@@ -64,29 +64,48 @@
|
||||
|
||||
|
||||
|
||||
|
||||
/datum/component/personal_crafting/proc/check_contents(datum/crafting_recipe/R, list/contents)
|
||||
/**
|
||||
* Check that the contents of the recipe meet the requirements.
|
||||
*
|
||||
* user: The /mob that initated the crafting.
|
||||
* R: The /datum/crafting_recipe being attempted.
|
||||
* contents: List of items to search for R's reqs.
|
||||
*/
|
||||
/datum/component/personal_crafting/proc/check_contents(mob/user, datum/crafting_recipe/R, list/contents)
|
||||
var/list/item_instances = contents["instances"]
|
||||
contents = contents["other"]
|
||||
main_loop:
|
||||
for(var/A in R.reqs)
|
||||
var/needed_amount = R.reqs[A]
|
||||
for(var/B in contents)
|
||||
if(ispath(B, A))
|
||||
if (R.blacklist.Find(B))
|
||||
continue
|
||||
if(contents[B] >= R.reqs[A])
|
||||
continue main_loop
|
||||
else
|
||||
needed_amount -= contents[B]
|
||||
if(needed_amount <= 0)
|
||||
continue main_loop
|
||||
else
|
||||
continue
|
||||
|
||||
var/list/requirements_list = list()
|
||||
|
||||
// Process all requirements
|
||||
for(var/requirement_path in R.reqs)
|
||||
// Check we have the appropriate amount available in the contents list
|
||||
var/needed_amount = R.reqs[requirement_path]
|
||||
for(var/content_item_path in contents)
|
||||
// Right path and not blacklisted
|
||||
if(!ispath(content_item_path, requirement_path) || R.blacklist.Find(requirement_path))
|
||||
continue
|
||||
|
||||
needed_amount -= contents[content_item_path]
|
||||
if(needed_amount <= 0)
|
||||
break
|
||||
|
||||
if(needed_amount > 0)
|
||||
return FALSE
|
||||
for(var/A in R.chem_catalysts)
|
||||
if(contents[A] < R.chem_catalysts[A])
|
||||
|
||||
// Store the instances of what we will use for R.check_requirements() for requirement_path
|
||||
var/list/instances_list = list()
|
||||
for(var/instance_path in item_instances)
|
||||
if(ispath(instance_path, requirement_path))
|
||||
instances_list += item_instances[instance_path]
|
||||
|
||||
requirements_list[requirement_path] = instances_list
|
||||
|
||||
for(var/requirement_path in R.chem_catalysts)
|
||||
if(contents[requirement_path] < R.chem_catalysts[requirement_path])
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
return R.check_requirements(user, requirements_list)
|
||||
|
||||
/datum/component/personal_crafting/proc/get_environment(mob/user)
|
||||
. = list()
|
||||
@@ -110,9 +129,14 @@
|
||||
. = list()
|
||||
.["tool_behaviour"] = list()
|
||||
.["other"] = list()
|
||||
.["instances"] = list()
|
||||
for(var/obj/item/I in get_environment(user))
|
||||
if(I.flags_1 & HOLOGRAM_1)
|
||||
continue
|
||||
if(.["instances"][I.type])
|
||||
.["instances"][I.type] += I
|
||||
else
|
||||
.["instances"][I.type] = list(I)
|
||||
if(istype(I, /obj/item/stack))
|
||||
var/obj/item/stack/S = I
|
||||
.["other"][I.type] += S.amount
|
||||
@@ -161,11 +185,11 @@
|
||||
/datum/component/personal_crafting/proc/construct_item(mob/user, datum/crafting_recipe/R)
|
||||
var/list/contents = get_surroundings(user)
|
||||
var/send_feedback = 1
|
||||
if(check_contents(R, contents))
|
||||
if(check_contents(user, R, contents))
|
||||
if(check_tools(user, R, contents))
|
||||
if(do_after(user, R.time, target = user))
|
||||
contents = get_surroundings(user)
|
||||
if(!check_contents(R, contents))
|
||||
if(!check_contents(user, R, contents))
|
||||
return ", missing component."
|
||||
if(!check_tools(user, R, contents))
|
||||
return ", missing tool."
|
||||
@@ -341,7 +365,7 @@
|
||||
if((R.category != cur_category) || (R.subcategory != cur_subcategory))
|
||||
continue
|
||||
|
||||
craftability["[REF(R)]"] = check_contents(R, surroundings)
|
||||
craftability["[REF(R)]"] = check_contents(user, R, surroundings)
|
||||
|
||||
data["craftability"] = craftability
|
||||
return data
|
||||
|
||||
@@ -8,6 +8,12 @@
|
||||
category = CAT_WEAPONRY
|
||||
subcategory = CAT_WEAPON
|
||||
|
||||
/datum/crafting_recipe/pin_removal/check_requirements(mob/user, list/collected_requirements)
|
||||
var/obj/item/gun/G = collected_requirements[/obj/item/gun][1]
|
||||
if (G.no_pin_required || !G.pin)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/crafting_recipe/strobeshield
|
||||
name = "Strobe Shield"
|
||||
result = /obj/item/assembly/flash/shield
|
||||
|
||||
@@ -612,6 +612,21 @@
|
||||
/obj/item/ammo_casing
|
||||
))
|
||||
|
||||
/obj/item/storage/belt/quiver
|
||||
name = "leather quiver"
|
||||
desc = "A quiver made from the hide of some animal. Used to hold arrows."
|
||||
icon_state = "quiver"
|
||||
item_state = "quiver"
|
||||
|
||||
/obj/item/storage/belt/quiver/ComponentInitialize()
|
||||
. = ..()
|
||||
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
|
||||
STR.max_items = 15
|
||||
STR.display_numerical_stacking = TRUE
|
||||
STR.can_hold = typecacheof(list(
|
||||
/obj/item/ammo_casing/caseless/arrow
|
||||
))
|
||||
|
||||
/obj/item/storage/belt/medolier
|
||||
name = "medolier"
|
||||
desc = "A medical bandolier for holding smartdarts."
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
/obj/item/ammo_casing/caseless/arrow
|
||||
name = "wooden arrow"
|
||||
desc = "An arrow made of wood, typically fired from a bow."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/arrow
|
||||
caliber = "arrow"
|
||||
icon_state = "arrow"
|
||||
throwforce = 3 //good luck hitting someone with the pointy end of the arrow
|
||||
throw_speed = 3
|
||||
@@ -0,0 +1,6 @@
|
||||
/obj/item/ammo_box/magazine/internal/bow
|
||||
name = "bow... magazine?" //shouldn't be seeing this
|
||||
ammo_type = /obj/item/ammo_casing/caseless/arrow
|
||||
caliber = "arrow"
|
||||
max_ammo = 1
|
||||
start_empty = 1
|
||||
@@ -51,6 +51,7 @@
|
||||
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
|
||||
|
||||
var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
|
||||
var/no_pin_required = FALSE //whether the gun can be fired without a pin
|
||||
|
||||
var/obj/item/flashlight/gun_light
|
||||
var/can_flashlight = 0
|
||||
@@ -79,7 +80,10 @@
|
||||
/obj/item/gun/Initialize()
|
||||
. = ..()
|
||||
if(pin)
|
||||
pin = new pin(src)
|
||||
if(no_pin_required)
|
||||
pin = null
|
||||
else
|
||||
pin = new pin(src)
|
||||
if(gun_light)
|
||||
alight = new (src)
|
||||
if(zoomable)
|
||||
@@ -107,6 +111,8 @@
|
||||
|
||||
/obj/item/gun/examine(mob/user)
|
||||
. = ..()
|
||||
if(no_pin_required)
|
||||
return
|
||||
if(pin)
|
||||
. += "It has \a [pin] installed."
|
||||
else
|
||||
@@ -226,6 +232,8 @@
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/proc/handle_pins(mob/living/user)
|
||||
if(no_pin_required)
|
||||
return TRUE
|
||||
if(pin)
|
||||
if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
|
||||
return TRUE
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
/obj/item/gun/ballistic/bow
|
||||
name = "wooden bow"
|
||||
desc = "Some sort of primitive projectile weapon. Used to fire arrows."
|
||||
icon_state = "bow"
|
||||
item_state = "bow"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
weapon_weight = WEAPON_HEAVY //need both hands to fire
|
||||
force = 5
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/bow
|
||||
fire_sound = 'sound/weapons/bowfire.wav'
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
item_flags = NONE
|
||||
casing_ejector = FALSE
|
||||
inaccuracy_modifier = 0.33 //to counteract the innaccuracy from WEAPON_HEAVY, bows are supposed to be accurate but only able to be fired with both hands
|
||||
pin = null
|
||||
no_pin_required = TRUE
|
||||
trigger_guard = TRIGGER_GUARD_NONE //so ashwalkers can use it
|
||||
|
||||
/obj/item/gun/ballistic/bow/shoot_with_empty_chamber()
|
||||
return
|
||||
|
||||
/obj/item/gun/ballistic/bow/chamber_round()
|
||||
chambered = magazine.get_round(1)
|
||||
|
||||
/obj/item/gun/ballistic/bow/afterattack()
|
||||
. = ..()
|
||||
if (chambered)
|
||||
chambered = null
|
||||
magazine.get_round(0)
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/ballistic/bow/attack_self(mob/living/user)
|
||||
if (chambered)
|
||||
var/obj/item/ammo_casing/AC = magazine.get_round(0)
|
||||
user.put_in_hands(AC)
|
||||
chambered = null
|
||||
to_chat(user, "<span class='notice'>You gently release the bowstring, removing the arrow.</span>")
|
||||
else if (get_ammo())
|
||||
to_chat(user, "<span class='notice'>You draw back the bowstring.</span>")
|
||||
playsound(src, 'sound/weapons/bowdraw.wav', 75, 0) //gets way too high pitched if the freq varies
|
||||
chamber_round()
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/ballistic/bow/attackby(obj/item/I, mob/user, params)
|
||||
if (magazine.attackby(I, user, params, 1))
|
||||
to_chat(user, "<span class='notice'>You notch the arrow.</span>")
|
||||
update_icon()
|
||||
|
||||
/obj/item/gun/ballistic/bow/update_icon()
|
||||
icon_state = "bow_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
|
||||
|
||||
/obj/item/gun/ballistic/bow/can_shoot()
|
||||
return chambered
|
||||
@@ -23,6 +23,8 @@
|
||||
if(proximity_flag)
|
||||
if(istype(target, /obj/item/gun))
|
||||
var/obj/item/gun/G = target
|
||||
if(G.no_pin_required)
|
||||
return
|
||||
if(G.pin && (force_replace || G.pin.pin_removeable))
|
||||
G.pin.forceMove(get_turf(G))
|
||||
G.pin.gun_remove(user)
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
/obj/item/projectile/bullet/reusable/arrow
|
||||
name = "wooden arrow"
|
||||
desc = "Woosh!"
|
||||
damage = 15
|
||||
icon_state = "arrow"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/arrow
|
||||
Reference in New Issue
Block a user