_uranium = 0
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var/amt_clown = 0
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for (var/obj/item/weapon/ore/C in contents)
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if (istype(C,/obj/item/weapon/ore/diamond))
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amt_diamond++;
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if (istype(C,/obj/item/weapon/ore/glass))
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amt_glass++;
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if (istype(C,/obj/item/weapon/ore/plasma))
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amt_plasma++;
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if (istype(C,/obj/item/weapon/ore/iron))
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amt_iron++;
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if (istype(C,/obj/item/weapon/ore/silver))
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amt_silver++;
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if (istype(C,/obj/item/weapon/ore/gold))
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amt_gold++;
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if (istype(C,/obj/item/weapon/ore/uranium))
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amt_uranium++;
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if (istype(C,/obj/item/weapon/ore/clown))
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amt_clown++;
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var/dat = text("<b>The contents of the ore box reveal...</b><br>")
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if (amt_gold)
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dat += text("Gold ore: [amt_gold]<br>")
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if (amt_silver)
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dat += text("Silver ore: [amt_silver]<br>")
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if (amt_iron)
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dat += text("Metal ore: [amt_iron]<br>")
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if (amt_glass)
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dat += text("Sand: [amt_glass]<br>")
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if (amt_diamond)
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dat += text("Diamond ore: [amt_diamond]<br>")
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if (amt_plasma)
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dat += text("Plasma ore: [amt_plasma]<br>")
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if (amt_uranium)
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dat += text("Uranium ore: [amt_uranium]<br>")
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if (amt_clown)
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dat += text("Bananium ore: [amt_clown]<br>")
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dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
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user << browse("[dat]", "window=orebox")
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return
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/obj/structure/ore_box/Topic(href, href_list)
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if(..())
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return
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usr.machine = src
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src.add_fingerprint(usr)
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if(href_list["removeall"])
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for (var/obj/item/weapon/ore/O in contents)
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contents -= O
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O.loc = src.loc
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usr << "\blue You empty the box"
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src.updateUsrDialog()
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return
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/**********************Sheet Snatcher**************************/
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//Stolen satchel code, making it a box just wouldn't work well for this -Sieve
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/obj/item/weapon/sheetsnatcher
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icon = 'icons/obj/mining.dmi'
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icon_state = "sheetsnatcher"
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name = "Sheet Snatcher"
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desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
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var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
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var/capacity = 300; //the number of sheets it can carry.
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flags = FPRINT | TABLEPASS
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w_class = 3
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var/metal = 0//Holder values, to have a count of how much of each type is in the snatcher
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var/glass = 0
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var/gold = 0
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var/silver = 0
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var/diamond = 0
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var/plasma = 0
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var/uranium = 0
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var/clown = 0
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var/euranium = 0
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var/plasteel = 0
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var/rglass = 0
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/obj/item/weapon/sheetsnatcher/attack_self(mob/user as mob)//Credit goes to carn on this one
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var/location = get_turf(src) //fetches the turf containing the object. (so stuff spawns on the floor)
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while(metal)
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var/obj/item/stack/sheet/metal/S = new (location)
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var/stacksize = min(metal,50) //maximum stack size is 50!
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S.amount = stacksize
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metal -= stacksize
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while(glass)
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var/obj/item/stack/sheet/glass/S = new (location)
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var/stacksize = min(glass,50)
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S.amount = stacksize
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glass -= stacksize
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while(gold)
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var/obj/item/stack/sheet/gold/S = new (location)
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var/stacksize = min(gold,50)
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S.amount = stacksize
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gold -= stacksize
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while(silver)
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var/obj/item/stack/sheet/silver/S = new (location)
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var/stacksize = min(silver,50)
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S.amount = stacksize
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silver -= stacksize
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while(diamond)
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var/obj/item/stack/sheet/diamond/S = new (location)
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var/stacksize = min(diamond,50)
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S.amount = stacksize
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diamond -= stacksize
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while(plasma)
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var/obj/item/stack/sheet/plasma/S = new (location)
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var/stacksize = min(plasma,50)
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S.amount = stacksize
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plasma -= stacksize
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while(uranium)
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var/obj/item/stack/sheet/uranium/S = new (location)
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var/stacksize = min(uranium,50)
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S.amount = stacksize
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uranium -= stacksize
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while(clown)
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var/obj/item/stack/sheet/clown/S = new (location)
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var/stacksize = min(clown,50)
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S.amount = stacksize
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clown -= stacksize
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while(euranium)
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var/obj/item/stack/sheet/enruranium/S = new (location)
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var/stacksize = min(euranium,50)
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S.amount = stacksize
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euranium -= stacksize
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while(plasteel)
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var/obj/item/stack/sheet/plasteel/S = new (location)
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var/stacksize = min(plasteel,50)
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S.amount = stacksize
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plasteel -= stacksize
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while(rglass)
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var/obj/item/stack/sheet/rglass/S = new (location)
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var/stacksize = min(rglass,50)
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S.amount = stacksize
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rglass -= stacksize
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if(!metal && !glass && !gold && !silver && !diamond && !plasma && !uranium && !clown && !euranium && !plasteel && !rglass)
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user << "\blue You empty the snatch."
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return
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/obj/item/weapon/sheetsnatcher/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/stack/sheet))
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var/obj/item/stack/sheet/O = W
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src.add(O,user)
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return
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/obj/item/weapon/sheetsnatcher/verb/toggle_mode()
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set name = "Switch Sheet Snatcher Method"
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set category = "Object"
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mode = !mode
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switch (mode)
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if(1)
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usr << "The snatcher now picks up all sheets on a tile at once."
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if(0)
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usr << "The snatcher now picks up one sheet at a time."
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/obj/item/weapon/sheetsnatcher/proc/add(var/obj/item/stack/sheet/S as obj, mob/user as mob)//Handles sheets, adds them to the holder values
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if((S.name == "Sandstone Bricks") || (S.name == "Wood Planks"))//Does not pick up sandstone or wood, as they are not true sheets
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return
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var/current = metal+glass+gold+silver+diamond+plasma+uranium+clown+euranium+plasteel+rglass
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if(capacity == current)//If it's full, you're done
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user << "\red The snatcher is full."
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return
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if(capacity < current + S.amount)//If the stack will fill it up
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var/diff = capacity - current
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switch(S.name)
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if("metal")
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metal += diff
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if("glass")
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glass += diff
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if("silver")
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silver += diff
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if("gold")
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gold += diff
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if("diamond")
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diamond += diff
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if("solid plasma")
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plasma += diff
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if("uranium")
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uranium += diff
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if("bananium")
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clown += diff
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if("enriched uranium")
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euranium += diff
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if("plasteel")
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plasteel += diff
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if("reinforced glass")
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rglass += diff
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S.amount -= diff
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user << "\blue You add the [S.name] to the [name]"
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else
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switch(S.name)
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if("metal")
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metal += S.amount
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if("glass")
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glass += S.amount
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if("silver")
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silver += S.amount
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if("gold")
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gold += S.amount
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if("diamond")
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diamond += S.amount
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if("solid plasma")
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plasma += S.amount
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if("uranium")
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uranium += S.amount
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if("bananium")
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clown += S.amount
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if("enriched uranium")
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euranium += S.amount
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if("plasteel")
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plasteel += S.amount
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if("reinforced glass")
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rglass += S.amount
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user << "\blue You add the [S.name] to the [name]"
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del (S)
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return
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/obj/item/weapon/sheetsnatcher/borg
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name = "Sheet Snatcher 9000"
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desc = ""
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capacity = 500//Borgs get more because >specialization |