//This file is for glass working types of things! /obj/item/glasswork name = "This is a bug report it!" desc = "Failer to code. Contact your local bug remover..." icon = 'icons/obj/glassworks.dmi' w_class = WEIGHT_CLASS_SMALL force = 1 throw_speed = 1 throw_range = 3 tool_behaviour = null /obj/item/glasswork/glasskit name = "Glass working tools" desc = "A lovely belt of most the tools you will need to shape, mold, and refine glass into more advanced shapes." icon_state = "glass_tools" tool_behaviour = TOOL_GLASS_CUT /obj/item/glasswork/blowing_rod name = "Glass working blow rod" desc = "A hollow metal stick made for glass blowing." icon_state = "blowing_rods_unused" tool_behaviour = TOOL_BLOW /obj/item/glasswork/glass_base name = "Glass fodder sheet" desc = "A sheet of glass set aside for glass working" icon_state = "glass_base" var/next_step = null var/rod = /obj/item/glasswork/blowing_rod /obj/item/lens name = "Optical lens" desc = "Good for selling or crafting, by itself its useless" icon = 'icons/obj/chemical.dmi' icon_state = "glass_optics" //////////////////////Chem Disk///////////////////// //Two Steps // //Sells for 300 cr, takes 10 glass shets // //Usefull for chem spliting // //////////////////////////////////////////////////// /obj/item/glasswork/glass_base/dish name = "Glass fodder sheet" desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass dish. Needs to be cut with some tools." next_step = /obj/item/glasswork/glass_base/dish_part1 /obj/item/glasswork/glass_base/dish/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_GLASS_CUT) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/dish_part1 name = "Half chem dish sheet" desc = "A sheet of glass cut in half, looks like it still needs some more cutting down" icon_state = "glass_base_half" next_step = /obj/item/reagent_containers/glass/beaker/glass_dish /obj/item/glasswork/glass_base/dish_part1/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_GLASS_CUT) new next_step(user.loc, 1) qdel(src) //////////////////////Lens////////////////////////// //Six Steps // //Sells for 1800 cr, takes 15 glass shets // //Usefull for selling and later crafting // //////////////////////////////////////////////////// /obj/item/glasswork/glass_base/glass_lens name = "Glass fodder sheet" desc = "A set of glass sheets set aside for glass working, this one is ideal for a small glass lens. Needs to be cut with some tools." next_step = /obj/item/glasswork/glass_base/glass_lens_part1 /obj/item/glasswork/glass_base/glass_lens/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_GLASS_CUT) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/glass_lens_part1 name = "Glass fodder sheet" desc = "Cut glass ready to be heated. Needs to be heated with some tools." icon_state = "glass_base_half" next_step = /obj/item/glasswork/glass_base/glass_lens_part2 /obj/item/glasswork/glass_base/glass_lens_part1/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_WELDER) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/glass_lens_part2 name = "Glass fodder sheet" desc = "Cut glass that has been heated. Needs to be heated more with some tools." icon_state = "glass_base_heat" next_step = /obj/item/glasswork/glass_base/glass_lens_part3 /obj/item/glasswork/glass_base/glass_lens_part2/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_WELDER) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/glass_lens_part3 name = "Glass fodder sheet" desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube." icon_state = "glass_base_molding" next_step = /obj/item/glasswork/glass_base/glass_lens_part4 /obj/item/glasswork/glass_base/glass_lens_part3/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_BLOW) new next_step(user.loc, 1) qdel(src) qdel(I) /obj/item/glasswork/glass_base/glass_lens_part4 name = "Glass fodder sheet" desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube." icon_state = "blowing_rods_inuse" next_step = /obj/item/glasswork/glass_base/glass_lens_part5 /obj/item/glasswork/glass_base/glass_lens_part4/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_GLASS_CUT) new next_step(user.loc, 1) new rod(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/glass_lens_part5 name = "Unpolished glass lens" desc = "A small unpolished glass lens. Could be polished with some cloth." icon = 'icons/obj/chemical.dmi' icon_state = "glass_optics" next_step = /obj/item/glasswork/glass_base/glass_lens_part6 /obj/item/glasswork/glass_base/glass_lens_part5/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/stack/sheet/cloth)) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/glass_lens_part6 name = "Unrefined glass lens" desc = "A small polished glass lens. Just needs to be refined with some sandstone." icon = 'icons/obj/chemical.dmi' icon_state = "glass_optics" next_step = /obj/item/lens /obj/item/glasswork/glass_base/glass_lens_part6/attackby(obj/item/I, mob/user, params) ..() if(istype(I, /obj/item/stack/sheet/mineral/sandstone)) new next_step(user.loc, 1) qdel(src) //////////////////////Spouty Flask////////////////// //Four Steps // //Sells for 1200 cr, takes 20 glass shets // //Usefull for selling and chemical things // //////////////////////////////////////////////////// /obj/item/glasswork/glass_base/spouty name = "Glass fodder sheet" desc = "A set of glass sheets set aside for glass working, this one is ideal for a spout beaker. Needs to be cut with some tools." next_step = /obj/item/glasswork/glass_base/spouty_part2 /obj/item/glasswork/glass_base/spouty/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_GLASS_CUT) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/spouty_part2 name = "Glass fodder sheet" desc = "Cut glass that has been heated. Needs to be heated with some tools." icon_state = "glass_base_half" next_step = /obj/item/glasswork/glass_base/spouty_part3 /obj/item/glasswork/glass_base/spouty_part2/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_WELDER) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/spouty_part3 name = "Glass fodder sheet" desc = "Cut glass that has been heated into a blob of hot glass. Needs to be placed onto a blow tube." icon_state = "glass_base_molding" next_step = /obj/item/glasswork/glass_base/spouty_part4 /obj/item/glasswork/glass_base/spouty_part3/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_BLOW) new next_step(user.loc, 1) qdel(src) qdel(I) /obj/item/glasswork/glass_base/spouty_part4 name = "Glass fodder sheet" desc = "Cut glass that has been heated into a blob of hot glass. Needs to be cut off onto a blow tube." icon_state = "blowing_rods_inuse" next_step = /obj/item/reagent_containers/glass/beaker/flask/spouty /obj/item/glasswork/glass_base/spouty_part4/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_GLASS_CUT) new next_step(user.loc, 1) new rod(user.loc, 1) qdel(src) //////////////////////Small Bulb Flask////////////// //Two Steps // //Sells for 600 cr, takes 5 glass shets // //Usefull for selling and chemical things // //////////////////////////////////////////////////// /obj/item/glasswork/glass_base/flask_small name = "Glass fodder sheet" desc = "A set of glass sheets set aside for glass working, this one is ideal for a small flask. Needs to be heated with some tools." next_step = /obj/item/glasswork/glass_base/flask_small_part1 /obj/item/glasswork/glass_base/flask_small/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_WELDER) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/flask_small_part1 name = "Metled glass" desc = "A blob of metled glass, this one is ideal for a small flask. Needs to be blown with some tools." icon_state = "glass_base_molding" next_step = /obj/item/glasswork/glass_base/flask_small_part2 /obj/item/glasswork/glass_base/flask_small_part1/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_BLOW) new next_step(user.loc, 1) qdel(src) qdel(I) /obj/item/glasswork/glass_base/flask_small_part2 name = "Metled glass" desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools." icon_state = "blowing_rods_inuse" next_step = /obj/item/reagent_containers/glass/beaker/flask /obj/item/glasswork/glass_base/flask_small_part2/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_GLASS_CUT) new next_step(user.loc, 1) new rod(user.loc, 1) qdel(src) //////////////////////Large Bulb Flask////////////// //Two Steps // //Sells for 1000 cr, takes 15 glass shets // //Usefull for selling and chemical things // //////////////////////////////////////////////////// /obj/item/glasswork/glass_base/flask_large name = "Glass fodder sheet" desc = "A set of glass sheets set aside for glass working, this one is ideal for a large flask. Needs to be heated with some tools." next_step = /obj/item/glasswork/glass_base/flask_large_part1 /obj/item/glasswork/glass_base/flask_large/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_WELDER) new next_step(user.loc, 1) qdel(src) /obj/item/glasswork/glass_base/flask_large_part1 name = "Metled glass" desc = "A blob of metled glass, this one is ideal for a large flask. Needs to be blown with some tools." icon_state = "glass_base_molding" next_step = /obj/item/glasswork/glass_base/flask_large_part2 /obj/item/glasswork/glass_base/flask_large_part1/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_BLOW) new next_step(user.loc, 1) qdel(src) qdel(I) /obj/item/glasswork/glass_base/flask_large_part2 name = "Metled glass" desc = "A blob of metled glass on the end of a blowing rod. Needs to be cut off with some tools." icon_state = "blowing_rods_inuse" next_step = /obj/item/reagent_containers/glass/beaker/flask/large /obj/item/glasswork/glass_base/flask_large_part2/attackby(obj/item/I, mob/user, params) ..() if(I.tool_behaviour == TOOL_GLASS_CUT) new next_step(user.loc, 1) new rod(user.loc, 1) qdel(src)