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[MIRROR] [READY] Fishing and aquarium expansion. [MDB IGNORE] (#22731)
* [READY] Fishing and aquarium expansion. * Update general.dm * Update production_skill.dm * Merge conflict * Merge branch 'upstream-merge-76531' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76531 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
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@@ -663,6 +663,22 @@
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/obj/item/proc/on_found(mob/finder)
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return
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/**
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* Called after an item is placed in an equipment slot. Runs equipped(), then sends a signal.
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* This should be called last or near-to-last, after all other inventory code stuff is handled.
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*
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* Arguments:
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* * user is mob that equipped it
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* * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
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* * initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
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*/
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/obj/item/proc/on_equipped(mob/user, slot, initial = FALSE)
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SHOULD_NOT_OVERRIDE(TRUE)
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equipped(user, slot, initial)
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if(SEND_SIGNAL(src, COMSIG_ITEM_POST_EQUIPPED, user, slot) && COMPONENT_EQUIPPED_FAILED)
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return FALSE
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return TRUE
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/**
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* To be overwritten to only perform visual tasks;
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* this is directly called instead of `equipped` on visual-only features like human dummies equipping outfits.
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@@ -674,7 +690,7 @@
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return
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/**
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* Called after an item is placed in an equipment slot.
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* Called by on_equipped. Don't call this directly, we want the ITEM_POST_EQUIPPED signal to be sent after everything else.
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*
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* Note that hands count as slots.
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*
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@@ -685,7 +701,7 @@
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*/
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/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(user, COMSIG_HUMAN_EQUIPPING_ITEM, src, slot)
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PROTECTED_PROC(TRUE)
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visual_equipped(user, slot, initial)
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SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
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SEND_SIGNAL(user, COMSIG_MOB_EQUIPPED_ITEM, src, slot)
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@@ -81,11 +81,11 @@
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icon_state = "armorfish_fillet"
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food_reagents = list(/datum/reagent/consumable/nutriment/protein = 3)
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///donkfish fillets. The yuck reagent is now added by the fish trait of the same name.
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/obj/item/food/fishmeat/donkfish
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name = "donkfillet"
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desc = "The dreaded donkfish fillet. No sane spaceman would eat this, and it does not get better when cooked."
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icon_state = "donkfillet"
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food_reagents = list(/datum/reagent/yuck = 3)
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/obj/item/food/fishfingers
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name = "fish fingers"
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@@ -168,3 +168,12 @@
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/obj/item/storage/wallet/random/PopulateContents()
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new /obj/item/holochip(src, rand(5, 30))
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new /obj/effect/spawner/random/entertainment/wallet_storage(src)
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///Used by the toilet fish source.
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/obj/item/storage/wallet/money
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desc = "It can hold a few small and personal things. This one reeks of toilet water."
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/obj/item/storage/wallet/money/PopulateContents()
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for(var/iteration in 1 to pick(3, 4))
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new /obj/item/holochip(src, rand(50, 450))
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@@ -16,7 +16,8 @@
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. = ..()
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open = round(rand(0, 1))
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update_appearance()
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if(mapload && SSmapping.level_trait(z, ZTRAIT_STATION))
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AddElement(/datum/element/lazy_fishing_spot, FISHING_SPOT_PRESET_TOILET)
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/obj/structure/toilet/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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@@ -120,8 +121,9 @@
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return
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w_items += I.w_class
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to_chat(user, span_notice("You carefully place [I] into the cistern."))
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return
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else if(is_reagent_container(I) && !user.combat_mode)
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if(is_reagent_container(I) && !user.combat_mode)
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if (!open)
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return
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if(istype(I, /obj/item/food/monkeycube))
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