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Bubberstation/code/game/objects/effects/decals/cleanable/robots.dm
SkyratBot 58ba42600a [MIRROR] Fixes decals and makes the janitor relevant again (#2397)
* Fixes decals and makes the janitor relevant again (#55805)

* guys come on why

* there you go

* and again because autodoc is apparently a thing

* Fixes decals and makes the janitor relevant again

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2020-12-31 03:06:08 +00:00

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// Note: BYOND is object oriented. There is no reason for this to be copy/pasted blood code.
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "It's a useless heap of junk... <i>or is it?</i>"
icon = 'icons/mob/robots.dmi'
icon_state = "gib1"
layer = LOW_OBJ_LAYER
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
beauty = -50
clean_type = CLEAN_TYPE_BLOOD
/obj/effect/decal/cleanable/robot_debris/Initialize()
. = ..()
RegisterSignal(src, COMSIG_MOVABLE_PIPE_EJECTING, .proc/on_pipe_eject)
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions, mapload=FALSE)
set waitfor = FALSE
var/direction = pick(directions)
for (var/i = 0, i < pick(1, 200; 2, 150; 3, 50; 4, 17; 50), i++) //the 3% chance of 50 steps is intentional and played for laughs.
if (!mapload)
sleep(2)
if (i > 0)
if (prob(40))
new /obj/effect/decal/cleanable/oil/streak(src.loc)
else if (prob(10) && !mapload)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
if (!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/proc/on_pipe_eject(atom/source, direction)
SIGNAL_HANDLER
var/list/dirs
if(direction)
dirs = list(direction, turn(direction, -45), turn(direction, 45))
else
dirs = GLOB.alldirs.Copy()
streak(dirs)
/obj/effect/decal/cleanable/robot_debris/ex_act()
return
/obj/effect/decal/cleanable/robot_debris/limb
icon_state = "gibarm"
random_icon_states = list("gibarm", "gibleg")
/obj/effect/decal/cleanable/robot_debris/up
icon_state = "gibup1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibup1","gibup1")
/obj/effect/decal/cleanable/robot_debris/down
icon_state = "gibdown1"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7","gibdown1","gibdown1")
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black and greasy. Looks like Beepsky made another mess."
icon = 'icons/mob/robots.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = BLOOD_AMOUNT_PER_DECAL
beauty = -100
clean_type = CLEAN_TYPE_BLOOD
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()
reagents.add_reagent(/datum/reagent/fuel/oil, 30)
/obj/effect/decal/cleanable/oil/attackby(obj/item/I, mob/living/user)
var/attacked_by_hot_thing = I.get_temperature()
if(attacked_by_hot_thing)
visible_message("<span class='warning'>[user] tries to ignite [src] with [I]!</span>", "<span class='warning'>You try to ignite [src] with [I].</span>")
log_combat(user, src, (attacked_by_hot_thing < 480) ? "tried to ignite" : "ignited", I)
fire_act(attacked_by_hot_thing)
return
return ..()
/obj/effect/decal/cleanable/oil/fire_act(exposed_temperature, exposed_volume)
if(exposed_temperature < 480)
return
visible_message("<span class='danger'>[src] catches fire!</span>")
var/turf/T = get_turf(src)
qdel(src)
new /obj/effect/hotspot(T)
/obj/effect/decal/cleanable/oil/streak
icon_state = "streak1"
random_icon_states = list("streak1", "streak2", "streak3", "streak4", "streak5")
beauty = -50
/obj/effect/decal/cleanable/oil/slippery/ComponentInitialize()
. = ..()
AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))