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0b0c5ea91e
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
207 lines
7.0 KiB
Plaintext
207 lines
7.0 KiB
Plaintext
// A receptionist's bell
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/obj/structure/desk_bell
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name = "desk bell"
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desc = "The cornerstone of any customer service job. You feel an unending urge to ring it."
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "desk_bell"
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layer = OBJ_LAYER
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anchored = FALSE
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pass_flags = PASSTABLE // Able to place on tables
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max_integrity = 5000 // To make attacking it not instantly break it
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throwforce = 2
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interaction_flags_mouse_drop = NEED_HANDS
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
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/// The amount of times this bell has been rang, used to check the chance it breaks
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var/times_rang = 0
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/// Is this bell broken?
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var/broken_ringer = FALSE
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/// The cooldown for ringing the bell
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COOLDOWN_DECLARE(ring_cooldown)
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/// The length of the cooldown. Setting it to 0 will skip all cooldowns alltogether.
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var/ring_cooldown_length = 0.3 SECONDS // This is here to protect against tinnitus.
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/// The sound the bell makes
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var/ring_sound = 'sound/machines/microwave/microwave-end.ogg'
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/obj/structure/desk_bell/Initialize(mapload)
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. = ..()
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register_context()
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/obj/structure/desk_bell/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(held_item?.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = "Disassemble"
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return CONTEXTUAL_SCREENTIP_SET
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if(broken_ringer)
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if(held_item?.tool_behaviour == TOOL_SCREWDRIVER)
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context[SCREENTIP_CONTEXT_LMB] = "Fix"
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else
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var/click_context = "Ring"
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if(prob(1))
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click_context = "Annoy"
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context[SCREENTIP_CONTEXT_LMB] = click_context
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/desk_bell/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(!COOLDOWN_FINISHED(src, ring_cooldown) && ring_cooldown_length)
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return TRUE
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if(!ring_bell(user))
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to_chat(user, span_notice("[src] is silent. Some idiot broke it."))
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if(ring_cooldown_length)
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COOLDOWN_START(src, ring_cooldown, ring_cooldown_length)
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return TRUE
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/obj/structure/desk_bell/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/desk_bell/attackby(obj/item/weapon, mob/living/user, list/modifiers, list/attack_modifiers)
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. = ..()
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times_rang += weapon.force
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ring_bell(user)
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/obj/structure/desk_bell/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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. = ..()
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ring_bell()
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// Fix the clapper
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/obj/structure/desk_bell/screwdriver_act(mob/living/user, obj/item/tool)
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if(broken_ringer)
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balloon_alert(user, "repairing...")
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 5 SECONDS))
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balloon_alert_to_viewers("repaired")
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playsound(user, 'sound/items/tools/change_drill.ogg', 50, vary = TRUE)
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broken_ringer = FALSE
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times_rang = 0
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return ITEM_INTERACT_SUCCESS
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return FALSE
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return ..()
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// Deconstruct
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/obj/structure/desk_bell/wrench_act_secondary(mob/living/user, obj/item/tool)
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balloon_alert(user, "taking apart...")
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 5 SECONDS))
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balloon_alert(user, "disassembled")
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playsound(user, 'sound/items/deconstruct.ogg', 50, vary = TRUE)
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if(!broken_ringer) // Drop 2 if it's not broken.
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new/obj/item/stack/sheet/iron(drop_location())
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new/obj/item/stack/sheet/iron(drop_location())
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qdel(src)
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return ITEM_INTERACT_SUCCESS
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return ..()
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/// Check if the clapper breaks, and if it does, break it
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/obj/structure/desk_bell/proc/check_clapper(mob/living/user)
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if(((times_rang >= 10000) || prob(times_rang/100)) && ring_cooldown_length)
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if (user)
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to_chat(user, span_notice("You hear [src]'s clapper fall off of its hinge. Nice job, you broke it."))
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else
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audible_message(span_notice("You hear [src]'s clapper fall off of its hinge. Nice job, you broke it."))
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broken_ringer = TRUE
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/// Ring the bell
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/obj/structure/desk_bell/proc/ring_bell(mob/living/user)
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if(broken_ringer)
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return FALSE
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check_clapper(user)
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// The lack of varying is intentional. The only variance occurs on the strike the bell breaks.
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playsound(src, ring_sound, 70, vary = broken_ringer, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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flick("desk_bell_ring", src)
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times_rang++
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return TRUE
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/obj/structure/desk_bell/mouse_drop_dragged(atom/over_object, mob/user)
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if(over_object != user)
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return FALSE
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var/obj/item/inhand_desk_bell/held_bell = new (user, src)
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user.put_in_hands(held_bell, del_on_fail = FALSE)
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// A warning to all who enter; the ringing sound STACKS. It won't be deafening because it only goes every decisecond,
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// but I did feel like my ears were going to start bleeding when I tested it with my autoclicker.
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/obj/structure/desk_bell/speed_demon
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desc = "The cornerstone of any customer service job. This one's been modified for hyper-performance."
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ring_cooldown_length = 0
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/// Handheld bell
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/obj/item/inhand_desk_bell
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name = "held desk bell"
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force = 1
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w_class = WEIGHT_CLASS_SMALL
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obj_flags = CONDUCTS_ELECTRICITY
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force = 1
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throwforce = 2
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/// Our contained bell
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var/obj/structure/desk_bell/bell
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/obj/item/inhand_desk_bell/Initialize(mapload, obj/structure/desk_bell/bell)
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if (mapload)
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stack_trace("You shouldn't map in this item, use /obj/structure/desk_bell")
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if (!bell)
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return INITIALIZE_HINT_QDEL
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register_item_context()
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src.bell = bell
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bell.forceMove(src)
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appearance = bell.appearance
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RegisterSignals(bell, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED), PROC_REF(on_bell_gone))
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return ..()
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/// If we don't have a bell we're nothing
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/obj/item/inhand_desk_bell/proc/on_bell_gone()
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SIGNAL_HANDLER
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UnregisterSignal(bell, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED))
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bell = null
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qdel(src)
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/obj/item/inhand_desk_bell/add_item_context(obj/item/source, list/context, atom/target, mob/living/user)
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. = NONE
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if(istype(target, /obj/vehicle/ridden/wheelchair))
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var/obj/vehicle/ridden/wheelchair/chair = target
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if(!chair.bell_attached)
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context[SCREENTIP_CONTEXT_LMB] = "Attach bell to wheelchair."
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/inhand_desk_bell/examine(mob/user)
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return bell.examine(user)
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/obj/item/inhand_desk_bell/on_thrown(mob/living/carbon/user, atom/target)
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var/obj/throwing_bell = bell // We are about to null this variable but also want to return it
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bell.forceMove(user.drop_location())
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return throwing_bell
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/obj/item/inhand_desk_bell/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
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. = ..()
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if (isturf(loc))
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bell.forceMove(loc)
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/obj/item/inhand_desk_bell/attack(mob/living/target_mob, mob/living/user, params)
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. = ..()
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if (.)
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return
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bell.ring_bell(user)
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/obj/item/inhand_desk_bell/attack_self(mob/user, modifiers)
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. = ..()
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if (.)
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return
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bell.ring_bell(user)
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/obj/item/inhand_desk_bell/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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. = ..()
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if (!istype(interacting_with, /obj/vehicle/ridden/wheelchair))
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return NONE
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var/obj/vehicle/ridden/wheelchair/chair = interacting_with
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if (chair.bell_attached)
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user.balloon_alert(user, "already has a bell!")
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return ITEM_INTERACT_FAILURE
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user.balloon_alert(user, "attaching bell...")
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if (!do_after(user, 0.5 SECONDS, chair))
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return ITEM_INTERACT_FAILURE
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chair.attach_bell(bell)
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return ITEM_INTERACT_SUCCESS
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