a394ccdc2b
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can) this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc. also applies materials to everything, with fixes, which can close #46299
124 lines
4.1 KiB
Plaintext
124 lines
4.1 KiB
Plaintext
/obj/item/wallframe
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icon = 'icons/obj/wallframe.dmi'
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custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT*2)
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flags_1 = CONDUCT_1
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item_state = "syringe_kit"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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var/result_path
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var/inverse = 0 // For inverse dir frames like light fixtures.
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var/pixel_shift //The amount of pixels
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/obj/item/wallframe/proc/try_build(turf/on_wall, mob/user)
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if(get_dist(on_wall,user)>1)
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return
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var/ndir = get_dir(on_wall, user)
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if(!(ndir in GLOB.cardinals))
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return
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var/turf/T = get_turf(user)
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var/area/A = get_area(T)
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if(!isfloorturf(T))
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to_chat(user, "<span class='warning'>You cannot place [src] on this spot!</span>")
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return
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if(A.always_unpowered)
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to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
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return
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if(gotwallitem(T, ndir, inverse*2))
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to_chat(user, "<span class='warning'>There's already an item on this wall!</span>")
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return
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return TRUE
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/obj/item/wallframe/proc/attach(turf/on_wall, mob/user)
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if(result_path)
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playsound(src.loc, 'sound/machines/click.ogg', 75, TRUE)
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user.visible_message("<span class='notice'>[user.name] attaches [src] to the wall.</span>",
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"<span class='notice'>You attach [src] to the wall.</span>",
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"<span class='hear'>You hear clicking.</span>")
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var/ndir = get_dir(on_wall,user)
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if(inverse)
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ndir = turn(ndir, 180)
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var/obj/O = new result_path(get_turf(user), ndir, TRUE)
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if(pixel_shift)
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switch(ndir)
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if(NORTH)
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O.pixel_y = pixel_shift
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if(SOUTH)
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O.pixel_y = -pixel_shift
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if(EAST)
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O.pixel_x = pixel_shift
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if(WEST)
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O.pixel_x = -pixel_shift
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after_attach(O)
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qdel(src)
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/obj/item/wallframe/proc/after_attach(var/obj/O)
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transfer_fingerprints_to(O)
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/obj/item/wallframe/attackby(obj/item/W, mob/user, params)
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..()
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if(W.tool_behaviour == TOOL_SCREWDRIVER)
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// For camera-building borgs
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var/turf/T = get_step(get_turf(user), user.dir)
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if(iswallturf(T))
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T.attackby(src, user, params)
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var/metal_amt = round(custom_materials[getmaterialref(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT) //Replace this shit later
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var/glass_amt = round(custom_materials[getmaterialref(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT) //Replace this shit later
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if(W.tool_behaviour == TOOL_WRENCH && (metal_amt || glass_amt))
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to_chat(user, "<span class='notice'>You dismantle [src].</span>")
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if(metal_amt)
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new /obj/item/stack/sheet/metal(get_turf(src), metal_amt)
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if(glass_amt)
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new /obj/item/stack/sheet/glass(get_turf(src), glass_amt)
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qdel(src)
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// APC HULL
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/obj/item/wallframe/apc
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name = "\improper APC frame"
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desc = "Used for repairing or building APCs."
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icon_state = "apc"
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result_path = /obj/machinery/power/apc
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inverse = 1
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/obj/item/wallframe/apc/try_build(turf/on_wall, user)
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if(!..())
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return
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var/turf/T = get_turf(on_wall) //the user is not where it needs to be.
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var/area/A = get_area(user)
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if(A.get_apc())
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to_chat(user, "<span class='warning'>This area already has an APC!</span>")
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return //only one APC per area
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if(!A.requires_power)
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to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
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return //can't place apcs in areas with no power requirement
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for(var/obj/machinery/power/terminal/E in T)
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if(E.master)
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to_chat(user, "<span class='warning'>There is another network terminal here!</span>")
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return
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else
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new /obj/item/stack/cable_coil(T, 10)
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to_chat(user, "<span class='notice'>You cut the cables and disassemble the unused power terminal.</span>")
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qdel(E)
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return TRUE
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/obj/item/electronics
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desc = "Looks like a circuit. Probably is."
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icon = 'icons/obj/module.dmi'
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icon_state = "door_electronics"
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item_state = "electronic"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_SMALL
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custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
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grind_results = list(/datum/reagent/iron = 10, /datum/reagent/silicon = 10)
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