156 lines
5.5 KiB
Plaintext
156 lines
5.5 KiB
Plaintext
#define SKINTYPE_MONKEY /obj/item/stack/sheet/animalhide/monkey
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#define SKINTYPE_ALIEN /obj/item/stack/sheet/animalhide/xeno
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#define SKINTYPE_BEAR /obj/item/clothing/head/bearpelt
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#define SKINTYPE_CORGI /obj/item/stack/sheet/animalhide/corgi
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#define MEATTYPE_MONKEY /obj/item/weapon/reagent_containers/food/snacks/meat/slab/monkey
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#define MEATTYPE_ALIEN /obj/item/weapon/reagent_containers/food/snacks/meat/slab/xeno
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#define MEATTYPE_BEAR /obj/item/weapon/reagent_containers/food/snacks/meat/slab/bear
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#define MEATTYPE_CORGI /obj/item/weapon/reagent_containers/food/snacks/meat/slab/corgi
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//////Kitchen Spike
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/obj/structure/kitchenspike_frame
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name = "meatspike frame"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spikeframe"
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desc = "The frame of a meat spike."
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density = 1
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anchored = 0
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/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
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add_fingerprint(user)
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if(default_unfasten_wrench(user, I))
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return
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else if(istype(I, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = I
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if(R.get_amount() >= 4)
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R.use(4)
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user << "<span class='notice'>You add spikes to the frame.</span>"
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var/obj/F = new /obj/structure/kitchenspike(src.loc,)
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transfer_fingerprints_to(F)
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qdel(src)
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/obj/structure/kitchenspike
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name = "meat spike"
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "spike"
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desc = "A spike for collecting meat from animals"
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density = 1
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anchored = 1
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var/meat = 0
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var/occupied = 0
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var/meattype = null
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var/skin = 0
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var/skintype = null
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var/global/list/allowed_types = list( //ugh I know it's a whitelist but it's not as god-awful and hacky as before. at least this way it's sustainable. i don't think there's even a better way than this.
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/mob/living/carbon/monkey,
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/mob/living/carbon/alien,
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/mob/living/simple_animal/hostile/bear,
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/mob/living/simple_animal/pet/dog/corgi,
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)
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var/global/list/meatlist = list(
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"monkey" = MEATTYPE_MONKEY,
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"alien" = MEATTYPE_ALIEN,
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"bear" = MEATTYPE_BEAR,
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"corgi" = MEATTYPE_CORGI,
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)
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var/global/list/skinlist = list(
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"monkey" = SKINTYPE_MONKEY,
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"alien" = SKINTYPE_ALIEN,
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"bear" = SKINTYPE_BEAR,
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"corgi" = SKINTYPE_CORGI,
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)
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/obj/structure/kitchenspike/attack_paw(mob/user)
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return src.attack_hand(usr)
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/obj/structure/kitchenspike/proc/is_mob_allowed(var/obj/item/weapon/grab/G)
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for(var/I in allowed_types)
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if(istype(G.affecting, I))
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return I
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return 0
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/obj/structure/kitchenspike/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/crowbar))
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if(!src.occupied)
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playsound(loc, 'sound/items/Crowbar.ogg', 100, 1)
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if(do_after(user, 20, target = src))
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user << "<span class='notice'>You pry the spikes out of the frame.</span>"
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new /obj/item/stack/rods(loc, 4)
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var/obj/F = new /obj/structure/kitchenspike_frame(src.loc,)
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transfer_fingerprints_to(F)
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qdel(src)
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else
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user << "<span class='notice'>You can't do that while something's on the spike!</span>"
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return
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if(istype(I, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = I
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var/allowed_type = is_mob_allowed(G)
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if(allowed_type)
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if(!occupied)
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occupied = 1
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meat = 5
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skin = 1
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var/list/affecting_path = text2list("[allowed_type]", "/") //we want a specific part of the type path for this: the last part of the path in allowed_types
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var/affecting_type = affecting_path[affecting_path.len] //ex. 1 if affecting.type is /mob/living/carbon/monkey, this will set affecting_type to "monkey"
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//ex. 2 if affecting.type is /mob/living/carbon/alien/humanoid/queen, this will set affecting_type to "alien"
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//set these vars to the appropriate values based on type
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icon_state = "spikebloody[affecting_type]"
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meattype = meatlist["[affecting_type]"]
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skintype = skinlist["[affecting_type]"]
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var/mob/living/O = G.affecting
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O.visible_message(text("<span class='danger'>[user] has forced [G.affecting] onto the spike, killing them instantly!</span>"))
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qdel(G.affecting)
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qdel(G)
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else
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user << "<span class='danger'>The spike already has something on it; finish collecting its meat first!</span>"
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return
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if(istype(G.affecting, /mob/living/carbon/human))
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user.changeNext_move(CLICK_CD_MELEE)
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playsound(src.loc, "sound/effects/splat.ogg", 25, 1)
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var/mob/living/carbon/human/H = G.affecting
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H.visible_message("<span class='danger'>[user] slams [G.affecting] into the meat spike!</span>", "<span class='userdanger'>[user] slams you into the meat spike!</span>", "<span class='italics'>You hear a squishy wet noise.</span>")
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H.adjustBruteLoss(20)
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return
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user << "<span class='danger'>You can't use that on the spike!</span>"
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return
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..()
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///obj/structure/kitchenspike/MouseDrop_T(var/atom/movable/C, mob/user)
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// if(istype(C, /obj/mob/carbon/monkey)
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// else if(istype(C, /obj/mob/carbon/alien) && !istype(C, /mob/living/carbon/alien/larva/slime))
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// else if(istype(C, /obj/livestock/spesscarp
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/obj/structure/kitchenspike/attack_hand(mob/user)
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if(..())
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return
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if(occupied)
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if(meat >= 1)
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new meattype(src.loc)
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meat--
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if(meat > 1)
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usr << "<span class='notice'>You remove some meat from [src].</span>"
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return
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if(src.skin >=1)
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new skintype(src.loc)
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skin--
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usr << "<span class='notice'>You remove the hide from [src].</span>"
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icon_state = "spike"
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occupied = 0
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#undef SKINTYPE_MONKEY
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#undef SKINTYPE_ALIEN
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#undef SKINTYPE_BEAR
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#undef SKINTYPE_CORGI
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#undef MEATTYPE_MONKEY
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#undef MEATTYPE_ALIEN
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#undef MEATTYPE_BEAR
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#undef MEATTYPE_CORGI |