Create anvil.dm

This commit is contained in:
lolman360
2020-08-14 18:28:48 +10:00
parent 9828f67243
commit 1b0152eb48

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#define WORKPIECE_PRESENT 1
#define WORKPIECE_INPROGRESS 2
#define WORKPIECE_FINISHED 3
#define WORKPIECE_SLAG 5
#define RECIPE_SMALLPICK "dbp" //draw bend punch
#define RECIPE_LARGEPICK "ddbp" //draw draw bend punch
#define RECIPE_SHOVEL "dfup" //draw fold upset punch
#define RECIPE_SMALLKNIFE "sdd" //shrink draw draw
#define RECIPE_HAMMER "sfp" //shrink fold punch
#define RECIPE_AXE "ufp" //upset fold punch
#define RECIPE_SHORTSWORD "dff" //draw fold fold
#define RECIPE_JAVELIN "dbf" //draw bend fold
#define RECIPE_SCYTHE "bdf" //bend draw fold
#define RECIPE_COGHEAD "bsf" //bend shrink fold.
#define RECIPE_BROADSWORD "dfufd" //draw fold upset fold draw
#define RECIPE_HALBERD "duffp" //draw upset fold fold punch
/obj/structure/anvil
name = "anvil"
desc = "Base class of anvil. This shouldn't exist, but is useable."
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "loom"
density = TRUE
anchored = TRUE
var/workpiece_state = FALSE
var/qualitymod = 0
var/currentquality = qualitymod
var/currentsteps = 0
var/strengthstepcostmod = 1
var/stepsdone
var/list/recipes = (RECIPE_AXE, RECIPE_HAMMER, RECIPE_SCYTHE, RECIPE_SHOVEL, RECIPE_COGHEAD, RECIPE_JAVELIN, RECIPE_LARGEPICK, RECIPE_SMALLPICK, RECIPE_SHORTSWORD, RECIPE_SMALLKNIFE)
/obj/structure/anvil/attackby(obj/item/I, mob/user)
if(istype(I, obj/item/ingot))
var/obj/item/ingot/notsword = I
if(workpiece_state)
to_chat(user, "There's already a workpiece! Finish it or take it off.")
return FALSE
if(notsword.workability == "shapeable")
workpiece_state = WORKPIECE_PRESENT
to_chat(user, "You place the [notsword] on the [src].")
else
to_chat(user, "The ingot isn't workable yet!")
return FALSE
return
return ..()
/obj/structure/anvil/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I, 5)
return TRUE
/obj/structure/anvil/proc/do_shaping(mob/user)
var/list/shapingsteps = ("weak hit", "strong hit", "heavy hit", "fold", "draw", "shrink", "bend", "punch", "upset") //weak/strong/heavy hit affect strength. All the other steps shape.
var/stepdone = input(user, "How would you like to work the metal?") in shapingsteps
switch(stepdone)
if("weak hit")
currentsteps += 1 * strengthstepcostmod
strengthstepcostmod += 0.3
qualitymod += 1
if("strong hit")
currentsteps += 1.25 * strengthstepcostmod
strengthstepcostmod += 0.5
qualitymod += 2
if("heavy hit")
currentsteps += 1.5 * strengthstepcostmod
strengthstepcostmod += 0.7
qualitymod += 3
if("fold")
stepsdone += "f"
currentsteps += 1
qualitymod -= 2
if("draw")
stepsdone += "d"
currentsteps += 1
qualitymod -= 2
if("shrink")
stepsdone += "s"
currentsteps += 1
qualitymod -= 2
if("bend")
stepsdone += "b"
currentsteps += 1
qualitymod -= 2
if("punch")
stepsdone += "p"
currentsteps += 1
qualitymod -= 2
if("upset")
stepsdone += "u"
currentsteps += 1
qualitymod -= 2
if(length(stepsdone) >= 3)
//todo: TRYFINISHTHEPIECE
//TODO: CHECK IF IT'S TOO WORKED