Files
Bubberstation/code/datums/components/cleaner.dm
MrMelbert ec3f5acec0 [MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)

- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.

- Removed gauze on sink / cloth on sink interaction.
   - Can't really wash gauze with it, plus it's redundant.

- Damp rag is no longer a cup.

Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.

Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.

🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
2025-05-22 21:14:47 -04:00

156 lines
7.4 KiB
Plaintext

/**
* Component that can be used to clean things.
* Takes care of duration, cleaning skill and special cleaning interactions.
* A callback can be set by the datum holding the cleaner to add custom functionality.
* Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
*/
/datum/component/cleaner
/// The time it takes to clean something, without reductions from the cleaning skill modifier.
var/base_cleaning_duration
/// 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.
var/skill_duration_modifier_offset
/// Determines what this cleaner can wash off, [the available options are found here](code/__DEFINES/cleaning.html).
var/cleaning_strength
/// 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.
var/datum/callback/pre_clean_callback
/// Gets called when something is successfully cleaned.
var/datum/callback/on_cleaned_callback
/datum/component/cleaner/Initialize(
base_cleaning_duration = 3 SECONDS,
skill_duration_modifier_offset = 0,
cleaning_strength = CLEAN_SCRUB,
datum/callback/pre_clean_callback = null,
datum/callback/on_cleaned_callback = null,
)
src.base_cleaning_duration = base_cleaning_duration
src.skill_duration_modifier_offset = skill_duration_modifier_offset
src.cleaning_strength = cleaning_strength
src.pre_clean_callback = pre_clean_callback
src.on_cleaned_callback = on_cleaned_callback
/datum/component/cleaner/Destroy(force)
pre_clean_callback = null
on_cleaned_callback = null
return ..()
/datum/component/cleaner/RegisterWithParent()
if(ismob(parent))
RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(on_interaction))
/datum/component/cleaner/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_ITEM_INTERACTING_WITH_ATOM,
COMSIG_LIVING_UNARMED_ATTACK,
))
/**
* Handles the COMSIG_LIVING_UNARMED_ATTACK signal used for cleanbots
* Redirects to afterattack, while setting parent (the bot) as user.
*/
/datum/component/cleaner/proc/on_unarmed_attack(datum/source, atom/target, proximity_flags, modifiers)
SIGNAL_HANDLER
if(on_interaction(source, source, target, modifiers) & ITEM_INTERACT_ANY_BLOCKER)
return COMPONENT_CANCEL_ATTACK_CHAIN
return NONE
/**
* Handles the COMSIG_ITEM_INTERACTING_WITH_ATOM signal by calling the clean proc.
*/
/datum/component/cleaner/proc/on_interaction(datum/source, mob/living/user, atom/target, list/modifiers)
SIGNAL_HANDLER
if(isitem(source) && SHOULD_SKIP_INTERACTION(target, source, user))
return NONE
// By default, give XP
var/give_xp = TRUE
if(pre_clean_callback)
var/callback_return = pre_clean_callback.Invoke(source, target, user)
if(callback_return & CLEAN_BLOCKED)
return (callback_return & CLEAN_DONT_BLOCK_INTERACTION) ? NONE : ITEM_INTERACT_BLOCKING
if(callback_return & CLEAN_NO_XP)
give_xp = FALSE
INVOKE_ASYNC(src, PROC_REF(clean), source, target, user, give_xp)
return ITEM_INTERACT_SUCCESS
/**
* Cleans something using this cleaner.
* The cleaning duration is modified by the cleaning skill of the user.
* Successfully cleaning gives cleaning experience to the user and invokes the on_cleaned_callback.
*
* Arguments
* * source the datum that sent the signal to start cleaning
* * target the thing being cleaned
* * user the person doing the cleaning
* * clean_target set this to false if the target should not be washed and if experience should not be awarded to the user
*/
/datum/component/cleaner/proc/clean(datum/source, atom/target, mob/living/user, clean_target = TRUE)
//make sure we don't attempt to clean something while it's already being cleaned
if(HAS_TRAIT(target, TRAIT_CURRENTLY_CLEANING) || (SEND_SIGNAL(target, COMSIG_ATOM_PRE_CLEAN, user) & COMSIG_ATOM_CANCEL_CLEAN))
return
//add the trait and overlay
ADD_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
// We need to update our planes on overlay changes
RegisterSignal(target, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(cleaning_target_moved))
var/mutable_appearance/low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, target, GAME_PLANE)
var/mutable_appearance/high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, target, ABOVE_GAME_PLANE)
var/list/icon_offsets = target.get_oversized_icon_offsets()
low_bubble.pixel_w = icon_offsets["x"]
low_bubble.pixel_z = icon_offsets["y"]
high_bubble.pixel_w = icon_offsets["x"]
high_bubble.pixel_z = icon_offsets["y"]
if(target.plane > low_bubble.plane) //check if the higher overlay is necessary
target.add_overlay(high_bubble)
else if(target.plane == low_bubble.plane)
if(target.layer > low_bubble.layer)
target.add_overlay(high_bubble)
else
target.add_overlay(low_bubble)
else //(target.plane < low_bubble.plane)
target.add_overlay(low_bubble)
//set the cleaning duration
var/cleaning_duration = base_cleaning_duration
if(user.mind) //higher cleaning skill can make the duration shorter
//offsets the multiplier you get from cleaning skill, but doesn't allow the duration to be longer than the base duration
cleaning_duration = (cleaning_duration * min(user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)+skill_duration_modifier_offset, 1))
// Assoc list, collects all items being cleaned with its value being any blood on it
var/list/all_cleaned = list()
all_cleaned[target] = GET_ATOM_BLOOD_DNA(target) || list()
//do the cleaning
var/clean_succeeded = FALSE
if(do_after(user, cleaning_duration, target = target))
clean_succeeded = TRUE
if(clean_target)
for(var/obj/effect/decal/cleanable/cleanable_decal in target) //it's important to do this before you wash all of the cleanables off
user.mind?.adjust_experience(/datum/skill/cleaning, round(cleanable_decal.beauty / CLEAN_SKILL_BEAUTY_ADJUSTMENT))
all_cleaned[cleanable_decal] = GET_ATOM_BLOOD_DNA(cleanable_decal)
if(target.wash(cleaning_strength))
user.mind?.adjust_experience(/datum/skill/cleaning, round(CLEAN_SKILL_GENERIC_WASH_XP))
on_cleaned_callback?.Invoke(source, target, user, clean_succeeded, all_cleaned)
//remove the cleaning overlay
target.cut_overlay(low_bubble)
target.cut_overlay(high_bubble)
UnregisterSignal(target, COMSIG_MOVABLE_Z_CHANGED)
REMOVE_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
/datum/component/cleaner/proc/cleaning_target_moved(atom/movable/source, turf/old_turf, turf/new_turf, same_z_layer)
if(same_z_layer)
return
// First, get rid of the old overlay
var/mutable_appearance/old_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, old_turf, GAME_PLANE)
var/mutable_appearance/old_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, old_turf, ABOVE_GAME_PLANE)
source.cut_overlay(old_low_bubble)
source.cut_overlay(old_high_bubble)
// Now, add the new one
var/mutable_appearance/new_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, new_turf, GAME_PLANE)
var/mutable_appearance/new_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, new_turf, ABOVE_GAME_PLANE)
source.add_overlay(new_low_bubble)
source.add_overlay(new_high_bubble)