d447acdc6e
I had some time free, and noticed how awful the reagent grinder code was - it used huge static lists containing types and their associated reagents from grinding. This is now split into two new vars on /obj/item - var/list/grind_results and var/list/juice_results, as well as two new helper procs, on_grind() and on_juice() to allow those to change based on conditions like plant potency. Such checks and the like have been moved to that. If any of these procs return -1, the operation is canceled. I also fixed some of the recipes that didn't work. The reagent IDs for them didn't exist, leading me to believe that they weren't tested. I corrected that! (I've tested every single recipe in this PR, with the exception of a few juicing-related ones.)
39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
/obj/item/stack/light_w
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name = "wired glass tile"
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singular_name = "wired glass floor tile"
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desc = "A glass tile, which is wired, somehow."
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icon = 'icons/obj/tiles.dmi'
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icon_state = "glass_wire"
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w_class = WEIGHT_CLASS_NORMAL
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force = 3
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throwforce = 5
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throw_speed = 3
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throw_range = 7
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flags_1 = CONDUCT_1
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max_amount = 60
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grind_results = list("silicon" = 1, "copper" = 1)
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/obj/item/stack/light_w/attackby(obj/item/O, mob/user, params)
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if(istype(O, /obj/item/wirecutters))
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var/obj/item/stack/cable_coil/CC = new (user.loc)
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CC.amount = 5
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CC.add_fingerprint(user)
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amount--
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var/obj/item/stack/sheet/glass/G = new (user.loc)
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G.add_fingerprint(user)
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if(amount <= 0)
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qdel(src)
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else if(istype(O, /obj/item/stack/sheet/metal))
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var/obj/item/stack/sheet/metal/M = O
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if (M.use(1))
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use(1)
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var/obj/item/L = new /obj/item/stack/tile/light(user.loc)
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to_chat(user, "<span class='notice'>You make a light tile.</span>")
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L.add_fingerprint(user)
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else
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to_chat(user, "<span class='warning'>You need one metal sheet to finish the light tile!</span>")
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else
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return ..()
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