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5786289821
## About The Pull Request Adds a dirty quirk, as requested in a bounty in https://discord.com/channels/1059199070016655462/1415440129362886727/1415440129362886727. This quirk does a few things. 1. Walking around, you have a small chance to spread dirt to the floor. 2. If you are barefoot, you track colored footprints that fade out over 7 seconds. 3. If you are attacked, you have a puff of colored, opaque smoke fly off you. **This cannot be spammed and must be refreshed by digging in trash.** 4. People around you get a small mood debuff. 5. You get a small examine blurb telling people that you're dirty. Both the dirt color and flavor text can be customized in the quirk. If you are cleaned with soap... 1. You scream, flail, and get a -6 mood debuff. 2. **All above effects are disabled.** 3. You can refresh your filth by rummaging in trash Hygeinebots also always try to clean dirty people. ## Why It's Good For The Game We have filth goblins on station, and this lets them reflect who they are mechanically. Its also a small, but minor, way to give janitors just a bit more things to do - and a small source of conflict where you may have people running around trying to clean you because god you just smell so bad. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> https://github.com/user-attachments/assets/6c627e3f-0874-4609-84e8-d7137628ecf1 </details> ## Changelog 🆑 add: Dirty quirk - spreads dirt, makes everyone annoyed at you, defeated by soap. /🆑 --------- Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
164 lines
7.6 KiB
Plaintext
164 lines
7.6 KiB
Plaintext
/**
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* Component that can be used to clean things.
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* Takes care of duration, cleaning skill and special cleaning interactions.
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* A callback can be set by the datum holding the cleaner to add custom functionality.
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* Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
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*/
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/datum/component/cleaner
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/// The time it takes to clean something, without reductions from the cleaning skill modifier.
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var/base_cleaning_duration
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/// Offsets the cleaning duration modifier that you get from your cleaning skill, the duration won't be modified to be more than the base duration.
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var/skill_duration_modifier_offset
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/// Determines what this cleaner can wash off, [the available options are found here](code/__DEFINES/cleaning.html).
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var/cleaning_strength
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/// Gets called before you start cleaning, returns TRUE/FALSE whether the clean should actually wash tiles, or DO_NOT_CLEAN to not clean at all.
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var/datum/callback/pre_clean_callback
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/// Gets called when something is successfully cleaned.
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var/datum/callback/on_cleaned_callback
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/datum/component/cleaner/Initialize(
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base_cleaning_duration = 3 SECONDS,
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skill_duration_modifier_offset = 0,
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cleaning_strength = CLEAN_SCRUB,
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datum/callback/pre_clean_callback = null,
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datum/callback/on_cleaned_callback = null,
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)
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src.base_cleaning_duration = base_cleaning_duration
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src.skill_duration_modifier_offset = skill_duration_modifier_offset
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src.cleaning_strength = cleaning_strength
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src.pre_clean_callback = pre_clean_callback
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src.on_cleaned_callback = on_cleaned_callback
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/datum/component/cleaner/Destroy(force)
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pre_clean_callback = null
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on_cleaned_callback = null
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return ..()
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/datum/component/cleaner/RegisterWithParent()
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if(ismob(parent))
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RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
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if(isitem(parent))
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RegisterSignal(parent, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(on_interaction))
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/datum/component/cleaner/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_ITEM_INTERACTING_WITH_ATOM,
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COMSIG_LIVING_UNARMED_ATTACK,
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))
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/**
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* Handles the COMSIG_LIVING_UNARMED_ATTACK signal used for cleanbots
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* Redirects to afterattack, while setting parent (the bot) as user.
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*/
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/datum/component/cleaner/proc/on_unarmed_attack(datum/source, atom/target, proximity_flags, modifiers)
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SIGNAL_HANDLER
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if(on_interaction(source, source, target, modifiers) & ITEM_INTERACT_ANY_BLOCKER)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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return NONE
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/**
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* Handles the COMSIG_ITEM_INTERACTING_WITH_ATOM signal by calling the clean proc.
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*/
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/datum/component/cleaner/proc/on_interaction(datum/source, mob/living/user, atom/target, list/modifiers)
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SIGNAL_HANDLER
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if(isitem(source) && SHOULD_SKIP_INTERACTION(target, source, user))
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return NONE
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var/call_wash = TRUE
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var/give_xp = TRUE
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if(pre_clean_callback)
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var/callback_return = pre_clean_callback.Invoke(source, target, user)
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if(callback_return & CLEAN_BLOCKED)
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return (callback_return & CLEAN_DONT_BLOCK_INTERACTION) ? NONE : ITEM_INTERACT_BLOCKING
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if(callback_return & CLEAN_NO_WASH)
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call_wash = FALSE
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if(callback_return & CLEAN_NO_XP)
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give_xp = FALSE
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INVOKE_ASYNC(src, PROC_REF(clean), source, target, user, call_wash, give_xp)
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return ITEM_INTERACT_SUCCESS
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/**
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* Cleans something using this cleaner.
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* The cleaning duration is modified by the cleaning skill of the user.
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* Successfully cleaning gives cleaning experience to the user and invokes the on_cleaned_callback.
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*
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* Arguments
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* * source the datum that sent the signal to start cleaning
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* * target the thing being cleaned
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* * user the person doing the cleaning
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* * call_wash set this to false if the target should not be wash()ed
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* * grant_xp set this to false if the user should not be granted cleaning experience
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*/
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/datum/component/cleaner/proc/clean(datum/source, atom/target, mob/living/user, call_wash = TRUE, grant_xp = TRUE)
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//make sure we don't attempt to clean something while it's already being cleaned
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if(HAS_TRAIT(target, TRAIT_CURRENTLY_CLEANING) || (SEND_SIGNAL(target, COMSIG_ATOM_PRE_CLEAN, user) & COMSIG_ATOM_CANCEL_CLEAN))
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return
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//add the trait and overlay
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ADD_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
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// We need to update our planes on overlay changes
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RegisterSignal(target, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(cleaning_target_moved))
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var/mutable_appearance/low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, target, GAME_PLANE)
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var/mutable_appearance/high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, target, ABOVE_GAME_PLANE)
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var/list/icon_offsets = target.get_oversized_icon_offsets()
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low_bubble.pixel_w = icon_offsets["x"]
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low_bubble.pixel_z = icon_offsets["y"]
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high_bubble.pixel_w = icon_offsets["x"]
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high_bubble.pixel_z = icon_offsets["y"]
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if(target.plane > low_bubble.plane) //check if the higher overlay is necessary
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target.add_overlay(high_bubble)
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else if(target.plane == low_bubble.plane)
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if(target.layer > low_bubble.layer)
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target.add_overlay(high_bubble)
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else
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target.add_overlay(low_bubble)
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else //(target.plane < low_bubble.plane)
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target.add_overlay(low_bubble)
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//set the cleaning duration
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var/cleaning_duration = base_cleaning_duration
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if(user.mind) //higher cleaning skill can make the duration shorter
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//offsets the multiplier you get from cleaning skill, but doesn't allow the duration to be longer than the base duration
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cleaning_duration = (cleaning_duration * min(user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)+skill_duration_modifier_offset, 1))
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// Assoc list, collects all items being cleaned with its value being any blood on it
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var/list/all_cleaned = list()
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all_cleaned[target] = GET_ATOM_BLOOD_DNA(target) || list()
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//do the cleaning
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var/clean_succeeded = FALSE
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if(do_after(user, cleaning_duration, target = target))
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// BUBBER EDIT ADDITION BEGIN - Dirty quirk
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SEND_SIGNAL(target, COMSIG_ATOM_POST_CLEAN, user)
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// BUBBER EDIT ADDITION END
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clean_succeeded = TRUE
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for(var/obj/effect/decal/cleanable/cleanable_decal in target) //it's important to do this before you wash all of the cleanables off
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if(call_wash && grant_xp)
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user.mind?.adjust_experience(/datum/skill/cleaning, round(cleanable_decal.beauty / CLEAN_SKILL_BEAUTY_ADJUSTMENT))
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all_cleaned[cleanable_decal] = GET_ATOM_BLOOD_DNA(cleanable_decal)
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if(call_wash && target.wash(cleaning_strength) && grant_xp)
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user.mind?.adjust_experience(/datum/skill/cleaning, round(CLEAN_SKILL_GENERIC_WASH_XP))
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on_cleaned_callback?.Invoke(source, target, user, clean_succeeded, all_cleaned)
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//remove the cleaning overlay
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target.cut_overlay(low_bubble)
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target.cut_overlay(high_bubble)
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UnregisterSignal(target, COMSIG_MOVABLE_Z_CHANGED)
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REMOVE_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
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/datum/component/cleaner/proc/cleaning_target_moved(atom/movable/source, turf/old_turf, turf/new_turf, same_z_layer)
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if(same_z_layer)
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return
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// First, get rid of the old overlay
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var/mutable_appearance/old_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, old_turf, GAME_PLANE)
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var/mutable_appearance/old_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, old_turf, ABOVE_GAME_PLANE)
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source.cut_overlay(old_low_bubble)
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source.cut_overlay(old_high_bubble)
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// Now, add the new one
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var/mutable_appearance/new_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, new_turf, GAME_PLANE)
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var/mutable_appearance/new_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, new_turf, ABOVE_GAME_PLANE)
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source.add_overlay(new_low_bubble)
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source.add_overlay(new_high_bubble)
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