Files
Aurora.3/code/modules/detectivework/tools/rag.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

223 lines
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/mob
var/bloody_hands = 0
var/mob/living/carbon/human/bloody_hands_mob
var/track_blood = 0
var/list/feet_blood_DNA
var/track_blood_type
var/feet_blood_color
/obj/item/clothing/gloves
var/transfer_blood = 0
var/mob/living/carbon/human/bloody_hands_mob
/obj/item/clothing/shoes/
var/track_blood = 0
/obj/item/weapon/reagent_containers/glass/rag
name = "rag"
desc = "For cleaning up messes, you suppose."
w_class = 1
icon = 'icons/obj/toy.dmi'
icon_state = "rag"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(5)
volume = 10
can_be_placed_into = null
flags = OPENCONTAINER | NOBLUDGEON
unacidable = 0
var/on_fire = 0
var/burn_time = 20 //if the rag burns for too long it turns to ashes
/obj/item/weapon/reagent_containers/glass/rag/New()
..()
update_name()
/obj/item/weapon/reagent_containers/glass/rag/Destroy()
processing_objects -= src //so we don't continue turning to ash while gc'd
return ..()
/obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob)
if(on_fire)
user.visible_message("<span class='warning'>\The [user] stamps out [src].</span>", "<span class='warning'>You stamp out [src].</span>")
user.unEquip(src)
extinguish()
else
remove_contents(user)
/obj/item/weapon/reagent_containers/glass/rag/attackby(obj/item/W, mob/user)
if(!on_fire && istype(W, /obj/item/weapon/flame))
var/obj/item/weapon/flame/F = W
if(F.lit)
ignite()
if(on_fire)
visible_message("<span class='warning'>\The [user] lights [src] with [W].</span>")
else
user << "<span class='warning'>You manage to singe [src], but fail to light it.</span>"
. = ..()
update_name()
/obj/item/weapon/reagent_containers/glass/rag/proc/update_name()
if(on_fire)
name = "burning [initial(name)]"
else if(reagents.total_volume)
name = "damp [initial(name)]"
else
name = "dry [initial(name)]"
/obj/item/weapon/reagent_containers/glass/rag/update_icon()
if(on_fire)
icon_state = "raglit"
else
icon_state = "rag"
var/obj/item/weapon/reagent_containers/food/drinks/bottle/B = loc
if(istype(B))
B.update_icon()
/obj/item/weapon/reagent_containers/glass/rag/proc/remove_contents(mob/user, atom/trans_dest = null)
if(!trans_dest && !user.loc)
return
if(reagents.total_volume)
var/target_text = trans_dest? "\the [trans_dest]" : "\the [user.loc]"
user.visible_message("<span class='danger'>\The [user] begins to wring out [src] over [target_text].</span>", "<span class='notice'>You begin to wring out [src] over [target_text].</span>")
if(do_after(user, reagents.total_volume*5)) //50 for a fully soaked rag
if(trans_dest)
reagents.trans_to(trans_dest, reagents.total_volume)
else
reagents.splash(user.loc, reagents.total_volume)
user.visible_message("<span class='danger'>\The [user] wrings out [src] over [target_text].</span>", "<span class='notice'>You finish to wringing out [src].</span>")
update_name()
/obj/item/weapon/reagent_containers/glass/rag/proc/wipe_down(atom/A, mob/user)
if(!reagents.total_volume)
user << "<span class='warning'>The [initial(name)] is dry!</span>"
else
user.visible_message("\The [user] starts to wipe down [A] with [src]!")
reagents.splash(A, 1) //get a small amount of liquid on the thing we're wiping.
update_name()
if(do_after(user,30))
user.visible_message("\The [user] finishes wiping off \the [A]!")
A.clean_blood()
/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
if(isliving(target))
var/mob/living/M = target
if(on_fire)
user.visible_message("<span class='danger'>\The [user] hits [target] with [src]!</span>",)
user.do_attack_animation(src)
M.IgniteMob()
else if(reagents.total_volume)
if(user.zone_sel.selecting == "mouth")
user.do_attack_animation(src)
user.visible_message(
"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
"<span class='warning'>You smother [target] with [src]!</span>",
"You hear some struggling and muffled cries of surprise"
)
//it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now
reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
update_name()
else
wipe_down(target, user)
return
return ..()
/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
if(!proximity)
return
if(istype(A, /obj/structure/reagent_dispensers) || istype(A, /obj/structure/mopbucket) || istype(A, /obj/item/weapon/reagent_containers/glass))
if(!reagents.get_free_space())
user << "<span class='warning'>\The [src] is already soaked.</span>"
return
if(A.reagents && A.reagents.trans_to_obj(src, reagents.maximum_volume))
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
user.visible_message("<span class='notice'>\The [user] soaks [src] using [A].</span>", "<span class='notice'>You soak [src] using [A].</span>")
update_name()
return
if(!on_fire && istype(A) && (src in user))
if(A.is_open_container())
remove_contents(user, A)
else if(!ismob(A)) //mobs are handled in attack() - this prevents us from wiping down people while smothering them.
wipe_down(A, user)
return
/obj/item/weapon/reagent_containers/glass/rag/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
if(exposed_temperature >= 50 + T0C)
ignite()
if(exposed_temperature >= 900 + T0C)
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
//rag must have a minimum of 2 units welder fuel and at least 80% of the reagents must be welder fuel.
//maybe generalize flammable reagents someday
/obj/item/weapon/reagent_containers/glass/rag/proc/can_ignite()
var/fuel = reagents.get_reagent_amount("fuel")
return (fuel >= 2 && fuel >= reagents.total_volume*0.8)
/obj/item/weapon/reagent_containers/glass/rag/proc/ignite()
if(on_fire)
return
if(!can_ignite())
return
//also copied from matches
if(reagents.get_reagent_amount("phoron")) // the phoron explodes when exposed to fire
visible_message("<span class='danger'>\The [src] conflagrates violently!</span>")
var/datum/effect/effect/system/reagents_explosion/e = new()
e.set_up(round(reagents.get_reagent_amount("phoron") / 2.5, 1), get_turf(src), 0, 0)
e.start()
qdel(src)
return
processing_objects += src
set_light(2, null, "#E38F46")
on_fire = 1
update_name()
update_icon()
/obj/item/weapon/reagent_containers/glass/rag/proc/extinguish()
processing_objects -= src
set_light(0)
on_fire = 0
//rags sitting around with 1 second of burn time left is dumb.
//ensures players always have a few seconds of burn time left when they light their rag
if(burn_time <= 5)
visible_message("<span class='warning'>\The [src] falls apart!</span>")
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
update_name()
update_icon()
/obj/item/weapon/reagent_containers/glass/rag/process()
if(!can_ignite())
visible_message("<span class='warning'>\The [src] burns out.</span>")
extinguish()
//copied from matches
if(isliving(loc))
var/mob/living/M = loc
M.IgniteMob()
var/turf/location = get_turf(src)
if(location)
location.hotspot_expose(700, 5)
if(burn_time <= 0)
processing_objects -= src
new /obj/effect/decal/cleanable/ash(location)
qdel(src)
return
reagents.remove_reagent("fuel", reagents.maximum_volume/25)
update_name()
burn_time--