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* IM DONE LOOKING AT THE WIKI FOR BASIC SNIZZLE
* microwaved, too
* HOOH
* LINT, review
* review but this time im not lying :trollface:
* maybe i should just like test or something
* reviews i missed
* 🐑
110 lines
4.0 KiB
Plaintext
110 lines
4.0 KiB
Plaintext
/datum/component/grillable
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS // So you can change grill results with various cookstuffs
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///Result atom type of grilling this object
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var/atom/cook_result
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///Amount of time required to cook the food
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var/required_cook_time = 2 MINUTES
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///Is this a positive grill result?
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var/positive_result = TRUE
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///Time spent cooking so far
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var/current_cook_time = 0
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///Are we currently grilling?
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var/currently_grilling = FALSE
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///Do we use the large steam sprite?
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var/use_large_steam_sprite = FALSE
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/datum/component/grillable/Initialize(cook_result, required_cook_time, positive_result, use_large_steam_sprite)
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. = ..()
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if(!isitem(parent)) //Only items support grilling at the moment
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return COMPONENT_INCOMPATIBLE
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src.cook_result = cook_result
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src.required_cook_time = required_cook_time
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src.positive_result = positive_result
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src.use_large_steam_sprite = use_large_steam_sprite
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RegisterSignal(parent, COMSIG_ITEM_GRILLED, .proc/OnGrill)
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/OnExamine)
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// Inherit the new values passed to the component
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/datum/component/grillable/InheritComponent(datum/component/grillable/new_comp, original, cook_result, required_cook_time, positive_result, use_large_steam_sprite)
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if(!original)
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return
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if(cook_result)
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src.cook_result = cook_result
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if(required_cook_time)
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src.required_cook_time = required_cook_time
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if(positive_result)
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src.positive_result = positive_result
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if(use_large_steam_sprite)
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src.use_large_steam_sprite = use_large_steam_sprite
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///Ran every time an item is grilled by something
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/datum/component/grillable/proc/OnGrill(datum/source, atom/used_grill, delta_time = 1)
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SIGNAL_HANDLER
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. = COMPONENT_HANDLED_GRILLING
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current_cook_time += delta_time * 10 //turn it into ds
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if(current_cook_time >= required_cook_time)
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FinishGrilling(used_grill)
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else if(!currently_grilling) //We havn't started grilling yet
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StartGrilling(used_grill)
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///Ran when an object starts grilling on something
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/datum/component/grillable/proc/StartGrilling(atom/grill_source)
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currently_grilling = TRUE
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/OnMoved)
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/AddGrilledItemOverlay)
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var/atom/A = parent
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A.update_appearance()
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///Ran when an object finished grilling
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/datum/component/grillable/proc/FinishGrilling(atom/grill_source)
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var/atom/original_object = parent
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var/atom/grilled_result = new cook_result(original_object.loc)
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grilled_result.pixel_x = original_object.pixel_x
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grilled_result.pixel_y = original_object.pixel_y
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grill_source.visible_message("<span class='[positive_result ? "notice" : "warning"]'>[parent] turns into \a [grilled_result]!</span>")
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SEND_SIGNAL(parent, COMSIG_GRILL_COMPLETED, grilled_result)
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currently_grilling = FALSE
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qdel(parent)
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///Ran when an object almost finishes grilling
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/datum/component/grillable/proc/OnExamine(atom/A, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(!current_cook_time) //Not grilled yet
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if(positive_result)
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examine_list += "<span class='notice'>[parent] can be <b>grilled</b> into \a [initial(cook_result.name)].</span>"
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return
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if(positive_result)
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if(current_cook_time <= required_cook_time * 0.75)
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examine_list += "<span class='notice'>[parent] probably needs to be cooked a bit longer!</span>"
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else if(current_cook_time <= required_cook_time)
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examine_list += "<span class='notice'>[parent] seems to be almost finished cooking!</span>"
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else
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examine_list += "<span class='danger'>[parent] should probably not be cooked for much longer!</span>"
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///Ran when an object moves from the grill
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/datum/component/grillable/proc/OnMoved(atom/A, atom/OldLoc, Dir, Forced)
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SIGNAL_HANDLER
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currently_grilling = FALSE
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UnregisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS)
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UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
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A.update_appearance()
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/datum/component/grillable/proc/AddGrilledItemOverlay(datum/source, list/overlays)
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SIGNAL_HANDLER
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overlays += mutable_appearance('icons/effects/steam.dmi', "[use_large_steam_sprite ? "steam_triple" : "steam_single"]", ABOVE_OBJ_LAYER)
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