Merge pull request #13045 from silicons/coggers
ports bronze (fake clockwork) airlocks and windows
This commit is contained in:
@@ -672,6 +672,10 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
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GLOBAL_LIST_INIT(bronze_recipes, list ( \
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new/datum/stack_recipe("wall gear", /obj/structure/girder/bronze, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
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null,
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new/datum/stack_recipe("directional bronze window", /obj/structure/window/bronze/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
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new/datum/stack_recipe("fulltile bronze window", /obj/structure/window/bronze/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE), \
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new/datum/stack_recipe("pinion airlock assembly", /obj/structure/door_assembly/door_assembly_bronze, 4, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
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new/datum/stack_recipe("bronze pinion airlock assembly", /obj/structure/door_assembly/door_assembly_bronze/seethru, 4, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
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new/datum/stack_recipe("bronze hat", /obj/item/clothing/head/bronze), \
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new/datum/stack_recipe("bronze suit", /obj/item/clothing/suit/bronze), \
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new/datum/stack_recipe("bronze boots", /obj/item/clothing/shoes/bronze), \
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@@ -679,9 +683,10 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \
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new/datum/stack_recipe("bronze chair", /obj/structure/chair/bronze, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
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new/datum/stack_recipe("bronze bar stool", /obj/structure/chair/stool/bar/bronze, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
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new/datum/stack_recipe("bronze stool", /obj/structure/chair/stool/bronze, 1, time = 0, one_per_turf = TRUE, on_floor = TRUE), \
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new /datum/stack_recipe("bronze floor tiles", /obj/item/stack/tile/bronze, 1, 4, 20), \
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))
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/obj/item/stack/tile/bronze
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/obj/item/stack/sheet/bronze
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name = "brass"
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desc = "On closer inspection, what appears to be wholly-unsuitable-for-building brass is actually more structurally stable bronze."
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singular_name = "bronze sheet"
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@@ -690,27 +695,21 @@ GLOBAL_LIST_INIT(bronze_recipes, list ( \
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icon = 'icons/obj/stack_objects.dmi'
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custom_materials = list(/datum/material/bronze = MINERAL_MATERIAL_AMOUNT)
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resistance_flags = FIRE_PROOF | ACID_PROOF
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throwforce = 10
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max_amount = 50
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throw_speed = 1
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throw_range = 3
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turf_type = /turf/open/floor/bronze
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novariants = FALSE
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grind_results = list(/datum/reagent/iron = 5, /datum/reagent/copper = 3) //we have no "tin" reagent so this is the closest thing
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merge_type = /obj/item/stack/tile/bronze
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merge_type = /obj/item/stack/sheet/bronze
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tableVariant = /obj/structure/table/bronze
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material_type = /datum/material/bronze
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/obj/item/stack/tile/bronze/attack_self(mob/living/user)
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/obj/item/stack/sheet/bronze/attack_self(mob/living/user)
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if(is_servant_of_ratvar(user)) //still lets them build with it, just gives a message
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to_chat(user, "<span class='danger'>Wha... what is this cheap imitation crap? This isn't brass at all!</span>")
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..()
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/obj/item/stack/tile/bronze/get_main_recipes()
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/obj/item/stack/sheet/bronze/get_main_recipes()
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. = ..()
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. += GLOB.bronze_recipes
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/obj/item/stack/tile/bronze/thirty
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/obj/item/stack/sheet/bronze/thirty
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amount = 30
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/*
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@@ -513,3 +513,12 @@
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icon_state = "material_tile"
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turf_type = /turf/open/floor/material
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material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
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/obj/item/stack/tile/bronze
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name = "bronze tile"
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singular_name = "bronze floor tile"
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desc = "A tile made out of bronze. Looks like clockwork."
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icon_state = "material_tile"
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color = "#92661A"
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turf_type = /turf/open/floor/bronze
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custom_materials = list(/datum/material/bronze = 250)
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@@ -487,7 +487,7 @@
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desc = "A bronze bar stool with red silk for a pillow."
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icon_state = "barbrass"
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item_chair = /obj/item/chair/stool/bar/bronze
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buildstacktype = /obj/item/stack/tile/bronze
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buildstacktype = /obj/item/stack/sheet/bronze
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buildstackamount = 1
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/obj/structure/chair/stool/brass
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@@ -503,7 +503,7 @@
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desc = "A bronze stool with a silk top for comfort."
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icon_state = "stoolbrass"
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item_chair = /obj/item/chair/stool/bronze
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buildstacktype = /obj/item/stack/tile/bronze
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buildstacktype = /obj/item/stack/sheet/bronze
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buildstackamount = 1
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/obj/item/chair/stool/brass
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@@ -603,7 +603,7 @@
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desc = "A spinny chair made of bronze. It has little cogs for wheels!"
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anchored = FALSE
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icon_state = "brass_chair"
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buildstacktype = /obj/item/stack/tile/bronze
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buildstacktype = /obj/item/stack/sheet/bronze
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buildstackamount = 1
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item_chair = null
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@@ -240,3 +240,14 @@
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airlock_type = /obj/machinery/door/airlock/wood
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mineral = "wood"
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glass_type = /obj/machinery/door/airlock/wood/glass
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/obj/structure/door_assembly/door_assembly_bronze
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name = "bronze airlock assembly"
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icon = 'icons/obj/doors/airlocks/clockwork/pinion_airlock.dmi'
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base_name = "bronze airlock"
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airlock_type = /obj/machinery/door/airlock/bronze
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noglass = TRUE
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material_type = /obj/item/stack/tile/bronze
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/obj/structure/door_assembly/door_assembly_bronze/seethru
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airlock_type = /obj/machinery/door/airlock/bronze/seethru
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@@ -442,19 +442,19 @@
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to_chat(user, "<span class='notice'>You start slicing apart [src]...</span>")
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if(W.use_tool(src, user, 40, volume=50))
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to_chat(user, "<span class='notice'>You slice apart [src].</span>")
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var/obj/item/stack/tile/bronze/B = new(drop_location(), 2)
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var/obj/item/stack/sheet/bronze/B = new(drop_location(), 2)
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transfer_fingerprints_to(B)
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qdel(src)
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else if(istype(W, /obj/item/pickaxe/drill/jackhammer))
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to_chat(user, "<span class='notice'>Your jackhammer smashes through the girder!</span>")
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var/obj/item/stack/tile/bronze/B = new(drop_location(), 2)
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var/obj/item/stack/sheet/bronze/B = new(drop_location(), 2)
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transfer_fingerprints_to(B)
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W.play_tool_sound(src)
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qdel(src)
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else if(istype(W, /obj/item/stack/tile/bronze))
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var/obj/item/stack/tile/bronze/B = W
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else if(istype(W, /obj/item/stack/sheet/bronze))
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var/obj/item/stack/sheet/bronze/B = W
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if(B.get_amount() < 2)
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to_chat(user, "<span class='warning'>You need at least two bronze sheets to build a bronze wall!</span>")
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return 0
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@@ -597,7 +597,7 @@
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icon = 'icons/obj/smooth_structures/brass_table.dmi'
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icon_state = "brass_table"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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buildstack = /obj/item/stack/tile/bronze
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buildstack = /obj/item/stack/sheet/bronze
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canSmoothWith = list(/obj/structure/table/reinforced/brass, /obj/structure/table/bronze)
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/obj/structure/table/bronze/tablelimbsmash(mob/living/user, mob/living/pushed_mob)
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@@ -875,3 +875,26 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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return
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..()
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update_icon()
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/obj/structure/window/bronze
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name = "brass window"
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desc = "A paper-thin pane of translucent yet reinforced brass. Nevermind, this is just weak bronze!"
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icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
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icon_state = "clockwork_window_single"
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glass_type = /obj/item/stack/tile/bronze
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/obj/structure/window/bronze/unanchored
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anchored = FALSE
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/obj/structure/window/bronze/fulltile
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icon_state = "clockwork_window"
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canSmoothWith = null
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smooth = SMOOTH_TRUE
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fulltile = TRUE
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flags_1 = PREVENT_CLICK_UNDER_1
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dir = FULLTILE_WINDOW_DIR
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max_integrity = 50
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glass_amount = 2
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/obj/structure/window/bronze/fulltile/unanchored
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anchored = FALSE
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