Files
hazelratandGitHub c080d4b5fe Machinist workshop remap (#22898)
Remaps the machinist workshop to fulfil a few criteria missing from
https://github.com/Aurorastation/Aurora.3/pull/22718. Particularly aims
to make the workshop more functional for IPC medical gameplay.

- The surgical theatre has been expanded so two machinists can more
practically work in the same space at the same time. In the existing
design, this portion of the workshop is far too claustrophobic. It also
has a desk.
- The exosuit chargers no longer obstruct access from the garage door.
- Resolved a lot of awkward uses of decals and platforms, which should
also make for more useable space.
- Cleaned up the wiring - both rooms are now wired to the civilian
subgrid. Previously, the main workshop area was hooked via a very
awkward line to the operations subgrid, while the theatre was wired to
civilian.
- Shifted a lot of the clutter into the robotics vendor, such as the
empty first-aid kits for medbots.
- Shifted materials crates + the crate shelf to a central position, to
make them easier to track.

Things of note for maintainers:

- It's never ideal to remap something very soon after the original
implementation, but having given this remap a full month, I think it's
had a fair chance. Having played machinist in it, the layout is very
tough to work in. It's a very cluttered environment, which becomes much
harder to look at once there's a disassembled mech cluttering the centre
with a dozen or so objects. This aims to be more intuitive to play in
and less overwhelming for players.
- The surgical theatre contains one additional IV drip, one extra O-
bag, and one organ cooler for borgings, and there are now two roller
beds accessible by the front desk. I'd rather have a more unique
solution for this problem long-term, but in the short-term it very much
sucks to have to ask to borrow a roller from medical just so you can
move a damaged industrial, given you can no longer pick that industrial
up unless you're playing a huge species.
- Otherwise, the workshop has the same resources as before and will be
able to make the same things.

(screenshot taken after testing, and prior to further changes)
<img width="1081" height="1080" alt="image"
src="https://github.com/user-attachments/assets/a8eef0e3-630b-463d-b3c3-22769001b513"
/>
<img width="480" height="448" alt="image"
src="https://github.com/user-attachments/assets/535dc851-7bab-48f7-a916-a5a1f12bf650"
/>
2026-07-30 14:48:50 +00:00

313 lines
11 KiB
Plaintext

/obj/item/reagent_containers/spray
name = "spray bottle"
desc = "A spray bottle, with an unscrewable top."
icon = 'icons/obj/janitor.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_janitor.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_janitor.dmi',
)
icon_state = "cleaner"
item_state = "cleaner"
center_of_mass = list("x" = 16,"y" = 10)
atom_flags = ATOM_FLAG_OPEN_CONTAINER
item_flags = ITEM_FLAG_NO_BLUDGEON
slot_flags = SLOT_BELT
throwforce = 3
w_class = WEIGHT_CLASS_SMALL
throw_speed = 2
throw_range = 10
amount_per_transfer_from_this = 10
unacidable = 1 //plastic
possible_transfer_amounts = list(5,10) //Set to null instead of list, if there is only one.
var/spray_size = 3
var/list/spray_sizes = list(1,3)
volume = 250
var/safety = 0
var/spray_sound = 'sound/effects/spray2.ogg'
/obj/item/reagent_containers/spray/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
if(is_adjacent)
. += "[round(reagents.total_volume)] units left."
/obj/item/reagent_containers/spray/Initialize()
. = ..()
src.verbs -= /obj/item/reagent_containers/verb/set_APTFT
/obj/item/reagent_containers/spray/AltClick()
if(!usr || usr.stat || usr.lying || usr.restrained() || !Adjacent(usr)) return
safety = !safety
playsound(src.loc, 'sound/weapons/safety_click.ogg', 50, 1)
to_chat(usr, "<span class = 'notice'>You twist the locking cap on the end of the nozzle. \The [src] is now [safety ? "locked" : "unlocked"].</span>")
/obj/item/reagent_containers/spray/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(A.loc == user) // don't spray yourself
return
if(istype(A, /obj/item/reagent_containers))
. = ..()
return
if(is_type_in_list(A,can_be_placed_into))
return
if(istype(A, /mob))
user.setClickCooldown(25)
else
user.setClickCooldown(4)
if(istype(A, /spell))
return
if(proximity)
if(standard_dispenser_refill(user, A))
return
if(reagents.total_volume < amount_per_transfer_from_this)
to_chat(user, SPAN_NOTICE("\The [src] is empty!"))
return
if(safety)
playsound(src.loc, 'sound/weapons/safety_click.ogg', 25, 1)
to_chat(user, SPAN_NOTICE("The safety is on!"))
return
Spray_at(A, user, proximity)
playsound(src.loc, spray_sound, 50, 1, -6)
if(reagents.has_reagent(/singleton/reagent/acid))
message_admins("[key_name_admin(user)] fired sulphuric acid from \a [src].")
log_game("[key_name(user)] fired sulphuric acid from \a [src].")
if(reagents.has_reagent(/singleton/reagent/acid/polyacid))
message_admins("[key_name_admin(user)] fired Polyacid from \a [src].")
log_game("[key_name(user)] fired Polyacid from \a [src].")
if(reagents.has_reagent(/singleton/reagent/lube))
message_admins("[key_name_admin(user)] fired Space lube from \a [src].")
log_game("[key_name(user)] fired Space lube from \a [src].")
return
/obj/item/reagent_containers/spray/proc/Spray_at(atom/A as mob|obj, mob/user as mob, proximity)
if(istype(A, /obj) && A.loc == user)
return
if (A.density && proximity)
A.visible_message("[user] sprays [A] with [src].")
reagents.splash(A, amount_per_transfer_from_this)
else
var/obj/effect/effect/water/chempuff/D = new/obj/effect/effect/water/chempuff(get_turf(src))
var/turf/my_target = get_turf(A)
D.create_reagents(amount_per_transfer_from_this)
if(!src)
return
reagents.trans_to_obj(D, amount_per_transfer_from_this)
D.set_color()
D.set_up(my_target, spray_size, 10)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(istype(H.back,/obj/item/rig))
var/obj/item/rig/R = H.back
R.attack_disrupt_check() //This currently handles decloaking ninjas who spray acid or lube. Other modules could use attack_disrupt_check() in future.
/obj/item/reagent_containers/spray/attack_self(var/mob/user)
if(!possible_transfer_amounts)
return
amount_per_transfer_from_this = next_in_list(amount_per_transfer_from_this, possible_transfer_amounts)
spray_size = next_in_list(spray_size, spray_sizes)
to_chat(user, SPAN_NOTICE("You adjusted the pressure nozzle. You'll now use [amount_per_transfer_from_this] units per spray, with a [spray_size] lane spray."))
/obj/item/reagent_containers/spray/verb/empty()
set name = "Empty Spray Bottle"
set category = "Object.Held"
set src in usr
if (alert(usr, "Are you sure you want to empty that?", "Empty Bottle:", "Yes", "No") != "Yes")
return
if(isturf(usr.loc))
to_chat(usr, SPAN_NOTICE("You empty \the [src] onto the floor."))
reagents.splash(usr.loc, reagents.total_volume)
//space cleaner
/obj/item/reagent_containers/spray/cleaner
name = "space cleaner"
desc = "BLAM!-brand non-foaming space cleaner!"
/obj/item/reagent_containers/spray/cleaner/surgical
name = "surgical cleaner"
desc = "Someone has crossed out the Space from Space Cleaner and written in Surgery. 'Do not remove under punishment of death!!!' is scrawled on the back."
icon_state = "sterilespray"
/obj/item/reagent_containers/spray/cleaner/drone
name = "space cleaner"
desc = "BLAM!-brand non-foaming space cleaner!"
volume = 50
/obj/item/reagent_containers/spray/cleaner/deodorant
name = "deodorant"
desc = "A can of Gold Standard spray deodorant - for when you're too lazy to shower."
volume = 35
icon_state = "deodorant"
item_state = "deodorant"
/obj/item/reagent_containers/spray/cleaner/Initialize()
. = ..()
reagents.add_reagent(/singleton/reagent/spacecleaner, volume)
/obj/item/reagent_containers/spray/sterilizine
name = "sterilizine"
desc = "Great for hiding incriminating bloodstains and sterilizing scalpels."
icon = 'icons/obj/janitor.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_janitor.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_janitor.dmi',
)
icon_state = "sterilespray"
item_state = "cleaner"
/obj/item/reagent_containers/spray/sterilizine/Initialize()
. = ..()
reagents.add_reagent(/singleton/reagent/sterilizine, volume)
/obj/item/reagent_containers/spray/pepper
name = "pepperspray"
desc = "Manufactured by UhangInc, used to blind and down an opponent quickly."
icon = 'icons/obj/weapons.dmi'
icon_state = "pepperspray"
item_state = "pepperspray"
center_of_mass = list("x" = 16,"y" = 16)
possible_transfer_amounts = null
volume = 40
safety = 1
reagents_to_add = list(/singleton/reagent/capsaicin/condensed = 40)
drop_sound = 'sound/items/drop/pepper_spray.ogg'
pickup_sound = 'sound/items/pickup/pepper_spray.ogg'
/obj/item/reagent_containers/spray/pepper/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
if(is_adjacent)
. += "The safety is [safety ? "on" : "off"]."
/obj/item/reagent_containers/spray/pepper/AltClick()
return //No altclick functionality for pepper spray
/obj/item/reagent_containers/spray/pepper/attack_self(var/mob/user)
safety = !safety
to_chat(user, "<span class = 'notice'>You switch the safety [safety ? "on" : "off"].</span>")
playsound(src.loc, 'sound/weapons/safety_click.ogg', 50, 1)
/obj/item/reagent_containers/spray/waterflower
name = "water flower"
desc = "A seemingly innocent sunflower...with a twist."
icon = 'icons/obj/toy.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_toy.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_toy.dmi',
)
icon_state = "sunflower"
item_state = "sunflower"
drop_sound = 'sound/items/drop/herb.ogg'
pickup_sound = 'sound/items/pickup/herb.ogg'
amount_per_transfer_from_this = 1
possible_transfer_amounts = null
volume = 10
reagents_to_add = list(/singleton/reagent/water = 10)
/obj/item/reagent_containers/spray/chemsprayer
name = "chem sprayer"
desc = "A utility used to spray large amounts of reagent in a given area."
icon = 'icons/obj/guns/chemsprayer.dmi'
icon_state = "chemsprayer"
item_state = "chemsprayer"
contained_sprite = TRUE
center_of_mass = list("x" = 16,"y" = 16)
throwforce = 3
w_class = WEIGHT_CLASS_NORMAL
possible_transfer_amounts = null
volume = 600
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3)
/obj/item/reagent_containers/spray/chem_sprayer/attack_self(var/mob/user)
if(!possible_transfer_amounts)
return
amount_per_transfer_from_this = next_in_list(amount_per_transfer_from_this, possible_transfer_amounts)
spray_size = next_in_list(spray_size, spray_sizes)
to_chat(user, SPAN_NOTICE("You adjusted the pressure nozzle. You'll now use [amount_per_transfer_from_this*spray_size] units per spray, with a [spray_size] lane spray."))
/obj/item/reagent_containers/spray/chemsprayer/Spray_at(atom/target, mob/user)
var/direction = get_dir(src, target)
var/turf/our_turf = get_turf(target)
var/turf/right_turf = get_step(our_turf, turn(direction, 90))
var/turf/left_turf = get_step(our_turf, turn(direction, -90))
var/list/the_targets = list(our_turf, right_turf, left_turf)
var/reagents_after_spray = reagents.total_volume - (amount_per_transfer_from_this * spray_size)
for(var/spray_index = 1 to spray_size)
if(reagents.total_volume < 1)
break
INVOKE_ASYNC(src, PROC_REF(handle_spray), the_targets[spray_index])
if(reagents_after_spray <= 0)
to_chat(user, SPAN_WARNING("\The [src] is <b>empty</b>!"))
playsound(get_turf(src), 'sound/items/condiment_shaking.ogg', 20, TRUE)
else
to_chat(user, SPAN_WARNING("\The [src] has <b>[reagents_after_spray]u</b> of reagents left!"))
/obj/item/reagent_containers/spray/chemsprayer/proc/handle_spray(var/atom/target)
var/obj/effect/effect/water/chempuff/reagent_spray = new /obj/effect/effect/water/chempuff(get_turf(src))
reagent_spray.create_reagents(amount_per_transfer_from_this)
if(!src)
return
reagents.trans_to_obj(reagent_spray, amount_per_transfer_from_this)
reagent_spray.set_color()
reagent_spray.set_up(target, rand(6, 8), 2)
/obj/item/reagent_containers/spray/chemsprayer/xenobiology
name = "xenoblaster"
desc = "A child's plastic watergun repurposed for the use in pacifying slimes. Has an adjustable nozzle that controls precision as well as strength."
icon = 'icons/obj/guns/faction/toy/xenoblaster.dmi'
icon_state = "xenoblaster"
item_state = "xenoblaster"
contained_sprite = TRUE
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
volume = 200
spray_size = 3
spray_sizes = list(1,3)
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(5,15)
/obj/item/reagent_containers/spray/plantbgone
name = "Plant-B-Gone"
desc = "Kills those pesky weeds!"
icon = 'icons/obj/hydroponics_machines.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_hydro.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_hydro.dmi',
)
icon_state = "plantbgone"
item_state = "plantbgone"
volume = 100
reagents_to_add = list(/singleton/reagent/toxin/plantbgone = 100)
/obj/item/reagent_containers/spray/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(!proximity) return
if(istype(A, /obj/effect/blob)) // blob damage in blob code
return
..()
/obj/item/reagent_containers/spray/cleaner/glass_glue
name = "single-use glass adhesive spray"
desc = "A small spray tube of a Hephaestus Industries ultra-strong silicate epoxy adhesive. For window and glass repair. Single-use!"
volume = 20
icon_state = "deodorant"
item_state = "deodorant"
possible_transfer_amounts = null
spray_size = 1
spray_sizes = null
reagents_to_add = list(/singleton/reagent/silicate = 20)