fixes a bunch of blacksmithing stuff

the blacksmithing skill is now actually dwarfy instead of not because of a typo

picking up how ingots without gloves is now not a better decision than picking them up with non-heatresistant gloves.

you can't interact with anvils while they are already being worked to prevent issues.

Also fixes associative skill level code a tiny bit.
This commit is contained in:
DeltaFire
2020-09-25 22:04:55 +02:00
parent 9f191c67f3
commit 0746116e17
3 changed files with 21 additions and 13 deletions

View File

@@ -36,6 +36,7 @@
icon_state = "anvil"
density = TRUE
anchored = TRUE
var/busy = FALSE //If someone is already interacting with this anvil
var/workpiece_state = FALSE
var/datum/material/workpiece_material
var/anvilquality = 0
@@ -84,7 +85,7 @@
currentquality = anvilquality
var/skillmod = 0
if(user.mind.skill_holder)
skillmod = user.mind.get_skill_level(/datum/skill/level/dorfy/blacksmithing)/2
skillmod = user.mind.get_skill_level(/datum/skill/level/dwarfy/blacksmithing)/2
currentquality += skillmod
qdel(notsword)
else
@@ -93,12 +94,14 @@
return
else if(istype(I, /obj/item/melee/smith/hammer))
var/obj/item/melee/smith/hammer/hammertime = I
if(workpiece_state == WORKPIECE_PRESENT || workpiece_state == WORKPIECE_INPROGRESS)
do_shaping(user, hammertime.qualitymod)
return
else
to_chat(user, "You can't work an empty anvil!")
return FALSE
if(!(workpiece_state == WORKPIECE_PRESENT || workpiece_state == WORKPIECE_INPROGRESS))
to_chat(user, "You can't work an empty anvil!")
return FALSE
if(busy)
to_chat(user, "This anvil is already being worked!")
return FALSE
do_shaping(user, hammertime.qualitymod)
return
return ..()
/obj/structure/anvil/wrench_act(mob/living/user, obj/item/I)
@@ -108,16 +111,18 @@
/obj/structure/anvil/proc/do_shaping(mob/user, var/qualitychange)
busy = TRUE
currentquality += qualitychange
var/list/shapingsteps = list("weak hit", "strong hit", "heavy hit", "fold", "draw", "shrink", "bend", "punch", "upset") //weak/strong/heavy hit affect strength. All the other steps shape.
workpiece_state = WORKPIECE_INPROGRESS
var/stepdone = input(user, "How would you like to work the metal?") in shapingsteps
var/steptime = 50
if(user.mind.skill_holder)
var/skillmod = user.mind.get_skill_level(/datum/skill/level/dorfy/blacksmithing)/10 + 1
var/skillmod = user.mind.get_skill_level(/datum/skill/level/dwarfy/blacksmithing)/10 + 1
steptime = 50 / skillmod
playsound(src, 'sound/effects/clang2.ogg',40, 2)
if(!do_after(user, steptime, target = src))
busy = FALSE
return FALSE
switch(stepdone)
if("weak hit")
@@ -162,16 +167,17 @@
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/effects/clang2.ogg', 40, 2), 15)
if(length(stepsdone) >= 3)
tryfinish(user)
busy = FALSE
/obj/structure/anvil/proc/tryfinish(mob/user)
var/artifactchance = 0
if(!artifactrolled)
artifactchance = (1+(user.mind.get_skill_level(/datum/skill/level/dorfy/blacksmithing)/4))/2500
artifactchance = (1+(user.mind.get_skill_level(/datum/skill/level/dwarfy/blacksmithing)/4))/2500
artifactrolled = TRUE
var/artifact = max(prob(artifactchance), debug)
var/finalfailchance = outrightfailchance
if(user.mind.skill_holder)
var/skillmod = user.mind.get_skill_level(/datum/skill/level/dorfy/blacksmithing)/10 + 1
var/skillmod = user.mind.get_skill_level(/datum/skill/level/dwarfy/blacksmithing)/10 + 1
finalfailchance = max(0, finalfailchance / skillmod) //lv 2 gives 20% less to fail, 3 30%, etc
if((currentsteps > 10 || (rng && prob(finalfailchance))) && !artifact)
to_chat(user, "<span class='warning'>You overwork the metal, causing it to turn into useless slag!</span>")
@@ -184,7 +190,7 @@
outrightfailchance = 1
artifactrolled = FALSE
if(user.mind.skill_holder)
user.mind.auto_gain_experience(/datum/skill/level/dorfy/blacksmithing, 25, 400, silent = FALSE)
user.mind.auto_gain_experience(/datum/skill/level/dwarfy/blacksmithing, 25, 400, silent = FALSE)
for(var/i in smithrecipes)
if(i == stepsdone)
var/turf/T = get_turf(user)
@@ -217,7 +223,7 @@
outrightfailchance = 1
artifactrolled = FALSE
if(user.mind.skill_holder)
user.mind.auto_gain_experience(/datum/skill/level/dorfy/blacksmithing, 50, 10000000, silent = FALSE)
user.mind.auto_gain_experience(/datum/skill/level/dwarfy/blacksmithing, 50, 10000000, silent = FALSE)
break
/obj/structure/anvil/debugsuper