workies!!

This commit is contained in:
lolman360
2020-08-16 12:42:40 +10:00
parent 7ca4fa2f55
commit 55b55bab34
4 changed files with 128 additions and 52 deletions
+35 -17
View File
@@ -26,11 +26,12 @@
anchored = TRUE
var/workpiece_state = FALSE
var/datum/material/workpiece_material
var/anvilquality = 0
var/qualitymod = 0
var/currentquality = 0
var/currentsteps = 0
var/strengthstepcostmod = 1
var/stepsdone = 0
var/stepsdone = ""
var/list/smithrecipes = list(RECIPE_AXE = /obj/item/smithing/axehead,
RECIPE_HAMMER = /obj/item/smithing/hammerhead,
RECIPE_SCYTHE = /obj/item/smithing/scytheblade,
@@ -44,7 +45,9 @@
RECIPE_BROADSWORD = /obj/item/smithing/broadblade,
RECIPE_HALBERD = /obj/item/smithing/halberdhead)
/obj/structure/anvil/Initialize()
..()
qualitymod = anvilquality
/obj/structure/anvil/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/ingot))
@@ -64,8 +67,9 @@
return
else if(istype(I, /obj/item/melee/smith/hammer))
var/obj/item/melee/smith/hammer/hammertime = I
if(workpiece_state == WORKPIECE_PRESENT || WORKPIECE_INPROGRESS)
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
@@ -119,24 +123,38 @@
stepsdone += "u"
currentsteps += 1
qualitymod -= 2
to_chat(user, "You [stepdone] the metal.")
currentquality += qualitymod
to_chat(user, stepsdone)
if(length(stepsdone) >= 3)
if(currentsteps > STEPS_CAP)
to_chat(user, "You overwork the metal, causing it to turn into useless slag!")
tryfinish(user)
/obj/structure/anvil/proc/tryfinish(mob/user)
if(currentsteps > STEPS_CAP)
to_chat(user, "You overwork the metal, causing it to turn into useless slag!")
var/turf/T = get_turf(user)
workpiece_state = FALSE
new /obj/item/stack/ore/slag(T)
currentquality = 0
qualitymod = anvilquality
stepsdone = ""
currentsteps = 0
for(var/i in smithrecipes)
to_chat(user, "comparing [i] to [stepsdone]")
if(i == stepsdone)
var/turf/T = get_turf(user)
var/obj/item/smithing/create = smithrecipes[stepsdone]
var/obj/item/smithing/finisheditem = new create(T)
to_chat(user, "You finish your [finisheditem]!")
workpiece_state = FALSE
new /obj/item/stack/ore/slag(T)
finisheditem.quality = currentquality
finisheditem.set_custom_materials(workpiece_material)
currentquality = qualitymod
for(var/solutions in smithrecipes)
if(!solutions == stepsdone)
return FALSE
else
var/obj/item/smithing/finisheditem = smithrecipes[stepsdone]
var/turf/T = get_turf(user)
workpiece_state = FALSE
finisheditem.set_custom_materials(workpiece_material)
to_chat(user, "You finish your [finisheditem]!")
new finisheditem(T)
currentquality = qualitymod
qualitymod = anvilquality
stepsdone = ""
currentsteps = 0
break
#undef WORKPIECE_PRESENT
#undef WORKPIECE_INPROGRESS
+38 -7
View File
@@ -4,6 +4,7 @@
icon_state = "mace_greyscale"
item_state = "mace_greyscale"
material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
force = 10
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
var/quality
@@ -12,13 +13,26 @@
/obj/item/melee/smith/Initialize()
..()
desc = "A handmade [name]."
. = ..()
overlay = mutable_appearance(icon, overlay_state)
overlay.appearance_flags = RESET_COLOR
add_overlay(overlay)
if(force < 0)
force = 0
/obj/item/melee/smith/twohand
var/wielded_mult = 1.75
/obj/item/melee/smith/twohand/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 100, 70) //decent in a pinch, but pretty bad.
AddComponent(/datum/component/jousting)
AddElement(/datum/element/sword_point)
var/fw = force*wielded_mult
AddComponent(/datum/component/two_handed, force_unwielded=10, force_wielded=fw, icon_wielded="[icon_state]_wield")
///////////////////////////
@@ -51,13 +65,21 @@
///////////////////////////
/obj/item/melee/smith/halberd
/obj/item/melee/smith/javelin
/obj/item/melee/smith/twohand/halberd
name = "halberd"
/obj/item/melee/smith/twohand/halberd/Initialize()
..()
throwforce = force/3
/obj/item/melee/smith/twohand/javelin
name = "javelin"
wielded_mult = 1.5
/obj/item/melee/smith/twohand/javelin/Initialize()
..()
throwforce = force*2
//////////////////////////
@@ -65,14 +87,23 @@
///////////////////////////
/obj/item/melee/smith/axe
name = "axe"
/obj/item/melee/smith/hammer//blacksmithing, not warhammer.
name = "hammer"
var/qualitymod = 0
/obj/item/scythe/smithed //we need to inherit scythecode
/obj/item/scythe/smithed //we need to inherit scythecode, but that's about it.
material_flags = MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
/obj/item/melee/smith/cogheadclub
name = "coghead club"
/obj/item/melee/smith/shortsword
name = "shortsword"
/obj/item/melee/smith/shortsword
/obj/item/melee/smith/twohand/broadsword
name = "broadsword"
force = 15
wielded_mult = 1.8
+55 -28
View File
@@ -1,3 +1,7 @@
/obj/item/smithing
name = "base class /obj/item/smithing"
icon = 'icons/obj/smith.dmi'
@@ -5,7 +9,7 @@
material_flags = MATERIAL_COLOR | MATERIAL_ADD_PREFIX
var/quality = 0 //quality. Changed by the smithing process.
var/obj/item/finishingitem = /obj/item/stick //What this item needs to be hit by to create finalitem
var/obj/item/finalitem = /obj/item/melee/smith
var/obj/item/finalitem
/obj/item/ingot
name = "ingot"
@@ -18,20 +22,22 @@
custom_materials = list(/datum/material/iron=12000)
/obj/item/smithing/Initialize()
..()
desc = "A [src]. Hit it with a [finishingitem] to create a [finalitem]."
/obj/item/smithing/attackby(obj/item/I, mob/user)
if(istype(I, finishingitem))
to_chat(user, "You finish the [src].")
qdel(I)
dofinish()
startfinish()
else
return ..()
/obj/item/smithing/proc/startfinish()
dofinish()
/obj/item/smithing/proc/dofinish()
var/turf/T = get_turf(src)
. = new finalitem(T)
finalitem.set_custom_materials(custom_materials)
visible_message("The finishing of [src].")
var/qualname
switch(quality)
if(-1000 to -5)
@@ -54,33 +60,39 @@
qualname = "above-average"
var/datum/material/mat = custom_materials[1]
mat = mat.name
finalitem.name = "[qualname] [mat] [finalitem.name]."
finalitem.name = "[qualname] [mat] [finalitem.name]"
finalitem.forceMove(get_turf(src))
qdel(src)
return
/obj/item/smithing/axehead
name = "smithed axe head"
finalitem = /obj/item/melee/smith/axe
/obj/item/smithing/axehead/dofinish()
/obj/item/smithing/axehead/startfinish()
finalitem = new /obj/item/melee/smith/axe(src)
finalitem.force += quality
..()
/obj/item/smithing/hammerhead
name = "smithed hammer head"
var/obj/item/melee/smith/hammer/finalforreal = /obj/item/melee/smith/hammer
finalitem = /obj/item/melee/smith/hammer
/obj/item/smithing/hammerhead/dofinish()
/obj/item/smithing/hammerhead/startfinish()
var/obj/item/melee/smith/hammer/finalforreal = new /obj/item/melee/smith/hammer(src)
finalforreal.force += quality/2
finalforreal.qualitymod = quality/4
finalitem = finalforreal
..()
/obj/item/smithing/scytheblade
name = "smithed scythe head"
finalitem = /obj/item/scythe/smithed
/obj/item/smithing/scytheblade/dofinish()
/obj/item/smithing/scytheblade/startfinish()
finalitem = new /obj/item/scythe/smithed(src)
finalitem.force += quality
..()
@@ -88,16 +100,19 @@
name = "smithed shovel head"
finalitem = /obj/item/shovel/smithed
/obj/item/smithing/shovelhead/dofinish()
/obj/item/smithing/shovelhead/startfinish()
finalitem = new /obj/item/shovel/smithed(src)
finalitem.force += quality/2
finalitem.toolspeed /= quality
if(quality)
finalitem.toolspeed /= quality
..()
/obj/item/smithing/cogheadclubhead
name = "smithed coghead club head"
finalitem = /obj/item/melee/smith/cogheadclub
/obj/item/smithing/cogheadclubhead/dofinish()
/obj/item/smithing/cogheadclubhead/startfinish()
finalitem = new /obj/item/melee/smith/cogheadclub(src)
finalitem.force += quality
..()
@@ -105,17 +120,21 @@
name = "smithed javelin head"
finalitem = /obj/item/melee/smith/javelin
/obj/item/smithing/javelinhead/dofinish()
/obj/item/smithing/javelinhead/startfinish()
finalitem = new /obj/item/melee/smith/javelin(src)
finalitem.force += quality
..()
/obj/item/smithing/pickaxehead
name = "smithed pickaxe head"
var/obj/item/pickaxe/smithed/finalforreal = /obj/item/pickaxe/smithed
finalitem = /obj/item/pickaxe/smithed
/obj/item/smithing/pickaxehead/dofinish()
/obj/item/smithing/pickaxehead/startfinish()
var/obj/item/pickaxe/smithed/finalforreal = new /obj/item/pickaxe/smithed(src)
finalforreal.force += quality/2
finalforreal.toolspeed /= quality
if(quality)
finalforreal.toolspeed /= quality
switch(quality)
if(10 to INFINITY)
finalforreal.digrange = 4
@@ -126,22 +145,27 @@
finalitem = finalforreal
..()
/obj/item/smithing/prospectingpickhead
name = "smithed prospector's pickaxe head"
var/obj/item/mining_scanner/prospector/finalforreal = /obj/item/mining_scanner/prospector
finalitem = /obj/item/mining_scanner/prospector
/obj/item/smithing/prospectingpickhead/dofinish()
/obj/item/smithing/prospectingpickhead/startfinish()
var/obj/item/mining_scanner/prospector/finalforreal = new /obj/item/mining_scanner/prospector(src)
finalforreal.range = 2 + quality
finalforreal.cooldown = 100/quality
if(quality)
finalforreal.cooldown = 100/quality
finalitem = finalforreal
..()
/obj/item/smithing/shortswordblade
name = "smithed shortsword blade"
finishingitem = /obj/item/swordhandle
finalitem = /obj/item/melee/smith/shortsword
/obj/item/smithing/shortswordblade/dofinish()
/obj/item/smithing/shortswordblade/startfinish()
finalitem = new /obj/item/melee/smith/shortsword(src)
finalitem.force += quality
..()
@@ -150,16 +174,18 @@
finishingitem = /obj/item/swordhandle
finalitem = /obj/item/kitchen/knife
/obj/item/smithing/knifehead/dofinish()
/obj/item/smithing/knifehead/startfinish()
finalitem = new /obj/item/kitchen/knife(src)
finalitem.force += quality/2
..()
/obj/item/smithing/broadblade
name = "smithed broadsword blade"
finishingitem = /obj/item/swordhandle
finalitem = /obj/item/melee/smith/shortsword
finalitem = /obj/item/melee/smith/broadsword
/obj/item/smithing/broadblade/dofinish()
/obj/item/smithing/broadblade/startfinish()
finalitem = new /obj/item/melee/smith/broadsword(src)
finalitem.force += quality
..()
@@ -167,7 +193,8 @@
name = "smithed halberd head"
finalitem = /obj/item/melee/smith/halberd
/obj/item/smithing/halberdhead/dofinish()
/obj/item/smithing/halberdhead/startfinish()
finalitem = new /obj/item/melee/smith/halberd(src)
finalitem.force += quality
..()
@@ -182,4 +209,4 @@
name = "sword handle"
desc = "It's a rod, suitable for use of a handle of a tool. Also could serve as a weapon, in a pinch."
icon = 'icons/obj/smith.dmi'
icon_state = "stick"
icon_state = "stick"