Files
Bubberstation/code/game/objects/items.dm
SmArtKar 589cf0a904 Refactors how item actions are handled (#89654)
## About The Pull Request

This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.

This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.

Closes #89653

## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
	if(istype(action, /datum/action/item_action/halt))
		halt()
	else
		adjust_visor(user)
```
2025-03-12 16:53:44 -04:00

2193 lines
86 KiB
Plaintext

/// Anything you can pick up and hold.
/obj/item
name = "item"
icon = 'icons/obj/anomaly.dmi'
blocks_emissive = EMISSIVE_BLOCK_GENERIC
burning_particles = /particles/smoke/burning/small
pass_flags_self = PASSITEM
/* !!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!!
IF YOU ADD MORE ICON CRAP TO THIS
ENSURE YOU ALSO ADD THE NEW VARS TO CHAMELEON ITEM_ACTION'S update_item() PROC (/datum/action/item_action/chameleon/change/proc/update_item())
WASHING MASHINE'S dye_item() PROC (/obj/item/proc/dye_item())
AND ALSO TO THE CHANGELING PROFILE DISGUISE SYSTEMS (/datum/changeling_profile / /datum/antagonist/changeling/proc/create_profile() / /proc/changeling_transform())
!!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!! */
///icon state for inhand overlays.
var/inhand_icon_state = null
///Icon file for left hand inhand overlays
var/lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
///Icon file for right inhand overlays
var/righthand_file = 'icons/mob/inhands/items_righthand.dmi'
/// Angle of the icon, used for piercing and slashing attack animations, clockwise from *east-facing* sprites
var/icon_angle = 0
///Icon file for mob worn overlays.
var/icon/worn_icon
///Icon state for mob worn overlays, if null the normal icon_state will be used.
var/worn_icon_state
///Icon state for the belt overlay, if null the normal icon_state will be used.
var/inside_belt_icon_state
///Forced mob worn layer instead of the standard preferred size.
var/alternate_worn_layer
///The config type to use for greyscaled worn sprites. Both this and greyscale_colors must be assigned to work.
var/greyscale_config_worn
///The config type to use for greyscaled left inhand sprites. Both this and greyscale_colors must be assigned to work.
var/greyscale_config_inhand_left
///The config type to use for greyscaled right inhand sprites. Both this and greyscale_colors must be assigned to work.
var/greyscale_config_inhand_right
///The config type to use for greyscaled belt overlays. Both this and greyscale_colors must be assigned to work.
var/greyscale_config_belt
/* !!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!!
IF YOU ADD MORE ICON CRAP TO THIS
ENSURE YOU ALSO ADD THE NEW VARS TO CHAMELEON ITEM_ACTION'S update_item() PROC (/datum/action/item_action/chameleon/change/proc/update_item())
WASHING MASHINE'S dye_item() PROC (/obj/item/proc/dye_item())
AND ALSO TO THE CHANGELING PROFILE DISGUISE SYSTEMS (/datum/changeling_profile / /datum/antagonist/changeling/proc/create_profile() / /proc/changeling_transform())
!!!!!!!!!!!!!!! IMPORTANT !!!!!!!!!!!!!! */
///Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly
var/worn_x_dimension = 32
///Dimensions of the icon file used when this item is worn, eg: hats.dmi (32x32 sprite, 64x64 sprite, etc.). Allows inhands/worn sprites to be of any size, but still centered on a mob properly
var/worn_y_dimension = 32
///Same as for [worn_x_dimension][/obj/item/var/worn_x_dimension] but for inhands, uses the lefthand_ and righthand_ file vars
var/inhand_x_dimension = 32
///Same as for [worn_y_dimension][/obj/item/var/worn_y_dimension] but for inhands, uses the lefthand_ and righthand_ file vars
var/inhand_y_dimension = 32
/// Worn overlay will be shifted by this along y axis
var/worn_y_offset = 0
max_integrity = 200
obj_flags = NONE
///Item flags for the item
var/item_flags = NONE
///Sound played when you hit something with the item
var/hitsound
///Played when the item is used, for example tools
var/usesound
///Played when item is used for long progress
var/operating_sound
///Used when yate into a mob
var/mob_throw_hit_sound
///Sound used when equipping the item into a valid slot
var/equip_sound
///Sound uses when picking the item up (into your hands)
var/pickup_sound
///Sound uses when dropping the item, or when its thrown if a thrown sound isn't specified.
var/drop_sound
///Sound used on impact when the item is thrown.
var/throw_drop_sound
///Do the drop and pickup sounds vary?
var/sound_vary = FALSE
///Whether or not we use stealthy audio levels for this item's attack sounds
var/stealthy_audio = FALSE
///Sound which is produced when blocking an attack
var/block_sound
///How large is the object, used for stuff like whether it can fit in backpacks or not
var/w_class = WEIGHT_CLASS_NORMAL
///This is used to determine on which slots an item can fit.
var/slot_flags = 0
pass_flags = PASSTABLE
pressure_resistance = 4
/// This var exists as a weird proxy "owner" ref
/// It's used in a few places. Stop using it, and optimially replace all uses please
var/obj/item/master = null
///Price of an item in a vending machine, overriding the base vending machine price. Define in terms of paycheck defines as opposed to raw numbers.
var/custom_price
///Price of an item in a vending machine, overriding the premium vending machine price. Define in terms of paycheck defines as opposed to raw numbers.
var/custom_premium_price
///Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item
var/age_restricted = FALSE
///flags which determine which body parts are protected from heat. [See here][HEAD]
var/heat_protection = 0
///flags which determine which body parts are protected from cold. [See here][HEAD]
var/cold_protection = 0
///Set this variable to determine up to which temperature (IN KELVIN) the item protects against heat damage. Keep at null to disable protection. Only protects areas set by heat_protection flags
var/max_heat_protection_temperature
///Set this variable to determine down to which temperature (IN KELVIN) the item protects against cold damage. 0 is NOT an acceptable number due to if(varname) tests!! Keep at null to disable protection. Only protects areas set by cold_protection flags
var/min_cold_protection_temperature
///list of /datum/action's that this item has.
var/list/datum/action/actions
///list of paths of action datums to give to the item on New().
var/list/actions_types
///Slot flags in which this item grants actions. If null, defaults to the item's slot flags (so actions are granted when worn)
var/action_slots = null
//Since any item can now be a piece of clothing, this has to be put here so all items share it.
///This flag is used to determine when items in someone's inventory cover others. IE helmets making it so you can't see glasses, etc.
var/flags_inv
///you can see someone's mask through their transparent visor, but you can't reach it
var/transparent_protection = NONE
///Name of a mask in icons\mob\human\hair_masks.dmi to apply to hair when this item is worn
///Used by certain hats to give the appearance of squishing down tall hairstyles without hiding the hair completely
var/hair_mask = ""
///flags for what should be done when you click on the item, default is picking it up
var/interaction_flags_item = INTERACT_ITEM_ATTACK_HAND_PICKUP
///What body parts are covered by the clothing when you wear it
var/body_parts_covered = 0
/// for electrical admittance/conductance (electrocution checks and shit)
var/siemens_coefficient = 1
/// How much clothing is slowing you down. Negative values speeds you up
var/slowdown = 0
///percentage of armour effectiveness to remove
var/armour_penetration = 0
///Whether or not our object doubles the value of affecting armour
var/weak_against_armour = FALSE
/// The click cooldown given after attacking. Lower numbers means faster attacks
var/attack_speed = CLICK_CD_MELEE
/// The click cooldown on secondary attacks. Lower numbers mean faster attacks. Will use attack_speed if undefined.
var/secondary_attack_speed
///In deciseconds, how long an item takes to equip; counts only for normal clothing slots, not pockets etc.
var/equip_delay_self = 0
///In deciseconds, how long an item takes to put on another person
var/equip_delay_other = 20
///In deciseconds, how long an item takes to remove from another person
var/strip_delay = 40
///How long it takes to resist out of the item (cuffs and such)
var/breakouttime = 0
///Used in [atom/proc/attackby] to say how something was attacked `"[x] has been [z.attack_verb] by [y] with [z]"`
var/list/attack_verb_continuous
var/list/attack_verb_simple
///list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
var/list/species_exception = null
///This is a bitfield that defines what variations exist for bodyparts like Digi legs. See: code\_DEFINES\inventory.dm
var/supports_variations_flags = NONE
///A weakref to the mob who threw the item
var/datum/weakref/thrownby = null //I cannot verbally describe how much I hate this var
///Items can by default thrown up to 10 tiles by TK users
tk_throw_range = 10
///the icon to indicate this object is being dragged
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
/// Does it embed and if yes, what kind of embed
var/embed_type
/// Stores embedding data
VAR_PROTECTED/datum/embedding/embed_data
///for flags such as [GLASSESCOVERSEYES]
var/flags_cover = 0
var/heat = 0
/// All items with sharpness of SHARP_EDGED or higher will automatically get the butchering component.
var/sharpness = NONE
///How a tool acts when you use it on something, such as wirecutters cutting wires while multitools measure power
var/tool_behaviour = null
///How fast does the tool work
var/toolspeed = 1
///Chance of blocking incoming attack
var/block_chance = 0
///Effect of blocking
var/block_effect = /obj/effect/temp_visual/block
var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
///In tiles, how far this weapon can reach; 1 for adjacent, which is default
var/reach = 1
///The list of slots by priority. equip_to_appropriate_slot() uses this list. Doesn't matter if a mob type doesn't have a slot. For default list, see [/mob/proc/equip_to_appropriate_slot]
var/list/slot_equipment_priority = null
///Reference to the datum that determines whether dogs can wear the item: Needs to be in /obj/item because corgis can wear a lot of non-clothing items
var/datum/dog_fashion/dog_fashion = null
//Tooltip vars
///string form of an item's force. Edit this var only to set a custom force string
var/force_string
var/last_force_string_check = 0
var/tip_timer
///Determines who can shoot this
var/trigger_guard = TRIGGER_GUARD_NONE
///Used as the dye color source in the washing machine only (at the moment). Can be a hex color or a key corresponding to a registry entry, see washing_machine.dm
var/dye_color
///Whether the item is unaffected by standard dying.
var/undyeable = FALSE
///What dye registry should be looked at when dying this item; see washing_machine.dm
var/dying_key
///Grinder var:A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/grind_results
///A reagent the nutriments are converted into when the item is juiced.
var/datum/reagent/consumable/juice_typepath
/// Used in obj/item/examine to give additional notes on what the weapon does, separate from the predetermined output variables
var/offensive_notes
/// Used in obj/item/examine to determines whether or not to detail an item's statistics even if it does not meet the force requirements
var/override_notes = FALSE
/// Used if we want to have a custom verb text for throwing. "John Spaceman flicks the ciggerate" for example.
var/throw_verb
// SKYRAT EDIT ADDITION START
/// Does this use the advanced reskinning setup?
var/uses_advanced_reskins = FALSE
// SKYRAT EDIT ADDITION END
/// A lazylist used for applying fantasy values, contains the actual modification applied to a variable.
var/list/fantasy_modifications = null
/// Has the item been reskinned?
var/current_skin
/// List of options to reskin.
var/list/unique_reskin
/// If reskins change base icon state as well
var/unique_reskin_changes_base_icon_state = FALSE
/// If reskins change inhands as well
var/unique_reskin_changes_inhand = FALSE
/// Do we apply a click cooldown when resisting this object if it is restraining them?
var/resist_cooldown = CLICK_CD_BREAKOUT
/obj/item/Initialize(mapload)
if(attack_verb_continuous)
attack_verb_continuous = string_list(attack_verb_continuous)
if(attack_verb_simple)
attack_verb_simple = string_list(attack_verb_simple)
if(species_exception)
species_exception = string_list(species_exception)
if(sharpness && force > 5) //give sharp objects butchering functionality, for consistency
AddComponent(/datum/component/butchering, speed = 8 SECONDS * toolspeed)
if(!greyscale_config && greyscale_colors && (greyscale_config_worn || greyscale_config_belt || greyscale_config_inhand_right || greyscale_config_inhand_left))
update_greyscale()
. = ..()
// Handle adding item associated actions
for(var/path in actions_types)
add_item_action(path)
actions_types = null
if(force_string)
item_flags |= FORCE_STRING_OVERRIDE
if(!hitsound)
if(damtype == BURN)
hitsound = 'sound/items/tools/welder.ogg'
if(damtype == BRUTE)
hitsound = SFX_SWING_HIT
add_weapon_description()
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_NEW_ITEM, src)
setup_reskinning()
/obj/item/Destroy(force)
// This var exists as a weird proxy "owner" ref
// It's used in a few places. Stop using it, and optimially replace all uses please
master = null
if(ismob(loc))
var/mob/m = loc
m.temporarilyRemoveItemFromInventory(src, TRUE)
// Handle cleaning up our actions list
for(var/datum/action/action as anything in actions)
remove_item_action(action)
return ..()
/obj/item/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(!unique_reskin)
return
if(current_skin && !(obj_flags & INFINITE_RESKIN))
return
context[SCREENTIP_CONTEXT_ALT_LMB] = "Reskin"
return CONTEXTUAL_SCREENTIP_SET
/obj/item/click_ctrl(mob/user)
SHOULD_NOT_OVERRIDE(TRUE)
//If the item is on the ground & not anchored we allow the player to drag it
. = item_ctrl_click(user)
if(. & CLICK_ACTION_ANY)
return (isturf(loc) && !anchored) ? NONE : . //allow the object to get dragged on the floor
/// Subtypes only override this proc for ctrl click purposes. obeys same principles as ctrl_click()
/obj/item/proc/item_ctrl_click(mob/user)
SHOULD_CALL_PARENT(FALSE)
return NONE
/// Called when an action associated with our item is deleted
/obj/item/proc/on_action_deleted(datum/source)
SIGNAL_HANDLER
if(!(source in actions))
CRASH("An action ([source.type]) was deleted that was associated with an item ([src]), but was not found in the item's actions list.")
LAZYREMOVE(actions, source)
/// Adds an item action to our list of item actions.
/// Item actions are actions linked to our item, that are granted to mobs who equip us.
/// This also ensures that the actions are properly tracked in the actions list and removed if they're deleted.
/// Can be be passed a typepath of an action or an instance of an action.
/obj/item/proc/add_item_action(action_or_action_type)
var/datum/action/action
if(ispath(action_or_action_type, /datum/action))
action = new action_or_action_type(src)
else if(istype(action_or_action_type, /datum/action))
action = action_or_action_type
else
CRASH("item add_item_action got a type or instance of something that wasn't an action.")
LAZYADD(actions, action)
RegisterSignal(action, COMSIG_QDELETING, PROC_REF(on_action_deleted))
grant_action_to_bearer(action)
return action
/// Grant the action to anyone who has this item equipped to an appropriate slot
/obj/item/proc/grant_action_to_bearer(datum/action/action)
if(!ismob(loc))
return
var/mob/holder = loc
give_item_action(action, holder, holder.get_slot_by_item(src))
/// Removes an instance of an action from our list of item actions.
/obj/item/proc/remove_item_action(datum/action/action)
if(!action)
return
UnregisterSignal(action, COMSIG_QDELETING)
LAZYREMOVE(actions, action)
qdel(action)
/// Called if this item is supposed to be a steal objective item objective.
/obj/item/proc/add_stealing_item_objective()
return
/// Adds the weapon_description element, which shows the 'warning label' for especially dangerous objects. Override this for item types with special notes.
/obj/item/proc/add_weapon_description()
AddElement(/datum/element/weapon_description)
/**
* Checks if an item is allowed to be used on an atom/target
* Returns TRUE if allowed.
*
* Args:
* target_self - Whether we will check if we (src) are in target, preventing people from using items on themselves.
* not_inside - Whether target (or target's loc) has to be a turf.
*/
/obj/item/proc/check_allowed_items(atom/target, not_inside = FALSE, target_self = FALSE)
if(!target_self && (src in target))
return FALSE
if(not_inside && !isturf(target.loc) && !isturf(target))
return FALSE
return TRUE
/obj/item/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
atom_destruction(MELEE)
/**Makes cool stuff happen when you suicide with an item
*
*Outputs a creative message and then return the damagetype done
* Arguments:
* * user: The mob that is suiciding
*/
/obj/item/proc/suicide_act(mob/living/user)
return
/obj/item/set_greyscale(list/colors, new_config, new_worn_config, new_inhand_left, new_inhand_right)
if(new_worn_config)
greyscale_config_worn = new_worn_config
if(new_inhand_left)
greyscale_config_inhand_left = new_inhand_left
if(new_inhand_right)
greyscale_config_inhand_right = new_inhand_right
return ..()
/// Checks if this atom uses the GAGS system and if so updates the worn and inhand icons
/obj/item/update_greyscale()
. = ..()
if(!greyscale_colors)
return
if(greyscale_config_worn)
worn_icon = SSgreyscale.GetColoredIconByType(greyscale_config_worn, greyscale_colors)
// SKYRAT EDIT ADD START
if(greyscale_config_worn_digi)
worn_icon_digi = SSgreyscale.GetColoredIconByType(greyscale_config_worn_digi, greyscale_colors)
if(greyscale_config_worn_muzzled)
worn_icon_muzzled = SSgreyscale.GetColoredIconByType(greyscale_config_worn_muzzled, greyscale_colors)
if(greyscale_config_worn_monkey)
worn_icon_monkey = SSgreyscale.GetColoredIconByType(greyscale_config_worn_monkey, greyscale_colors)
if(greyscale_config_worn_vox)
worn_icon_vox = SSgreyscale.GetColoredIconByType(greyscale_config_worn_vox, greyscale_colors)
if(greyscale_config_worn_better_vox)
worn_icon_better_vox = SSgreyscale.GetColoredIconByType(greyscale_config_worn_better_vox, greyscale_colors)
if(greyscale_config_worn_teshari)
worn_icon_teshari = SSgreyscale.GetColoredIconByType(greyscale_config_worn_teshari, greyscale_colors)
if(greyscale_config_worn_taur_snake)
worn_icon_taur_snake = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_snake, greyscale_colors)
if(greyscale_config_worn_taur_paw)
worn_icon_taur_paw = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_paw, greyscale_colors)
if(greyscale_config_worn_taur_hoof)
worn_icon_taur_hoof = SSgreyscale.GetColoredIconByType(greyscale_config_worn_taur_hoof, greyscale_colors)
// SKYRAT EDIT ADD END
if(greyscale_config_inhand_left)
lefthand_file = SSgreyscale.GetColoredIconByType(greyscale_config_inhand_left, greyscale_colors)
if(greyscale_config_inhand_right)
righthand_file = SSgreyscale.GetColoredIconByType(greyscale_config_inhand_right, greyscale_colors)
/obj/item/verb/move_to_top()
set name = "Move To Top"
set category = "Object"
set src in oview(1)
if(!isturf(loc) || usr.stat != CONSCIOUS || HAS_TRAIT(usr, TRAIT_HANDS_BLOCKED))
return
if(isliving(usr))
var/mob/living/L = usr
if(!(L.mobility_flags & MOBILITY_PICKUP))
return
var/turf/T = loc
abstract_move(null)
forceMove(T)
/obj/item/examine_tags(mob/user)
var/list/parent_tags = ..()
parent_tags.Insert(1, weight_class_to_text(w_class)) // To make size display first, otherwise it looks goofy
. = parent_tags
.[weight_class_to_text(w_class)] = weight_class_to_tooltip(w_class)
if(item_flags & CRUEL_IMPLEMENT)
.[span_red("morbid")] = "It seems quite practical for particularly morbid procedures and experiments."
if (siemens_coefficient == 0)
.["insulated"] = "It is made from a robust electrical insulator and will block any electricity passing through it!"
else if (siemens_coefficient <= 0.5)
.["partially insulated"] = "It is made from a poor insulator that will dampen (but not fully block) electric shocks passing through it."
if(resistance_flags & INDESTRUCTIBLE)
.["indestructible"] = "It is extremely robust! It'll probably withstand anything that could happen to it!"
return
if(resistance_flags & LAVA_PROOF)
.["lavaproof"] = "It is made of an extremely heat-resistant material, it'd probably be able to withstand lava!"
if(resistance_flags & (ACID_PROOF | UNACIDABLE))
.["acidproof"] = "It looks pretty robust! It'd probably be able to withstand acid!"
if(resistance_flags & FREEZE_PROOF)
.["freezeproof"] = "It is made of cold-resistant materials."
if(resistance_flags & FIRE_PROOF)
.["fireproof"] = "It is made of fire-retardant materials."
/obj/item/examine_descriptor(mob/user)
return "item"
/obj/item/examine_more(mob/user)
. = ..()
if(HAS_TRAIT(user, TRAIT_RESEARCH_SCANNER))
. += research_scan(user)
/obj/item/proc/research_scan(mob/user)
/// Research prospects, including boostable nodes and point values. Deliver to a console to know whether the boosts have already been used.
var/list/research_msg = list("<font color='purple'>Research prospects:</font> ")
///Separator between the items on the list
var/sep = ""
///Nodes that can be boosted
var/list/boostable_nodes = techweb_item_unlock_check(src)
if (boostable_nodes)
for(var/id in boostable_nodes)
var/datum/techweb_node/node = SSresearch.techweb_node_by_id(id)
if(!node)
continue
research_msg += sep
research_msg += node.display_name
sep = ", "
var/list/points = techweb_item_point_check(src)
if (length(points))
sep = ", "
research_msg += techweb_point_display_generic(points)
if (!sep) // nothing was shown
research_msg += "None"
// Extractable materials. Only shows the names, not the amounts.
research_msg += ".<br><font color='purple'>Extractable materials:</font> "
if (length(custom_materials))
sep = ""
for(var/mat in custom_materials)
research_msg += sep
research_msg += CallMaterialName(mat)
sep = ", "
else
research_msg += "None"
research_msg += "."
return research_msg.Join()
/obj/item/interact(mob/user)
add_fingerprint(user)
ui_interact(user)
/obj/item/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
add_fingerprint(usr)
return ..()
/obj/item/vv_do_topic(list/href_list)
. = ..()
if(!.)
return
if(href_list[VV_HK_ADD_FANTASY_AFFIX])
if(!check_rights(R_FUN))
return
//gathering all affixes that make sense for this item
var/list/prefixes = list()
var/list/suffixes = list()
for(var/datum/fantasy_affix/affix_choice as anything in subtypesof(/datum/fantasy_affix))
affix_choice = new affix_choice()
if(!affix_choice.validate(src))
qdel(affix_choice)
else
if(affix_choice.placement & AFFIX_PREFIX)
prefixes[affix_choice.name] = affix_choice
else
suffixes[affix_choice.name] = affix_choice
//making it more presentable here
var/list/affixes = list("---PREFIXES---")
affixes.Add(prefixes)
affixes.Add("---SUFFIXES---")
affixes.Add(suffixes)
//admin picks, cleanup the ones we didn't do and handle chosen
var/picked_affix_name = tgui_input_list(usr, "Affix to add to [src]", "Enchant [src]", affixes)
if(isnull(picked_affix_name))
return
if(!affixes[picked_affix_name] || QDELETED(src))
return
var/datum/fantasy_affix/affix = affixes[picked_affix_name]
affixes.Remove(affix)
var/fantasy_quality = 0
if(affix.alignment & AFFIX_GOOD)
fantasy_quality++
else
fantasy_quality--
//name gets changed by the component so i want to store it for feedback later
var/before_name = name
//naming these vars that i'm putting into the fantasy component to make it more readable
var/canFail = FALSE
var/announce = FALSE
//Apply fantasy with affix. failing this should never happen, but if it does it should not be silent.
if(AddComponent(/datum/component/fantasy, fantasy_quality, list(affix), canFail, announce) == COMPONENT_INCOMPATIBLE)
to_chat(usr, span_warning("Fantasy component not compatible with [src]."))
CRASH("fantasy component incompatible with object of type: [type]")
to_chat(usr, span_notice("[before_name] now has [picked_affix_name]!"))
log_admin("[key_name(usr)] has added [picked_affix_name] fantasy affix to [before_name]")
message_admins(span_notice("[key_name(usr)] has added [picked_affix_name] fantasy affix to [before_name]"))
/obj/item/attack_hand(mob/user, list/modifiers)
. = ..()
if(. || !user || anchored)
return
return attempt_pickup(user)
/obj/item/proc/attempt_pickup(mob/user, skip_grav = FALSE)
. = TRUE
if(!(interaction_flags_item & INTERACT_ITEM_ATTACK_HAND_PICKUP)) //See if we're supposed to auto pickup.
return
if(!skip_grav)
//Heavy gravity makes picking up things very slow.
var/grav = user.has_gravity()
if(grav > STANDARD_GRAVITY)
var/grav_power = min(3,grav - STANDARD_GRAVITY)
to_chat(user,span_notice("You start picking up [src]..."))
if(!do_after(user, 30 * grav_power, src))
return
//If the item is in a storage item, take it out
var/outside_storage = !loc.atom_storage
var/turf/storage_turf
if(loc.atom_storage)
//We want the pickup animation to play even if we're moving the item between movables. Unless the mob is not located on a turf.
if(isturf(user.loc))
storage_turf = get_turf(loc)
if(!loc.atom_storage.remove_single(user, src, user, silent = TRUE))
return
if(QDELETED(src)) //moving it out of the storage destroyed it.
return
if(storage_turf)
do_pickup_animation(user, storage_turf)
if(throwing)
throwing.finalize(FALSE)
if(loc == user && outside_storage)
if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
return
. = FALSE
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src, ignore_animation = !outside_storage))
user.dropItemToGround(src)
return TRUE
/obj/item/proc/allow_attack_hand_drop(mob/user)
return TRUE
/obj/item/attack_paw(mob/user, list/modifiers)
. = ..()
if(. || !user || anchored)
return
return attempt_pickup(user)
/obj/item/attack_alien(mob/user, list/modifiers)
var/mob/living/carbon/alien/ayy = user
if(!ayy.can_hold_items(src))
if(src in ayy.contents) // To stop Aliens having items stuck in their pockets
ayy.dropItemToGround(src)
to_chat(user, span_warning("Your claws aren't capable of such fine manipulation!"))
return
attack_paw(ayy, modifiers)
/obj/item/attack_ai(mob/user)
if(istype(src.loc, /obj/item/robot_model))
//If the item is part of a cyborg module, equip it
if(!iscyborg(user))
return
var/mob/living/silicon/robot/R = user
if(!R.low_power_mode) //can't equip modules with an empty cell.
R.activate_module(src)
R.hud_used.update_robot_modules_display()
// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, attack_text, final_block_chance, damage, attack_type, damage_type) & COMPONENT_HIT_REACTION_BLOCK)
return TRUE
if(prob(final_block_chance))
owner.visible_message(span_danger("[owner] blocks [attack_text] with [src]!"))
var/owner_turf = get_turf(owner)
new block_effect(owner_turf, COLOR_YELLOW)
playsound(src, block_sound, BLOCK_SOUND_VOLUME, vary = TRUE)
return TRUE
/**
* Handles someone talking INTO an item
*
* Commonly used by someone holding it and using .r or .l
* Also used by radios
*
* * speaker - the atom that is doing the talking
* * message - the message being spoken
* * channel - the channel the message is being spoken on, only really used for radios
* * spans - the spans of the message
* * language - the language the message is in
* * message_mods - any message mods that should be applied to the message
*
* Return a flag that modifies the original message
*/
/obj/item/proc/talk_into(atom/movable/speaker, message, channel, list/spans, datum/language/language, list/message_mods)
return SEND_SIGNAL(src, COMSIG_ITEM_TALK_INTO, speaker, message, channel, spans, language, message_mods) || (ITALICS|REDUCE_RANGE)
/// Called when a mob drops an item.
/obj/item/proc/dropped(mob/user, silent = FALSE)
SHOULD_CALL_PARENT(TRUE)
// Remove any item actions we temporary gave out.
for(var/datum/action/action_item_has as anything in actions)
action_item_has.Remove(user)
if(item_flags & DROPDEL && !QDELETED(src))
qdel(src)
item_flags &= ~IN_INVENTORY
UnregisterSignal(src, list(SIGNAL_ADDTRAIT(TRAIT_NO_WORN_ICON), SIGNAL_REMOVETRAIT(TRAIT_NO_WORN_ICON)))
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED, user)
if(!silent)
playsound(src, drop_sound, DROP_SOUND_VOLUME, vary = sound_vary, ignore_walls = FALSE)
user?.update_equipment_speed_mods()
/// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user)
SEND_SIGNAL(user, COMSIG_LIVING_PICKED_UP_ITEM, src)
item_flags |= IN_INVENTORY
/// called when "found" in pockets and storage items. Returns 1 if the search should end.
/obj/item/proc/on_found(mob/finder)
return
/**
* Called after an item is placed in an equipment slot. Runs equipped(), then sends a signal.
* This should be called last or near-to-last, after all other inventory code stuff is handled.
*
* Arguments:
* * user is mob that equipped it
* * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
* * initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
*/
/obj/item/proc/on_equipped(mob/user, slot, initial = FALSE)
SHOULD_NOT_OVERRIDE(TRUE)
equipped(user, slot, initial)
if(SEND_SIGNAL(src, COMSIG_ITEM_POST_EQUIPPED, user, slot) & COMPONENT_EQUIPPED_FAILED)
return FALSE
return TRUE
/**
* To be overwritten to only perform visual tasks;
* this is directly called instead of `equipped` on visual-only features like human dummies equipping outfits.
*
* This separation exists to prevent things like the monkey sentience helmet from
* polling ghosts while it's just being equipped as a visual preview for a dummy.
*/
/obj/item/proc/visual_equipped(mob/user, slot, initial = FALSE)
return
/**
* Called by on_equipped. Don't call this directly, we want the ITEM_POST_EQUIPPED signal to be sent after everything else.
*
* Note that hands count as slots.
*
* Arguments:
* * user is mob that equipped it
* * slot uses the slot_X defines found in setup.dm for items that can be placed in multiple slots
* * initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
*/
/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
SHOULD_CALL_PARENT(TRUE)
PROTECTED_PROC(TRUE)
visual_equipped(user, slot, initial)
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
SEND_SIGNAL(user, COMSIG_MOB_EQUIPPED_ITEM, src, slot)
// Give out actions our item has to people who equip it.
for(var/datum/action/action as anything in actions)
give_item_action(action, user, slot)
item_flags |= IN_INVENTORY
RegisterSignals(src, list(SIGNAL_ADDTRAIT(TRAIT_NO_WORN_ICON), SIGNAL_REMOVETRAIT(TRAIT_NO_WORN_ICON)), PROC_REF(update_slot_icon), override = TRUE)
if(!initial)
if(equip_sound && (slot_flags & slot))
playsound(src, equip_sound, EQUIP_SOUND_VOLUME, TRUE, ignore_walls = FALSE)
else if(slot & ITEM_SLOT_HANDS)
playsound(src, pickup_sound, PICKUP_SOUND_VOLUME, sound_vary, ignore_walls = FALSE)
user.update_equipment_speed_mods()
/// Gives one of our item actions to a mob, when equipped to a certain slot
/obj/item/proc/give_item_action(datum/action/action, mob/to_who, slot)
// Some items only give their actions buttons when in a specific slot.
if(!item_action_slot_check(slot, to_who, action) || SEND_SIGNAL(src, COMSIG_ITEM_UI_ACTION_SLOT_CHECKED, to_who, action, slot) & COMPONENT_ITEM_ACTION_SLOT_INVALID)
// There is a chance we still have our item action currently,
// and are moving it from a "valid slot" to an "invalid slot".
// So call Remove() here regardless, even if excessive.
action.Remove(to_who)
return
action.Grant(to_who)
/// Sometimes we only want to grant the item's action if it's equipped in a specific slot.
/obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/action)
if(slot & (ITEM_SLOT_BACKPACK|ITEM_SLOT_LEGCUFFED)) //these aren't true slots, so avoid granting actions there
return FALSE
if(!isnull(action_slots))
return (slot & action_slots)
else if (slot_flags)
return (slot & slot_flags)
return TRUE
/**
*the mob M is attempting to equip this item into the slot passed through as 'slot'. Return 1 if it can do this and 0 if it can't.
*if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise.
*If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
* Arguments:
* * disable_warning to TRUE if you wish it to not give you text outputs.
* * slot is the slot we are trying to equip to
* * bypass_equip_delay_self for whether we want to bypass the equip delay
* * ignore_equipped ignores any already equipped items in that slot
* * indirect_action allows inserting into "soft locked" bags, things that can be easily opened by the owner
*/
/obj/item/proc/mob_can_equip(mob/living/M, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, ignore_equipped = FALSE, indirect_action = FALSE)
if(!M)
return FALSE
return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self, ignore_equipped, indirect_action = indirect_action)
/obj/item/verb/verb_pickup()
set src in oview(1)
set category = "Object"
set name = "Pick up"
if(usr.incapacitated || !Adjacent(usr))
return
if(isliving(usr))
var/mob/living/L = usr
if(!(L.mobility_flags & MOBILITY_PICKUP))
return
if(usr.get_active_held_item() == null) // Let me know if this has any problems -Yota
usr.UnarmedAttack(src)
/**
*This proc is executed when someone clicks the on-screen UI button.
*The default action is attack_self().
*Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob.
*/
/obj/item/proc/ui_action_click(mob/user, actiontype)
if(SEND_SIGNAL(src, COMSIG_ITEM_UI_ACTION_CLICK, user, actiontype) & COMPONENT_ACTION_HANDLED)
return
attack_self(user)
///This proc determines if and at what an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
/obj/item/proc/IsReflect(def_zone)
return FALSE
/obj/item/singularity_pull(atom/singularity, current_size)
..()
if(current_size >= STAGE_FOUR)
throw_at(singularity, 14, 3, spin=0)
else
return
/obj/item/on_exit_storage(datum/storage/master_storage)
. = ..()
do_drop_animation(master_storage.parent)
/obj/item/pre_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
get_embed() // Ensure that embedding is lazyloaded before we impact the target, if we can have it
var/impact_flags = ..()
if(w_class < WEIGHT_CLASS_BULKY)
impact_flags |= COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH
if(!(impact_flags & COMPONENT_MOVABLE_IMPACT_NEVERMIND) && get_temperature() && isliving(hit_atom))
var/mob/living/victim = hit_atom
victim.ignite_mob()
return impact_flags
/obj/item/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!isliving(hit_atom)) //Living mobs handle hit sounds differently.
if(throw_drop_sound)
playsound(src, throw_drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE, vary = sound_vary)
return
playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE, vary = sound_vary)
return
if(.) //it's been caught.
return
var/volume = get_volume_by_throwforce_and_or_w_class()
if (throwforce > 0 || HAS_TRAIT(src, TRAIT_CUSTOM_TAP_SOUND))
if (mob_throw_hit_sound)
playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
playsound(hit_atom, 'sound/items/weapons/genhit.ogg',volume, TRUE, -1)
else
playsound(hit_atom, 'sound/items/weapons/throwtap.ogg', 1, volume, -1)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
if(HAS_TRAIT(src, TRAIT_NODROP))
return
thrownby = WEAKREF(thrower)
callback = CALLBACK(src, PROC_REF(after_throw), callback) //replace their callback with our own
. = ..(target, range, speed, thrower, spin, diagonals_first, callback, force, gentle, quickstart = quickstart)
/obj/item/proc/after_throw(datum/callback/callback)
if (callback) //call the original callback
. = callback.Invoke()
item_flags &= ~IN_INVENTORY
if(!pixel_y && !pixel_x && !(item_flags & NO_PIXEL_RANDOM_DROP))
pixel_x = rand(-8,8)
pixel_y = rand(-8,8)
/// Takes the location to move the item to, and optionally the mob doing the removing
/// If no mob is provided, we'll pass in the location, assuming it is a mob
/// Please use this if you're going to snowflake an item out of a obj/item/storage
/obj/item/proc/remove_item_from_storage(atom/newLoc, mob/removing)
if(!newLoc)
return FALSE
if(!removing)
if(ismob(newLoc))
removing = newLoc
else
stack_trace("Tried to remove an item and place it into [newLoc] without implicitly or explicitly passing in a mob doing the removing")
return
if(loc.atom_storage)
return loc.atom_storage.remove_single(removing, src, newLoc, silent = TRUE)
return FALSE
/// Returns the icon used for overlaying the object on a belt
/obj/item/proc/get_belt_overlay()
var/icon_state_to_use = inside_belt_icon_state || icon_state
if(greyscale_config_belt && greyscale_colors)
return mutable_appearance(SSgreyscale.GetColoredIconByType(greyscale_config_belt, greyscale_colors), icon_state_to_use)
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', icon_state_to_use)
/**
* Extend this to give the item an appearance when placed in a surgical tray. Uses an icon state in `medicart.dmi`.
* * tray_extended - If true, the surgical tray the item is placed on is in "table mode"
*/
/obj/item/proc/get_surgery_tool_overlay(tray_extended)
return null
/obj/item/proc/update_slot_icon()
SIGNAL_HANDLER
if(!ismob(loc))
return
var/mob/owner = loc
var/flags = slot_flags
if(flags & ITEM_SLOT_OCLOTHING)
owner.update_worn_oversuit()
if(flags & ITEM_SLOT_ICLOTHING)
owner.update_worn_undersuit()
if(flags & ITEM_SLOT_GLOVES)
owner.update_worn_gloves()
if(flags & ITEM_SLOT_EYES)
owner.update_worn_glasses()
if(flags & ITEM_SLOT_EARS)
owner.update_worn_ears()
if(flags & ITEM_SLOT_MASK)
owner.update_worn_mask()
if(flags & ITEM_SLOT_HEAD)
owner.update_worn_head()
if(flags & ITEM_SLOT_FEET)
owner.update_worn_shoes()
if(flags & ITEM_SLOT_ID)
owner.update_worn_id()
if(flags & ITEM_SLOT_BELT)
owner.update_worn_belt()
if(flags & ITEM_SLOT_BACK)
owner.update_worn_back()
if(flags & ITEM_SLOT_NECK)
owner.update_worn_neck()
///Returns the temperature of src. If you want to know if an item is hot use this proc.
/obj/item/proc/get_temperature()
if(resistance_flags & ON_FIRE)
return max(heat, BURNING_ITEM_MINIMUM_TEMPERATURE)
return heat
///Returns the sharpness of src. If you want to get the sharpness of an item use this.
/obj/item/proc/get_sharpness()
return sharpness
/obj/item/proc/get_dismember_sound()
if(damtype == BURN)
. = SFX_SEAR
else
. = SFX_DESECRATION
/// Creates an ignition hotspot if item is lit and located on turf, in mask, or in hand
/obj/item/proc/open_flame(flame_heat=700)
var/turf/location = loc
if(ismob(location))
var/mob/pyromanic = location
var/success = FALSE
if(src == pyromanic.get_item_by_slot(ITEM_SLOT_MASK) || (src in pyromanic.held_items))
success = TRUE
if(success)
location = get_turf(pyromanic)
if(isturf(location))
location.hotspot_expose(flame_heat, 5)
/// If an object can successfully be used as a fire starter it will return a message
/obj/item/proc/ignition_effect(atom/A, mob/user)
if(get_temperature())
. = span_notice("[user] lights [A] with [src].")
else
. = ""
/obj/item/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
return SEND_SIGNAL(src, COMSIG_ATOM_HITBY, AM, skipcatch, hitpush, blocked, throwingdatum)
/obj/item/attack_hulk(mob/living/carbon/human/user)
return FALSE
/obj/item/attack_animal(mob/living/simple_animal/user, list/modifiers)
if (obj_flags & CAN_BE_HIT)
return ..()
return 0
/obj/item/burn()
if(!QDELETED(src))
var/turf/T = get_turf(src)
var/ash_type = /obj/effect/decal/cleanable/ash
if(w_class == WEIGHT_CLASS_HUGE || w_class == WEIGHT_CLASS_GIGANTIC)
ash_type = /obj/effect/decal/cleanable/ash/large
var/obj/effect/decal/cleanable/ash/A = new ash_type(T)
A.desc += "\nLooks like this used to be \an [name] some time ago."
..()
/obj/item/acid_melt()
if(!QDELETED(src))
var/turf/T = get_turf(src)
var/obj/effect/decal/cleanable/molten_object/MO = new(T)
MO.pixel_x = rand(-16,16)
MO.pixel_y = rand(-16,16)
MO.desc = "Looks like this was \an [src] some time ago."
..()
/obj/item/proc/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset)
SHOULD_CALL_PARENT(TRUE)
return SEND_SIGNAL(src, COMSIG_ITEM_MICROWAVE_ACT, microwave_source, microwaver, randomize_pixel_offset)
///Used to check for extra requirements for blending(grinding or juicing) an object
/obj/item/proc/blend_requirements(obj/machinery/reagentgrinder/R)
return TRUE
///Called BEFORE the object is ground up - use this to change grind results based on conditions. Return "-1" to prevent the grinding from occurring
/obj/item/proc/on_grind()
PROTECTED_PROC(TRUE)
return SEND_SIGNAL(src, COMSIG_ITEM_ON_GRIND)
///Grind item, adding grind_results to item's reagents and transfering to target_holder if specified
/obj/item/proc/grind(datum/reagents/target_holder, mob/user, atom/movable/grinder = loc)
SHOULD_NOT_OVERRIDE(TRUE)
. = FALSE
if(on_grind() == -1 || target_holder.holder_full())
return
. = grind_atom(target_holder, user)
//reccursive grinding to get all them juices
var/result
for(var/obj/item/ingredient as anything in get_all_contents_type(/obj/item))
if(ingredient == src)
continue
result = ingredient.grind(target_holder, user)
if(!.)
. = result
if(. && istype(grinder))
return grinder.blended(src, grinded = TRUE)
///Subtypes override his proc for custom grinding
/obj/item/proc/grind_atom(datum/reagents/target_holder, mob/user)
PROTECTED_PROC(TRUE)
. = FALSE
if(length(grind_results))
target_holder.add_reagent_list(grind_results)
. = TRUE
if(reagents?.trans_to(target_holder, reagents.total_volume, transferred_by = user))
. = TRUE
///Called BEFORE the object is ground up - use this to change grind results based on conditions. Return "-1" to prevent the grinding from occurring
/obj/item/proc/on_juice()
PROTECTED_PROC(TRUE)
if(!juice_typepath)
return -1
return SEND_SIGNAL(src, COMSIG_ITEM_ON_JUICE)
///Juice item, converting nutriments into juice_typepath and transfering to target_holder if specified
/obj/item/proc/juice(datum/reagents/target_holder, mob/user, atom/movable/juicer = loc)
SHOULD_NOT_OVERRIDE(TRUE)
. = FALSE
if(on_juice() == -1 || !reagents?.total_volume)
return
. = juice_atom(target_holder, user)
//reccursive juicing to get all them juices
var/result
for(var/obj/item/ingredient as anything in get_all_contents_type(/obj/item))
if(ingredient == src)
continue
result = ingredient.juice(target_holder, user)
if(!.)
. = result
if(. && istype(juicer))
return juicer.blended(src, grinded = FALSE)
///Subtypes override his proc for custom juicing
/obj/item/proc/juice_atom(datum/reagents/target_holder, mob/user)
PROTECTED_PROC(TRUE)
. = FALSE
if(ispath(juice_typepath))
reagents.convert_reagent(/datum/reagent/consumable/nutriment, juice_typepath, include_source_subtypes = FALSE)
reagents.convert_reagent(/datum/reagent/consumable/nutriment/vitamin, juice_typepath, include_source_subtypes = FALSE)
. = TRUE
if(!QDELETED(target_holder))
reagents.trans_to(target_holder, reagents.total_volume, transferred_by = user)
///What should The atom that blended an object do with it afterwards? Default behaviour is to delete it
/atom/movable/proc/blended(obj/item/blended_item, grinded)
qdel(blended_item)
return TRUE
/obj/item/proc/set_force_string()
switch(force)
if(0 to 4)
force_string = "very low"
if(4 to 7)
force_string = "low"
if(7 to 10)
force_string = "medium"
if(10 to 11)
force_string = "high"
if(11 to 20) //12 is the force of a toolbox
force_string = "robust"
if(20 to 25)
force_string = "very robust"
else
force_string = "exceptionally robust"
last_force_string_check = force
/obj/item/proc/openTip(location, control, params, user)
if(last_force_string_check != force && !(item_flags & FORCE_STRING_OVERRIDE))
set_force_string()
if(!(item_flags & FORCE_STRING_OVERRIDE))
openToolTip(user,src,params,title = name,content = "[desc]<br>[force ? "<b>Force:</b> [force_string]" : ""]",theme = "")
else
openToolTip(user,src,params,title = name,content = "[desc]<br><b>Force:</b> [force_string]",theme = "")
/obj/item/MouseEntered(location, control, params)
. = ..()
if(((get(src, /mob) == usr) || loc?.atom_storage || (item_flags & IN_STORAGE)) && !QDELETED(src)) //nullspace exists.
var/mob/living/L = usr
if(usr.client.prefs.read_preference(/datum/preference/toggle/enable_tooltips))
var/timedelay = usr.client.prefs.read_preference(/datum/preference/numeric/tooltip_delay) / 100
tip_timer = addtimer(CALLBACK(src, PROC_REF(openTip), location, control, params, usr), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
if(usr.client.prefs.read_preference(/datum/preference/toggle/item_outlines))
if(istype(L) && L.incapacitated)
apply_outline(COLOR_RED_GRAY) //if they're dead or handcuffed, let's show the outline as red to indicate that they can't interact with that right now
else
apply_outline() //if the player's alive and well we send the command with no color set, so it uses the theme's color
/obj/item/base_mouse_drop_handler(atom/over, src_location, over_location, params)
SHOULD_NOT_OVERRIDE(TRUE)
. = ..()
remove_filter(HOVER_OUTLINE_FILTER) //get rid of the hover effect in case the mouse exit isn't called if someone drags and drops an item and somthing goes wrong
/obj/item/MouseExited()
deltimer(tip_timer) //delete any in-progress timer if the mouse is moved off the item before it finishes
closeToolTip(usr)
remove_filter(HOVER_OUTLINE_FILTER)
/obj/item/proc/apply_outline(outline_color = null)
if(((get(src, /mob) != usr) && !loc?.atom_storage && !(item_flags & IN_STORAGE)) || QDELETED(src) || isobserver(usr)) //cancel if the item isn't in an inventory, is being deleted, or if the person hovering is a ghost (so that people spectating you don't randomly make your items glow)
return FALSE
var/theme = LOWER_TEXT(usr.client?.prefs?.read_preference(/datum/preference/choiced/ui_style))
if(!outline_color) //if we weren't provided with a color, take the theme's color
switch(theme) //yeah it kinda has to be this way
if("midnight")
outline_color = COLOR_THEME_MIDNIGHT
if("plasmafire")
outline_color = COLOR_THEME_PLASMAFIRE
if("retro")
outline_color = COLOR_THEME_RETRO //just as garish as the rest of this theme
if("slimecore")
outline_color = COLOR_THEME_SLIMECORE
if("operative")
outline_color = COLOR_THEME_OPERATIVE
if("clockwork")
outline_color = COLOR_THEME_CLOCKWORK //if you want free gbp go fix the fact that clockwork's tooltip css is glass'
if("glass")
outline_color = COLOR_THEME_GLASS
else //this should never happen, hopefully
outline_color = COLOR_WHITE
if(color)
outline_color = COLOR_WHITE //if the item is recolored then the outline will be too, let's make the outline white so it becomes the same color instead of some ugly mix of the theme and the tint
add_filter(HOVER_OUTLINE_FILTER, 1, list("type" = "outline", "size" = 1, "color" = outline_color))
/// Called when a mob tries to use the item as a tool. Handles most checks.
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks)
// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
// Run the start check here so we wouldn't have to call it manually.
if(!delay && !tool_start_check(user, amount))
return
var/skill_modifier = 1
if(tool_behaviour == TOOL_MINING && ishuman(user))
if(user.mind)
skill_modifier = user.mind.get_skill_modifier(/datum/skill/mining, SKILL_SPEED_MODIFIER)
if(user.mind.get_skill_level(/datum/skill/mining) >= SKILL_LEVEL_JOURNEYMAN && prob(user.mind.get_skill_modifier(/datum/skill/mining, SKILL_PROBS_MODIFIER))) // we check if the skill level is greater than Journeyman and then we check for the probality for that specific level.
mineral_scan_pulse(get_turf(user), SKILL_LEVEL_JOURNEYMAN - 2, scanner = src) //SKILL_LEVEL_JOURNEYMAN = 3 So to get range of 1+ we have to subtract 2 from it,.
//SKYRAT EDIT START: Construction Skill
var/construction_tools = list(TOOL_CROWBAR, TOOL_MULTITOOL, TOOL_SCREWDRIVER, TOOL_WIRECUTTER, TOOL_WRENCH, TOOL_WELDER)
for(var/checking_behavior in construction_tools)
if(tool_behaviour == checking_behavior && user.mind)
skill_modifier = user.mind.get_skill_modifier(/datum/skill/construction, SKILL_SPEED_MODIFIER)
//SKYRAT EDIT STOP: Construction Skill
delay *= toolspeed * skill_modifier
// Play tool sound at the beginning of tool usage.
play_tool_sound(target, volume)
if(delay)
// Create a callback with checks that would be called every tick by do_after.
var/datum/callback/tool_check = CALLBACK(src, PROC_REF(tool_check_callback), user, amount, extra_checks)
if(delay >= MIN_TOOL_OPERATING_DELAY)
play_tool_operating_sound(target, volume)
if(!do_after(user, delay, target=target, extra_checks=tool_check))
return
else
// Invoke the extra checks once, just in case.
if(extra_checks && !extra_checks.Invoke())
return
// Use tool's fuel, stack sheets or charges if amount is set.
if(amount && !use(amount))
return
// Play tool sound at the end of tool usage,
// but only if the delay between the beginning and the end is not too small
if(delay >= MIN_TOOL_SOUND_DELAY)
play_tool_sound(target, volume)
//SKYRAT EDIT START: Construction Skill
for(var/checking_behavior in construction_tools)
if(tool_behaviour == checking_behavior && user.mind)
user.mind.adjust_experience(/datum/skill/construction, 2)
//SKYRAT EDIT STOP: Construction Skill
return TRUE
/// Called before [obj/item/proc/use_tool] if there is a delay, or by [obj/item/proc/use_tool] if there isn't. Only ever used by welding tools and stacks, so it's not added on any other [obj/item/proc/use_tool] checks.
/obj/item/proc/tool_start_check(mob/living/user, amount=0, heat_required=0)
. = tool_use_check(user, amount, heat_required)
if(.)
SEND_SIGNAL(src, COMSIG_TOOL_START_USE, user)
/// A check called by [/obj/item/proc/tool_start_check] once, and by use_tool on every tick of delay.
/obj/item/proc/tool_use_check(mob/living/user, amount, heat_required)
return !amount
/// Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc. Returns TRUE on success, FALSE on failure.
/obj/item/proc/use(used)
return !used
/// Plays item's usesound, if any.
/obj/item/proc/play_tool_sound(atom/target, volume=50)
if(target && usesound && volume)
var/played_sound = usesound
if(islist(usesound))
played_sound = pick(usesound)
playsound(target, played_sound, volume, TRUE)
///Play item's operating sound
/obj/item/proc/play_tool_operating_sound(atom/target, volume=50)
if(target && operating_sound && volume)
var/played_sound = operating_sound
if(islist(operating_sound))
played_sound = pick(operating_sound)
if(!TIMER_COOLDOWN_FINISHED(src, COOLDOWN_TOOL_SOUND))
return
playsound(target, played_sound, volume, TRUE)
TIMER_COOLDOWN_START(src, COOLDOWN_TOOL_SOUND, 4 SECONDS) //based on our longest sound clip
/// Used in a callback that is passed by use_tool into do_after call. Do not override, do not call manually.
/obj/item/proc/tool_check_callback(mob/living/user, amount, datum/callback/extra_checks)
SHOULD_NOT_OVERRIDE(TRUE)
. = tool_use_check(user, amount) && (!extra_checks || extra_checks.Invoke())
if(.)
SEND_SIGNAL(src, COMSIG_TOOL_IN_USE, user)
/// Returns a numeric value for sorting items used as parts in machines, so they can be replaced by the rped
/obj/item/proc/get_part_rating()
return 0
/obj/item/doMove(atom/destination)
if (!ismob(loc))
return ..()
var/mob/M = loc
var/hand_index = M.get_held_index_of_item(src)
if(!hand_index)
return ..()
M.held_items[hand_index] = null
M.update_held_items()
if(M.client)
M.client.screen -= src
layer = initial(layer)
SET_PLANE_IMPLICIT(src, initial(plane))
appearance_flags &= ~NO_CLIENT_COLOR
dropped(M, FALSE)
return ..()
/obj/item/proc/canStrip(mob/stripper, mob/owner)
SHOULD_BE_PURE(TRUE)
return !HAS_TRAIT(src, TRAIT_NODROP) && !(item_flags & ABSTRACT)
/obj/item/proc/doStrip(mob/stripper, mob/owner)
//SKYRAT EDIT CHANGE BEGIN - THIEVING GLOVES - ORIGINAL: return owner.dropItemToGround(src)
if (!owner.dropItemToGround(src))
return FALSE
if (HAS_TRAIT(stripper, TRAIT_STICKY_FINGERS))
stripper.put_in_hands(src)
return TRUE
//SKYRAT EDIT END
///Called by the carbon throw_item() proc. Returns null if the item negates the throw, or a reference to the thing to suffer the throw else.
/obj/item/proc/on_thrown(mob/living/carbon/user, atom/target)
if((item_flags & ABSTRACT) || HAS_TRAIT(src, TRAIT_NODROP))
return
user.dropItemToGround(src, silent = TRUE)
if(throwforce && (HAS_TRAIT(user, TRAIT_PACIFISM)) || HAS_TRAIT(user, TRAIT_NO_THROWING))
to_chat(user, span_notice("You set [src] down gently on the ground."))
return
return src
/// How many different types of mats will be counted in a bite?
#define MAX_MATS_PER_BITE 2
/*
* On accidental consumption: when you somehow end up eating an item accidentally (currently, this is used for when items are hidden in food like bread or cake)
*
* The base proc will check if the item is sharp and has a decent force.
* Then, it checks the item's mat datums for the effects it applies afterwards.
* Then, it checks tiny items.
* After all that, it returns TRUE if the item is set to be discovered. Otherwise, it returns FALSE.
*
* This works similarly to /suicide_act: if you want an item to have a unique interaction, go to that item
* and give it an /on_accidental_consumption proc override. For a simple example of this, check out the nuke disk.
*
* Arguments
* * M - the mob accidentally consuming the item
* * user - the mob feeding M the item - usually, it's the same as M
* * source_item - the item that held the item being consumed - bread, cake, etc
* * discover_after - if the item will be discovered after being chomped (FALSE will usually mean it was swallowed, TRUE will usually mean it was bitten into and discovered)
*/
/obj/item/proc/on_accidental_consumption(mob/living/carbon/victim, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
if(get_sharpness() && force >= 5) //if we've got something sharp with a decent force (ie, not plastic)
INVOKE_ASYNC(victim, TYPE_PROC_REF(/mob, emote), "scream")
victim.visible_message(span_warning("[victim] looks like [victim.p_theyve()] just bit something they shouldn't have!"), \
span_boldwarning("OH GOD! Was that a crunch? That didn't feel good at all!!"))
victim.apply_damage(max(15, force), BRUTE, BODY_ZONE_HEAD, wound_bonus = 10, sharpness = TRUE)
victim.losebreath += 2
if(force_embed(victim, BODY_ZONE_CHEST)) //and if it embeds successfully in their chest, cause a lot of pain
victim.apply_damage(max(25, force*1.5), BRUTE, BODY_ZONE_CHEST, wound_bonus = 7, sharpness = TRUE)
victim.losebreath += 6
discover_after = FALSE
if(QDELETED(src)) // in case trying to embed it caused its deletion (say, if it's DROPDEL)
return
source_item?.reagents?.add_reagent(/datum/reagent/blood, 2)
return discover_after
if(custom_materials?.len) //if we've got materials, let's see what's in it
// How many mats have we found? You can only be affected by two material datums by default
var/found_mats = 0
// How much of each material is in it? Used to determine if the glass should break
var/total_material_amount = 0
for(var/mats in custom_materials)
total_material_amount += custom_materials[mats]
if(found_mats >= MAX_MATS_PER_BITE)
continue //continue instead of break so we can finish adding up all the mats to the total
var/datum/material/discovered_mat = mats
if(discovered_mat.on_accidental_mat_consumption(victim, source_item))
found_mats++
//if there's glass in it and the glass is more than 60% of the item, then we can shatter it
if(custom_materials[GET_MATERIAL_REF(/datum/material/glass)] >= total_material_amount * 0.60)
if(prob(66)) //66% chance to break it
// The glass shard that is spawned into the source item
var/obj/item/shard/broken_glass = new /obj/item/shard(loc)
broken_glass.name = "broken [name]"
broken_glass.desc = "This used to be \a [name], but it sure isn't anymore."
playsound(victim, SFX_SHATTER, 25, TRUE)
qdel(src)
if(QDELETED(source_item))
broken_glass.on_accidental_consumption(victim, user)
else //33% chance to just "crack" it (play a sound) and leave it in the bread
playsound(victim, SFX_SHATTER, 15, TRUE)
discover_after = FALSE
victim.adjust_disgust(33)
victim.visible_message(span_warning("[victim] looks like [victim.p_theyve()] just bitten into something hard."), \
span_warning("Eugh! Did I just bite into something?"))
return discover_after
if(w_class > WEIGHT_CLASS_TINY) //small items like soap or toys that don't have mat datums
to_chat(victim, span_warning("[source_item? "Something strange was in \the [source_item]..." : "I just bit something strange..."] "))
return discover_after
// victim's chest (for cavity implanting the item)
var/obj/item/bodypart/chest/victim_cavity = victim.get_bodypart(BODY_ZONE_CHEST)
if(victim_cavity.cavity_item)
victim.vomit(vomit_flags = (MOB_VOMIT_MESSAGE | MOB_VOMIT_HARM), lost_nutrition = 5, distance = 0)
forceMove(drop_location())
to_chat(victim, span_warning("You vomit up a [name]! [source_item? "Was that in \the [source_item]?" : ""]"))
return FALSE
victim.transferItemToLoc(src, victim, TRUE)
victim.losebreath += 2
victim_cavity.cavity_item = src
to_chat(victim, span_warning("You swallow hard. [source_item? "Something small was in \the [source_item]..." : ""]"))
return FALSE
#undef MAX_MATS_PER_BITE
/**
* Updates all action buttons associated with this item
*
* Arguments:
* * update_flags - Which flags of the action should we update
* * force - Force buttons update even if the given button icon state has not changed
*/
/obj/item/proc/update_item_action_buttons(update_flags = ALL, force = FALSE)
for(var/datum/action/current_action as anything in actions)
current_action.build_all_button_icons(update_flags, force)
// Update icons if this is being carried by a mob
/obj/item/wash(clean_types)
. = ..()
if(ismob(loc))
var/mob/mob_loc = loc
mob_loc.update_clothing(slot_flags)
/// Called on [/datum/element/openspace_item_click_handler/proc/on_afterattack]. Check the relative file for information.
/obj/item/proc/handle_openspace_click(turf/target, mob/user, list/modifiers)
stack_trace("Undefined handle_openspace_click() behaviour. Ascertain the openspace_item_click_handler element has been attached to the right item and that its proc override doesn't call parent.")
/**
* * An interrupt for offering an item to other people, called mainly from [/mob/living/carbon/proc/give], in case you want to run your own offer behavior instead.
*
* * Return TRUE if you want to interrupt the offer.
*
* * Arguments:
* * offerer - The person offering the item.
* * offered - The person being offered the item.
*/
/obj/item/proc/on_offered(mob/living/carbon/offerer, mob/living/carbon/offered)
if(SEND_SIGNAL(src, COMSIG_ITEM_OFFERING, offerer) & COMPONENT_OFFER_INTERRUPT)
return TRUE
/**
* * An interrupt for someone trying to accept an offered item, called mainly from [/mob/living/carbon/proc/take], in case you want to run your own take behavior instead.
*
* * Return TRUE if you want to interrupt the taking.
*
* * Arguments:
* * offerer - the person offering the item
* * taker - the person trying to accept the offer
*/
/obj/item/proc/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker)
if(SEND_SIGNAL(src, COMSIG_ITEM_OFFER_TAKEN, offerer, taker) & COMPONENT_OFFER_INTERRUPT)
return TRUE
/// SKYRAT EDIT ADDITION START
/obj/item/reskin_obj(mob/M)
if(!uses_advanced_reskins)
return ..()
if(!LAZYLEN(unique_reskin))
return
/// Is the obj a glasses icon with swappable item states?
var/is_swappable = FALSE
/// if the item are glasses, this variable stores the item.
var/obj/item/clothing/glasses/reskinned_glasses
if(istype(src, /obj/item/clothing/glasses)) // TODO - Remove this mess about glasses, it shouldn't be necessary anymore.
reskinned_glasses = src
if(reskinned_glasses.can_switch_eye)
is_swappable = TRUE
var/list/items = list()
for(var/reskin_option in unique_reskin)
var/image/item_image = image(icon = unique_reskin[reskin_option][RESKIN_ICON] ? unique_reskin[reskin_option][RESKIN_ICON] : icon, icon_state = "[unique_reskin[reskin_option][RESKIN_ICON_STATE]]")
items += list("[reskin_option]" = item_image)
sort_list(items)
var/pick = show_radial_menu(M, src, items, custom_check = CALLBACK(src, PROC_REF(check_reskin_menu), M), radius = 38, require_near = TRUE)
if(!pick)
return
if(!unique_reskin[pick])
return
current_skin = pick
if(unique_reskin[pick][RESKIN_ICON])
icon = unique_reskin[pick][RESKIN_ICON]
if(unique_reskin[pick][RESKIN_ICON_STATE])
if(is_swappable)
base_icon_state = unique_reskin[pick][RESKIN_ICON_STATE]
icon_state = base_icon_state
else
icon_state = unique_reskin[pick][RESKIN_ICON_STATE]
if(unique_reskin[pick][RESKIN_WORN_ICON])
worn_icon = unique_reskin[pick][RESKIN_WORN_ICON]
if(unique_reskin[pick][RESKIN_WORN_ICON_STATE])
worn_icon_state = unique_reskin[pick][RESKIN_WORN_ICON_STATE]
if(unique_reskin[pick][RESKIN_INHAND_L])
lefthand_file = unique_reskin[pick][RESKIN_INHAND_L]
if(unique_reskin[pick][RESKIN_INHAND_R])
righthand_file = unique_reskin[pick][RESKIN_INHAND_R]
if(unique_reskin[pick][RESKIN_INHAND_STATE])
inhand_icon_state = unique_reskin[pick][RESKIN_INHAND_STATE]
if(unique_reskin[pick][RESKIN_SUPPORTS_VARIATIONS_FLAGS])
supports_variations_flags = unique_reskin[pick][RESKIN_SUPPORTS_VARIATIONS_FLAGS]
if(ishuman(M))
var/mob/living/carbon/human/wearer = M
wearer.regenerate_icons() // update that mf
to_chat(M, "[src] is now skinned as '[pick].'")
post_reskin(M)
return TRUE
/// Automatically called after a reskin, for any extra variable changes.
/obj/item/proc/post_reskin(mob/our_mob)
return
/// SKYRAT EDIT ADDITION END
/// Special stuff you want to do when an outfit equips this item.
/obj/item/proc/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED_AS_OUTFIT, outfit_wearer, visuals_only, item_slot)
/obj/item/proc/do_pickup_animation(atom/target, turf/source)
if(!source)
if(!istype(loc, /turf))
return
source = loc
var/image/pickup_animation = image(icon = src)
SET_PLANE(pickup_animation, GAME_PLANE, source)
pickup_animation.transform.Scale(0.75)
pickup_animation.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
var/direction = get_dir(source, target)
var/to_x = target.base_pixel_x + target.base_pixel_w
var/to_y = target.base_pixel_y + target.base_pixel_z
if(direction & NORTH)
to_y += 32
else if(direction & SOUTH)
to_y -= 32
if(direction & EAST)
to_x += 32
else if(direction & WEST)
to_x -= 32
if(!direction)
to_y += 10
pickup_animation.pixel_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
var/atom/movable/flick_visual/pickup = source.flick_overlay_view(pickup_animation, 0.4 SECONDS)
var/matrix/animation_matrix = new(pickup.transform)
animation_matrix.Turn(pick(-30, 30))
animation_matrix.Scale(0.65)
animate(pickup, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 0.3 SECONDS, transform = animation_matrix, easing = CUBIC_EASING)
animate(alpha = 0, transform = matrix().Scale(0.7), time = 0.1 SECONDS)
/obj/item/proc/do_drop_animation(atom/moving_from)
if(!istype(loc, /turf))
return
if(!istype(moving_from))
return
var/turf/current_turf = get_turf(src)
var/direction = get_dir(moving_from, current_turf)
var/from_x = moving_from.base_pixel_x
var/from_y = moving_from.base_pixel_y
if(direction & NORTH)
from_y -= 32
else if(direction & SOUTH)
from_y += 32
if(direction & EAST)
from_x -= 32
else if(direction & WEST)
from_x += 32
if(!direction)
from_y += 10
from_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
//We're moving from these chords to our current ones
var/old_x = pixel_x
var/old_y = pixel_y
var/old_alpha = alpha
var/matrix/old_transform = transform
var/matrix/animation_matrix = new(old_transform)
animation_matrix.Turn(pick(-30, 30))
animation_matrix.Scale(0.7) // Shrink to start, end up normal sized
pixel_x = from_x
pixel_y = from_y
alpha = 0
transform = animation_matrix
SEND_SIGNAL(src, COMSIG_ATOM_TEMPORARY_ANIMATION_START, 3)
// This is instant on byond's end, but to our clients this looks like a quick drop
animate(src, alpha = old_alpha, pixel_x = old_x, pixel_y = old_y, transform = old_transform, time = 3, easing = CUBIC_EASING)
/atom/movable/proc/do_item_attack_animation(atom/attacked_atom, visual_effect_icon, obj/item/used_item, animation_type = ATTACK_ANIMATION_BLUNT)
if (visual_effect_icon)
var/image/attack_image = image(icon = 'icons/effects/effects.dmi', icon_state = visual_effect_icon)
attack_image.plane = attacked_atom.plane + 1
// Scale the icon.
attack_image.transform *= 0.4
// The icon should not rotate.
attack_image.appearance_flags = APPEARANCE_UI
var/atom/movable/flick_visual/attack = attacked_atom.flick_overlay_view(attack_image, 1 SECONDS)
var/matrix/copy_transform = new(transform)
animate(attack, alpha = 175, transform = copy_transform.Scale(0.75), time = 0.3 SECONDS)
animate(time = 0.1 SECONDS)
animate(alpha = 0, time = 0.3 SECONDS, easing = CIRCULAR_EASING|EASE_OUT)
return
if (isnull(used_item))
return
var/image/attack_image = image(icon = used_item)
attack_image.plane = attacked_atom.plane + 1
// Scale the icon.
attack_image.transform *= 0.5
// The icon should not rotate.
attack_image.appearance_flags = APPEARANCE_UI
var/atom/movable/flick_visual/attack = attacked_atom.flick_overlay_view(attack_image, 1 SECONDS)
var/matrix/copy_transform = new(transform)
var/x_sign = 0
var/y_sign = 0
var/direction = get_dir(src, attacked_atom)
if (direction & NORTH)
y_sign = -1
else if (direction & SOUTH)
y_sign = 1
if (direction & EAST)
x_sign = -1
else if (direction & WEST)
x_sign = 1
// Attacking self, or something on the same turf as us
if (!direction)
y_sign = 1
// Not a fan of this, but its the "cleanest" way to animate this
x_sign = 0.25 * (prob(50) ? 1 : -1)
// For piercing attacks
direction = SOUTH
// And animate the attack!
switch (animation_type)
if (ATTACK_ANIMATION_BLUNT)
attack.pixel_x = 14 * x_sign
attack.pixel_y = 12 * y_sign
animate(attack, alpha = 175, transform = copy_transform.Scale(0.75), pixel_x = 4 * x_sign, pixel_y = 3 * y_sign, time = 0.2 SECONDS)
animate(time = 0.1 SECONDS)
animate(alpha = 0, time = 0.1 SECONDS, easing = CIRCULAR_EASING|EASE_OUT)
if (ATTACK_ANIMATION_PIERCE)
var/attack_angle = dir2angle(direction) + rand(-7, 7)
// Deducting 90 because we're assuming that icon_angle of 0 means an east-facing sprite
var/anim_angle = attack_angle - 90 - used_item.icon_angle
var/angle_mult = 1
if (x_sign && y_sign)
angle_mult = 1.4
attack.pixel_x = 22 * x_sign * angle_mult
attack.pixel_y = 18 * y_sign * angle_mult
attack.transform = attack.transform.Turn(anim_angle)
copy_transform = copy_transform.Turn(anim_angle)
animate(
attack,
pixel_x = (22 * x_sign - 12 * sin(attack_angle)) * angle_mult,
pixel_y = (18 * y_sign - 8 * cos(attack_angle)) * angle_mult,
time = 0.1 SECONDS,
easing = CUBIC_EASING|EASE_IN,
)
animate(
attack,
alpha = 175,
transform = copy_transform.Scale(0.75),
pixel_x = (22 * x_sign + 26 * sin(attack_angle)) * angle_mult,
pixel_y = (18 * y_sign + 22 * cos(attack_angle)) * angle_mult,
time = 0.3 SECONDS,
easing = CUBIC_EASING|EASE_OUT,
)
animate(
alpha = 0,
pixel_x = -3 * -(x_sign + sin(attack_angle)),
pixel_y = -2 * -(y_sign + cos(attack_angle)),
time = 0.1 SECONDS,
easing = CIRCULAR_EASING|EASE_OUT
)
if (ATTACK_ANIMATION_SLASH)
attack.pixel_x = 18 * x_sign
attack.pixel_y = 14 * y_sign
var/x_rot_sign = 0
var/y_rot_sign = 0
var/attack_dir = (prob(50) ? 1 : -1)
var/anim_angle = dir2angle(direction) - 90 - used_item.icon_angle
if (x_sign)
y_rot_sign = attack_dir
if (y_sign)
x_rot_sign = attack_dir
// Animations are flipped, so flip us too!
if (x_sign > 0 || y_sign < 0)
attack_dir *= -1
// We're swinging diagonally, use separate logic
var/anim_dir = attack_dir
if (x_sign && y_sign)
if (attack_dir < 0)
x_rot_sign = -x_sign * 1.4
y_rot_sign = 0
else
x_rot_sign = 0
y_rot_sign = -y_sign * 1.4
// Flip us if we've been flipped *unless* we're flipped due to both axis
if ((x_sign < 0 && y_sign > 0) || (x_sign > 0 && y_sign < 0))
anim_dir *= -1
attack.pixel_x += 10 * x_rot_sign
attack.pixel_y += 8 * y_rot_sign
attack.transform = attack.transform.Turn(anim_angle - 45 * anim_dir)
copy_transform = copy_transform.Scale(0.75)
animate(attack, alpha = 175, time = 0.3 SECONDS, flags = ANIMATION_PARALLEL)
animate(time = 0.1 SECONDS)
animate(alpha = 0, time = 0.1 SECONDS, easing = CIRCULAR_EASING|EASE_OUT)
animate(attack, transform = copy_transform.Turn(anim_angle + 45 * anim_dir), time = 0.3 SECONDS, flags = ANIMATION_PARALLEL)
var/x_return = 10 * -x_rot_sign
var/y_return = 8 * -y_rot_sign
if (!x_rot_sign)
x_return = 18 * x_sign
if (!y_rot_sign)
y_return = 14 * y_sign
var/angle_mult = 1
if (x_sign && y_sign)
angle_mult = 1.4
if (attack_dir > 0)
x_return = 8 * x_sign
y_return = 14 * y_sign
else
x_return = 18 * x_sign
y_return = 6 * y_sign
animate(attack, pixel_x = 4 * x_sign * angle_mult, time = 0.2 SECONDS, easing = CIRCULAR_EASING | EASE_IN, flags = ANIMATION_PARALLEL)
animate(pixel_x = x_return, time = 0.2 SECONDS, easing = CIRCULAR_EASING | EASE_OUT)
animate(attack, pixel_y = 3 * y_sign * angle_mult, time = 0.2 SECONDS, easing = CIRCULAR_EASING | EASE_IN, flags = ANIMATION_PARALLEL)
animate(pixel_y = y_return, time = 0.2 SECONDS, easing = CIRCULAR_EASING | EASE_OUT)
/// Common proc used by painting tools like spraycans and palettes that can access the entire 24 bits color space.
/obj/item/proc/pick_painting_tool_color(mob/user, default_color)
var/chosen_color = tgui_color_picker(user,"Pick new color", "[src]", default_color) // BUBBERSTATION EDIT: TGUI COLOR PICKER
if(!chosen_color || QDELETED(src) || IS_DEAD_OR_INCAP(user) || !user.is_holding(src))
return
set_painting_tool_color(chosen_color)
/obj/item/proc/set_painting_tool_color(chosen_color)
SEND_SIGNAL(src, COMSIG_PAINTING_TOOL_SET_COLOR, chosen_color)
/**
* Returns null if this object cannot be used to interact with physical writing mediums such as paper.
* Returns a list of key attributes for this object interacting with paper otherwise.
*/
/obj/item/proc/get_writing_implement_details()
return null
/**
* When called on an item, and given a body targeting zone, this will return TRUE if the item slot matches the target zone, and FALSE otherwise.
* Currently supports the jumpsuit, outersuit, backpack, belt, gloves, hat, ears, neck, mask, eyes, and feet slots. All other slots will auto return FALSE.
*/
/obj/item/proc/compare_zone_to_item_slot(zone)
switch(slot_flags)
if(ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING, ITEM_SLOT_BACK)
return (zone == BODY_ZONE_CHEST)
if(ITEM_SLOT_BELT)
return (zone == BODY_ZONE_PRECISE_GROIN)
if(ITEM_SLOT_GLOVES)
return (zone == BODY_ZONE_R_ARM || zone == BODY_ZONE_L_ARM)
if(ITEM_SLOT_HEAD, ITEM_SLOT_EARS, ITEM_SLOT_NECK)
return (zone == BODY_ZONE_HEAD)
if(ITEM_SLOT_MASK)
return (zone == BODY_ZONE_PRECISE_MOUTH)
if(ITEM_SLOT_EYES)
return (zone == BODY_ZONE_PRECISE_EYES)
if(ITEM_SLOT_FEET)
return (zone == BODY_ZONE_L_LEG || zone == BODY_ZONE_R_LEG)
return FALSE
/**
* This proc calls at the begining of anytime an item is being equiped to a target by another mob.
* It handles initial messages, AFK stripping, and initial logging.
*/
/obj/item/proc/item_start_equip(atom/target, obj/item/equipping, mob/user, show_visible_message = TRUE)
if(show_visible_message)
if(HAS_TRAIT(equipping, TRAIT_DANGEROUS_OBJECT))
target.visible_message(
span_danger("[user] tries to put [equipping] on [target]."),
span_userdanger("[user] tries to put [equipping] on you."),
ignored_mobs = user,
)
else
target.visible_message(
span_notice("[user] tries to put [equipping] on [target]."),
span_notice("[user] tries to put [equipping] on you."),
ignored_mobs = user,
)
if(ishuman(target))
var/mob/living/carbon/human/victim_human = target
if(victim_human.key && !victim_human.client) // AKA braindead
if(victim_human.stat <= SOFT_CRIT && LAZYLEN(victim_human.afk_thefts) <= AFK_THEFT_MAX_MESSAGES)
var/list/new_entry = list(list(user.name, "tried equipping you with [equipping]", world.time))
LAZYADD(victim_human.afk_thefts, new_entry)
else if(victim_human.is_blind())
to_chat(target, span_userdanger("You feel someone trying to put something on you."))
user.do_item_attack_animation(target, used_item = equipping)
to_chat(user, span_notice("You try to put [equipping] on [target]..."))
user.log_message("is putting [equipping] on [key_name(target)]", LOG_ATTACK, color="red")
target.log_message("is having [equipping] put on them by [key_name(user)]", LOG_VICTIM, color="orange", log_globally=FALSE)
/obj/item/update_atom_colour()
. = ..()
update_slot_icon()
/// Modifies the fantasy variable
/obj/item/proc/modify_fantasy_variable(variable_key, value, bonus, minimum = 0)
var/result = LAZYACCESS(fantasy_modifications, variable_key)
if(!isnull(result))
if(HAS_TRAIT(src, TRAIT_INNATELY_FANTASTICAL_ITEM))
return result // we are immune to your foul magicks you inferior wizard, we keep our bonuses
stack_trace("modify_fantasy_variable was called twice for the same key '[variable_key]' on type '[type]' before reset_fantasy_variable could be called!")
var/intended_target = value + bonus
value = max(minimum, intended_target)
var/difference = intended_target - value
var/modified_amount = bonus - difference
LAZYSET(fantasy_modifications, variable_key, modified_amount)
return value
/// Returns the original fantasy variable value
/obj/item/proc/reset_fantasy_variable(variable_key, current_value)
var/modification = LAZYACCESS(fantasy_modifications, variable_key)
if(isnum(modification) && HAS_TRAIT(src, TRAIT_INNATELY_FANTASTICAL_ITEM))
return modification // we are immune to your foul magicks you inferior wizard, we keep our bonuses the way they are
LAZYREMOVE(fantasy_modifications, variable_key)
if(isnull(modification))
return current_value
return current_value - modification
/obj/item/proc/apply_fantasy_bonuses(bonus)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_APPLY_FANTASY_BONUSES, bonus)
force = modify_fantasy_variable("force", force, bonus)
throwforce = modify_fantasy_variable("throwforce", throwforce, bonus)
wound_bonus = modify_fantasy_variable("wound_bonus", wound_bonus, bonus)
bare_wound_bonus = modify_fantasy_variable("bare_wound_bonus", bare_wound_bonus, bonus)
toolspeed = modify_fantasy_variable("toolspeed", toolspeed, -bonus/10, minimum = 0.1)
/obj/item/proc/remove_fantasy_bonuses(bonus)
SHOULD_CALL_PARENT(TRUE)
force = reset_fantasy_variable("force", force)
throwforce = reset_fantasy_variable("throwforce", throwforce)
wound_bonus = reset_fantasy_variable("wound_bonus", wound_bonus)
bare_wound_bonus = reset_fantasy_variable("bare_wound_bonus", bare_wound_bonus)
toolspeed = reset_fantasy_variable("toolspeed", toolspeed)
SEND_SIGNAL(src, COMSIG_ITEM_REMOVE_FANTASY_BONUSES, bonus)
//automatically finds tool behavior if there is only one. requires an extension of the proc if a tool has multiple behaviors
/obj/item/proc/get_all_tool_behaviours()
if (!isnull(tool_behaviour))
return list(tool_behaviour)
return null
/obj/item/animate_atom_living(mob/living/owner)
new /mob/living/basic/mimic/copy(drop_location(), src, owner)
/**
* Used to update the weight class of the item in a way that other atoms can react to the change.
*
* Arguments:
* * new_w_class - The new weight class of the item.
*
* Returns:
* * TRUE if weight class was successfully updated
* * FALSE otherwise
*/
/obj/item/proc/update_weight_class(new_w_class)
if(w_class == new_w_class)
return FALSE
var/old_w_class = w_class
w_class = new_w_class
SEND_SIGNAL(src, COMSIG_ITEM_WEIGHT_CLASS_CHANGED, old_w_class, new_w_class)
if(!isnull(loc))
SEND_SIGNAL(loc, COMSIG_ATOM_CONTENTS_WEIGHT_CLASS_CHANGED, src, old_w_class, new_w_class)
return TRUE
/**
* Used to determine if an item should be considered contraband by N-spect scanners or scanner gates.
* Returns true when an item has the contraband trait, or is included in the traitor uplink.
*/
/obj/item/proc/is_contraband()
if(HAS_TRAIT(src, TRAIT_CONTRABAND))
return TRUE
for(var/datum/uplink_item/traitor_item as anything in SStraitor.uplink_items)
if(istype(src, traitor_item.item))
if(!(traitor_item.uplink_item_flags & SYNDIE_TRIPS_CONTRABAND))
return FALSE
return TRUE
return FALSE
/obj/item/apply_main_material_effects(datum/material/main_material, amount, multipier)
. = ..()
if(material_flags & MATERIAL_GREYSCALE)
var/main_mat_type = main_material.type
var/worn_path = get_material_greyscale_config(main_mat_type, greyscale_config_worn)
var/lefthand_path = get_material_greyscale_config(main_mat_type, greyscale_config_inhand_left)
var/righthand_path = get_material_greyscale_config(main_mat_type, greyscale_config_inhand_right)
set_greyscale(
new_worn_config = worn_path,
new_inhand_left = lefthand_path,
new_inhand_right = righthand_path
)
if(!main_material.item_sound_override)
return
hitsound = main_material.item_sound_override
usesound = main_material.item_sound_override
mob_throw_hit_sound = main_material.item_sound_override
equip_sound = main_material.item_sound_override
pickup_sound = main_material.item_sound_override
drop_sound = main_material.item_sound_override
/obj/item/remove_main_material_effects(datum/material/main_material, amount, multipier)
. = ..()
if(material_flags & MATERIAL_GREYSCALE)
set_greyscale(
new_worn_config = initial(greyscale_config_worn),
new_inhand_left = initial(greyscale_config_inhand_left),
new_inhand_right = initial(greyscale_config_inhand_right)
)
if(!main_material.item_sound_override)
return
hitsound = initial(hitsound)
usesound = initial(usesound)
mob_throw_hit_sound = initial(mob_throw_hit_sound)
equip_sound = initial(equip_sound)
pickup_sound = initial(pickup_sound)
drop_sound = initial(drop_sound)
/obj/item/apply_single_mat_effect(datum/material/material, mat_amount, multiplier)
. = ..()
if(!(material_flags & MATERIAL_AFFECT_STATISTICS) || (material_flags & MATERIAL_NO_SLOWDOWN) || !material.added_slowdown)
return
slowdown += GET_MATERIAL_MODIFIER(material.added_slowdown * mat_amount, multiplier)
/obj/item/remove_single_mat_effect(datum/material/material, mat_amount, multiplier)
. = ..()
if(!(material_flags & MATERIAL_AFFECT_STATISTICS) || (material_flags & MATERIAL_NO_SLOWDOWN) || !material.added_slowdown)
return
slowdown -= GET_MATERIAL_MODIFIER(material.added_slowdown * mat_amount, multiplier)
/obj/item/apply_main_material_effects(datum/material/main_material, amount, multipier)
. = ..()
if(material_flags & MATERIAL_GREYSCALE)
var/main_mat_type = main_material.type
var/worn_path = get_material_greyscale_config(main_mat_type, greyscale_config_worn)
var/lefthand_path = get_material_greyscale_config(main_mat_type, greyscale_config_inhand_left)
var/righthand_path = get_material_greyscale_config(main_mat_type, greyscale_config_inhand_right)
set_greyscale(
new_worn_config = worn_path,
new_inhand_left = lefthand_path,
new_inhand_right = righthand_path
)
if(!main_material.item_sound_override)
return
hitsound = main_material.item_sound_override
usesound = main_material.item_sound_override
mob_throw_hit_sound = main_material.item_sound_override
equip_sound = main_material.item_sound_override
pickup_sound = main_material.item_sound_override
drop_sound = main_material.item_sound_override
/obj/item/remove_main_material_effects(datum/material/main_material, amount, multipier)
. = ..()
if(material_flags & MATERIAL_GREYSCALE)
set_greyscale(
new_worn_config = initial(greyscale_config_worn),
new_inhand_left = initial(greyscale_config_inhand_left),
new_inhand_right = initial(greyscale_config_inhand_right)
)
if(!main_material.item_sound_override)
return
hitsound = initial(hitsound)
usesound = initial(usesound)
mob_throw_hit_sound = initial(mob_throw_hit_sound)
equip_sound = initial(equip_sound)
pickup_sound = initial(pickup_sound)
drop_sound = initial(drop_sound)
/obj/item/apply_single_mat_effect(datum/material/material, mat_amount, multiplier)
. = ..()
if(!(material_flags & MATERIAL_AFFECT_STATISTICS) || !slowdown)
return
slowdown += GET_MATERIAL_MODIFIER(material.added_slowdown * mat_amount, multiplier)
/obj/item/remove_single_mat_effect(datum/material/material, mat_amount, multiplier)
. = ..()
if(!(material_flags & MATERIAL_AFFECT_STATISTICS) || !slowdown)
return
slowdown -= GET_MATERIAL_MODIFIER(material.added_slowdown * mat_amount, multiplier)
/**
* Returns the atom(either itself or an internal module) that will interact/attack the target on behalf of us
* For example an object can have different `tool_behaviours` (e.g borg omni tool) but will return an internal reference of that tool to attack for us
* You can use it for general purpose polymorphism if you need a proxy atom to interact in a specific way
* with a target on behalf on this atom
*
* Currently used only in the object melee attack chain but can be used anywhere else or even moved up to the atom level if required
*/
/obj/item/proc/get_proxy_attacker_for(atom/target, mob/user)
RETURN_TYPE(/obj/item)
return src
/// Checks if the bait is liked by the fish type or not. Returns a multiplier that affects the chance of catching it.
/obj/item/proc/check_bait(obj/item/fish/fish)
if(HAS_TRAIT(src, TRAIT_OMNI_BAIT))
return 1
var/catch_multiplier = 1
var/list/properties = SSfishing.fish_properties[isfish(fish) ? fish.type : fish]
//Bait matching likes doubles the chance
var/list/fav_bait = properties[FISH_PROPERTIES_FAV_BAIT]
for(var/bait_identifer in fav_bait)
if(is_matching_bait(src, bait_identifer))
catch_multiplier *= 2
//Bait matching dislikes
var/list/disliked_bait = properties[FISH_PROPERTIES_BAD_BAIT]
for(var/bait_identifer in disliked_bait)
if(is_matching_bait(src, bait_identifer))
catch_multiplier *= 0.5
return catch_multiplier
/// Helper proc that checks if a bait matches identifier from fav/disliked bait list
/proc/is_matching_bait(obj/item/bait, identifier)
if(ispath(identifier)) //Just a path
return istype(bait, identifier)
if(!islist(identifier))
return HAS_TRAIT(bait, identifier)
var/list/special_identifier = identifier
switch(special_identifier[FISH_BAIT_TYPE])
if(FISH_BAIT_FOODTYPE)
var/datum/component/edible/edible = bait.GetComponent(/datum/component/edible)
return edible?.foodtypes & special_identifier[FISH_BAIT_VALUE]
if(FISH_BAIT_REAGENT)
return bait.reagents?.has_reagent(special_identifier[FISH_BAIT_VALUE], special_identifier[FISH_BAIT_AMOUNT], check_subtypes = TRUE)
else
CRASH("Unknown bait identifier in fish favourite/disliked list")
/obj/item/vv_get_header()
. = ..()
. += {"
<br><font size='1'>
DAMTYPE: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=damtype' id='damtype'>[uppertext(damtype)]</a>
FORCE: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=force' id='force'>[force]</a>
WOUND: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=wound' id='wound'>[wound_bonus]</a>
BARE WOUND: <font size='1'><a href='byond://?_src_=vars;[HrefToken()];item_to_tweak=[REF(src)];var_tweak=bare wound' id='bare wound'>[bare_wound_bonus]</a>
</font>
"}
/// Fetches, or lazyloads, our embedding datum
/obj/item/proc/get_embed()
RETURN_TYPE(/datum/embedding)
// Something may call this during qdeleting, which would cause a harddel
if (QDELETED(src))
return null
if (embed_data)
return embed_data
if (embed_type)
embed_data = new embed_type(src)
return embed_data
/// Sets our embedding datum to a different one. Can also take types
/obj/item/proc/set_embed(datum/embedding/new_embed)
if (new_embed == embed_data)
return
// Needs to be QDELETED as embed data uses this to clean itself up from its parent (us)
if (!QDELETED(embed_data))
qdel(embed_data)
if (ispath(new_embed))
new_embed = new new_embed(src)
embed_data = new_embed
SEND_SIGNAL(src, COMSIG_ITEM_EMBEDDING_UPDATE)
/// Embed ourselves into an object if we possess embedding data
/obj/item/proc/force_embed(mob/living/carbon/victim, obj/item/bodypart/target_limb)
if (!istype(victim))
return FALSE
if (!istype(target_limb))
target_limb = victim.get_bodypart(target_limb) || victim.bodyparts[1]
return get_embed()?.embed_into(victim, target_limb)