/obj/item/extinguisher name = "fire extinguisher" desc = "A traditional red fire extinguisher." icon = 'icons/obj/weapons/items_and_weapons.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE icon_state = "fire_extinguisher0" worn_icon_state = "fire_extinguisher" inhand_icon_state = "fire_extinguisher" hitsound = 'sound/weapons/smash.ogg' flags_1 = CONDUCT_1 throwforce = 10 w_class = WEIGHT_CLASS_NORMAL throw_speed = 2 throw_range = 7 force = 10 demolition_mod = 1.25 custom_materials = list(/datum/material/iron = 90) attack_verb_continuous = list("slams", "whacks", "bashes", "thunks", "batters", "bludgeons", "thrashes") attack_verb_simple = list("slam", "whack", "bash", "thunk", "batter", "bludgeon", "thrash") dog_fashion = /datum/dog_fashion/back resistance_flags = FIRE_PROOF var/max_water = 50 var/last_use = 1 var/chem = /datum/reagent/water var/safety = TRUE var/refilling = FALSE var/tanktype = /obj/structure/reagent_dispensers/watertank var/sprite_name = "fire_extinguisher" var/power = 5 //Maximum distance launched water will travel var/precision = FALSE //By default, turfs picked from a spray are random, set to 1 to make it always have at least one water effect per row var/cooling_power = 2 //Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled /// Icon state when inside a tank holder var/tank_holder_icon_state = "holder_extinguisher" /obj/item/extinguisher/mini name = "pocket fire extinguisher" desc = "A light and compact fibreglass-framed model fire extinguisher." icon_state = "miniFE0" worn_icon_state = "miniFE" inhand_icon_state = "miniFE" hitsound = null //it is much lighter, after all. flags_1 = null //doesn't CONDUCT_1 throwforce = 2 w_class = WEIGHT_CLASS_SMALL force = 3 custom_materials = list(/datum/material/iron = 50, /datum/material/glass = 40) max_water = 30 sprite_name = "miniFE" dog_fashion = null /obj/item/extinguisher/crafted name = "Improvised cooling spray" desc = "Spraycan turned coolant dipsenser. Can be sprayed on containers to cool them. Refll using water." icon_state = "coolant0" worn_icon_state = "miniFE" inhand_icon_state = "miniFE" hitsound = null //it is much lighter, after all. flags_1 = null //doesn't CONDUCT_1 throwforce = 1 w_class = WEIGHT_CLASS_SMALL force = 3 custom_materials = list(/datum/material/iron = 50, /datum/material/glass = 40) max_water = 30 sprite_name = "coolant" dog_fashion = null cooling_power = 1.5 power = 3 /obj/item/extinguisher/crafted/attack_self(mob/user) safety = !safety icon_state = "[sprite_name][!safety]" to_chat(user, "[safety ? "You remove the straw and put it on the side of the cool canister" : "You insert the straw, readying it for use"].") /obj/item/extinguisher/proc/refill() if(!chem) return create_reagents(max_water, AMOUNT_VISIBLE) reagents.add_reagent(chem, max_water) /obj/item/extinguisher/Initialize(mapload) . = ..() if(tank_holder_icon_state) AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state) refill() /obj/item/extinguisher/advanced name = "advanced fire extinguisher" desc = "Used to stop thermonuclear fires from spreading inside your engine." icon_state = "foam_extinguisher0" worn_icon_state = "foam_extinguisher" inhand_icon_state = "foam_extinguisher" tank_holder_icon_state = "holder_foam_extinguisher" dog_fashion = null chem = /datum/reagent/firefighting_foam tanktype = /obj/structure/reagent_dispensers/foamtank sprite_name = "foam_extinguisher" precision = TRUE /obj/item/extinguisher/suicide_act(mob/living/carbon/user) if (!safety && (reagents.total_volume >= 1)) user.visible_message(span_suicide("[user] puts the nozzle to [user.p_their()] mouth. It looks like [user.p_theyre()] trying to extinguish the spark of life!")) afterattack(user,user) return OXYLOSS else if (safety && (reagents.total_volume >= 1)) user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... The safety's still on!")) return SHAME else user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... [src] is empty!")) return SHAME /obj/item/extinguisher/attack_self(mob/user) safety = !safety src.icon_state = "[sprite_name][!safety]" balloon_alert(user, "safety [safety ? "on" : "off"]") return /obj/item/extinguisher/attack(mob/M, mob/living/user) if(!user.combat_mode && !safety) //If we're on help intent and going to spray people, don't bash them. return FALSE else return ..() /obj/item/extinguisher/attack_atom(obj/O, mob/living/user, params) if(AttemptRefill(O, user)) refilling = TRUE return FALSE else return ..() /obj/item/extinguisher/examine(mob/user) . = ..() . += "The safety is [safety ? "on" : "off"]." if(reagents.total_volume) . += span_notice("Alt-click to empty it.") /obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user) if(istype(target, tanktype) && target.Adjacent(user)) if(reagents.total_volume == reagents.maximum_volume) balloon_alert(user, "already full!") return TRUE var/obj/structure/reagent_dispensers/W = target //will it work? var/transferred = W.reagents.trans_to(src, max_water, transfered_by = user) if(transferred > 0) to_chat(user, span_notice("\The [src] has been refilled by [transferred] units.")) playsound(src.loc, 'sound/effects/refill.ogg', 50, TRUE, -6) for(var/datum/reagent/water/R in reagents.reagent_list) R.cooling_temperature = cooling_power else to_chat(user, span_warning("\The [W] is empty!")) return TRUE else return FALSE /obj/item/extinguisher/afterattack(atom/target, mob/user , flag) . = ..() // Make it so the extinguisher doesn't spray yourself when you click your inventory items if (target.loc == user) return //TODO; Add support for reagents in water. if(refilling) refilling = FALSE return if (!safety) if (src.reagents.total_volume < 1) balloon_alert(user, "it's empty!") return if (world.time < src.last_use + 12) return src.last_use = world.time playsound(src.loc, 'sound/effects/extinguish.ogg', 75, TRUE, -3) var/direction = get_dir(src,target) if(user.buckled && isobj(user.buckled) && !user.buckled.anchored) var/obj/B = user.buckled var/movementdirection = turn(direction,180) addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_chair, B, movementdirection), 1) else user.newtonian_move(turn(direction, 180)) //Get all the turfs that can be shot at var/turf/T = get_turf(target) var/turf/T1 = get_step(T,turn(direction, 90)) var/turf/T2 = get_step(T,turn(direction, -90)) var/list/the_targets = list(T,T1,T2) if(precision) var/turf/T3 = get_step(T1, turn(direction, 90)) var/turf/T4 = get_step(T2,turn(direction, -90)) the_targets.Add(T3,T4) var/list/water_particles = list() for(var/a in 1 to 5) var/obj/effect/particle_effect/water/extinguisher/water = new /obj/effect/particle_effect/water/extinguisher(get_turf(src)) var/my_target = pick(the_targets) water_particles[water] = my_target // If precise, remove turf from targets so it won't be picked more than once if(precision) the_targets -= my_target var/datum/reagents/water_reagents = new /datum/reagents(5) water.reagents = water_reagents water_reagents.my_atom = water reagents.trans_to(water, 1, transfered_by = user) //Make em move dat ass, hun move_particles(water_particles) //Particle movement loop /obj/item/extinguisher/proc/move_particles(list/particles) var/delay = 2 // Second loop: Get all the water particles and make them move to their target for(var/obj/effect/particle_effect/water/extinguisher/water as anything in particles) water.move_at(particles[water], delay, power) //Chair movement loop /obj/item/extinguisher/proc/move_chair(obj/buckled_object, movementdirection) var/datum/move_loop/loop = SSmove_manager.move(buckled_object, movementdirection, 1, timeout = 9, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY) //This means the chair slowing down is dependant on the extinguisher existing, which is weird //Couldn't figure out a better way though RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/manage_chair_speed) /obj/item/extinguisher/proc/manage_chair_speed(datum/move_loop/move/source) SIGNAL_HANDLER switch(source.lifetime) if(5 to 4) source.delay = 2 if(3 to 1) source.delay = 3 /obj/item/extinguisher/AltClick(mob/user) if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE, no_tk = FALSE, need_hands = TRUE)) return if(!user.is_holding(src)) to_chat(user, span_notice("You must be holding the [src] in your hands do this!")) return EmptyExtinguisher(user) /obj/item/extinguisher/proc/EmptyExtinguisher(mob/user) if(loc == user && reagents.total_volume) reagents.clear_reagents() var/turf/T = get_turf(loc) if(isopenturf(T)) var/turf/open/theturf = T theturf.MakeSlippery(TURF_WET_WATER, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS) user.visible_message(span_notice("[user] empties out \the [src] onto the floor using the release valve."), span_info("You quietly empty out \the [src] using its release valve.")) //firebot assembly /obj/item/extinguisher/attackby(obj/O, mob/user, params) if(istype(O, /obj/item/bodypart/l_arm/robot) || istype(O, /obj/item/bodypart/r_arm/robot)) to_chat(user, span_notice("You add [O] to [src].")) qdel(O) qdel(src) user.put_in_hands(new /obj/item/bot_assembly/firebot) else ..()