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Fixes issue #64682 (Janiborg Soap module runs out and disappears, causing odd behavior) Instead of the janiborg's soap despawning, it will remain in their inventory but useless until they recharge
274 lines
12 KiB
Plaintext
274 lines
12 KiB
Plaintext
/* Clown Items
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* Contains:
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* Soap
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* Bike Horns
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* Air Horns
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* Canned Laughter
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*/
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/*
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* Soap
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*/
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/obj/item/soap
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name = "soap"
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desc = "A cheap bar of soap. Doesn't smell."
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gender = PLURAL
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "soap"
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lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
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w_class = WEIGHT_CLASS_TINY
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item_flags = NOBLUDGEON
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throwforce = 0
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throw_speed = 3
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throw_range = 7
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grind_results = list(/datum/reagent/lye = 10)
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var/cleanspeed = 3.5 SECONDS //slower than mop
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force_string = "robust... against germs"
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var/uses = 100
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/obj/item/soap/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/slippery, 80)
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/obj/item/soap/examine(mob/user)
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. = ..()
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var/max_uses = initial(uses)
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var/msg = "It looks like it just came out of the package."
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if(uses != max_uses)
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var/percentage_left = uses / max_uses
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switch(percentage_left)
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if(0 to 0.15)
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msg = "There's just a tiny bit left of what it used to be, you're not sure it'll last much longer."
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if(0.15 to 0.30)
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msg = "It's dissolved quite a bit, but there's still some life to it."
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if(0.30 to 0.50)
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msg = "It's past its prime, but it's definitely still good."
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if(0.50 to 0.75)
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msg = "It's started to get a little smaller than it used to be, but it'll definitely still last for a while."
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else
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msg = "It's seen some light use, but it's still pretty fresh."
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. += span_notice("[msg]")
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/obj/item/soap/homemade
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desc = "A homemade bar of soap. Smells of... well...."
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grind_results = list(/datum/reagent/liquidgibs = 9, /datum/reagent/lye = 9)
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icon_state = "soapgibs"
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cleanspeed = 3 SECONDS // faster than base soap to reward chemists for going to the effort
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/obj/item/soap/nanotrasen
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desc = "A heavy duty bar of Nanotrasen brand soap. Smells of plasma."
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grind_results = list(/datum/reagent/toxin/plasma = 10, /datum/reagent/lye = 10)
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icon_state = "soapnt"
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cleanspeed = 2.8 SECONDS //janitor gets this
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uses = 300
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/obj/item/soap/nanotrasen/cyborg
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/obj/item/soap/deluxe
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desc = "A deluxe Waffle Co. brand bar of soap. Smells of high-class luxury."
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grind_results = list(/datum/reagent/consumable/aloejuice = 10, /datum/reagent/lye = 10)
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icon_state = "soapdeluxe"
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cleanspeed = 2 SECONDS //captain gets one of these
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/obj/item/soap/syndie
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desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
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grind_results = list(/datum/reagent/toxin/acid = 10, /datum/reagent/lye = 10)
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icon_state = "soapsyndie"
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cleanspeed = 0.5 SECONDS //faster than mops so it's useful for traitors who want to clean crime scenes
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/obj/item/soap/omega
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name = "\improper Omega soap"
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desc = "The most advanced soap known to mankind. The beginning of the end for germs."
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grind_results = list(/datum/reagent/consumable/potato_juice = 9, /datum/reagent/consumable/ethanol/lizardwine = 9, /datum/reagent/monkey_powder = 9, /datum/reagent/drug/krokodil = 9, /datum/reagent/toxin/acid/nitracid = 9, /datum/reagent/baldium = 9, /datum/reagent/consumable/ethanol/hooch = 9, /datum/reagent/bluespace = 9, /datum/reagent/drug/pumpup = 9, /datum/reagent/consumable/space_cola = 9)
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icon_state = "soapomega"
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cleanspeed = 0.3 SECONDS //Only the truest of mind soul and body get one of these
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uses = 800 //In the Greek numeric system, Omega has a value of 800
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/obj/item/soap/omega/suicide_act(mob/user)
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user.visible_message(span_suicide("[user] is using [src] to scrub themselves from the timeline! It looks like [user.p_theyre()] trying to commit suicide!"))
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new /obj/structure/chrono_field(user.loc, user)
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return MANUAL_SUICIDE
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/obj/item/paper/fluff/stations/soap
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name = "ancient janitorial poem"
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desc = "An old paper that has passed many hands."
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info = "The legend of the omega soap</B><BR><BR> Essence of <B>potato</B>. Juice, not grind.<BR><BR> A <B>lizard's</B> tail, turned into <B>wine</B>.<BR><BR> <B>powder of monkey</B>, to help the workload.<BR><BR> Some <B>Krokodil</B>, because meth would explode.<BR><BR> <B>Nitric acid</B> and <B>Baldium</B>, for organic dissolving.<BR><BR> A cup filled with <B>Hooch</B>, for sinful absolving<BR><BR> Some <B>Bluespace Dust</B>, for removal of stains.<BR><BR> A syringe full of <B>Pump-up</B>, it's security's bane.<BR><BR> Add a can of <B>Space Cola</B>, because we've been paid.<BR><BR> <B>Heat</B> as hot as you can, let the soap be your blade.<BR><BR> <B>Ten units of each reagent create a soap that could topple all others.</B>"
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/obj/item/soap/suicide_act(mob/user)
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user.say(";FFFFFFFFFFFFFFFFUUUUUUUDGE!!", forced="soap suicide")
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user.visible_message(span_suicide("[user] lifts [src] to [user.p_their()] mouth and gnaws on it furiously, producing a thick froth! [user.p_they(TRUE)]'ll never get that BB gun now!"))
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new /obj/effect/particle_effect/foam(loc)
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return (TOXLOSS)
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/**
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* Decrease the number of uses the bar of soap has.
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*
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* The higher the cleaning skill, the less likely the soap will lose a use.
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* Arguments
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* * user - The mob that is using the soap to clean.
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*/
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/obj/item/soap/proc/decreaseUses(mob/user)
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var/skillcheck = 1
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if(user?.mind)
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skillcheck = user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)
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if(prob(skillcheck*100)) //higher level = more uses assuming RNG is nice
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uses--
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if(uses <= 0)
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noUses(user)
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/obj/item/soap/proc/noUses(mob/user)
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to_chat(user, span_warning("[src] crumbles into tiny bits!"))
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qdel(src)
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/obj/item/soap/nanotrasen/cyborg/noUses(mob/user)
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to_chat(user, span_warning("The soap has ran out of chemicals"))
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/obj/item/soap/afterattack(atom/target, mob/user, proximity)
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. = ..()
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if(!proximity || !check_allowed_items(target))
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return
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var/clean_speedies = 1 * cleanspeed
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if(user.mind)
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clean_speedies = cleanspeed * min(user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)+0.1,1) //less scaling for soapies
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//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
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//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
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if(user.client && ((target in user.client.screen) && !user.is_holding(target)))
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to_chat(user, span_warning("You need to take that [target.name] off before cleaning it!"))
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else if(istype(target, /obj/effect/decal/cleanable))
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user.visible_message(span_notice("[user] begins to scrub \the [target.name] out with [src]."), span_warning("You begin to scrub \the [target.name] out with [src]..."))
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if(do_after(user, clean_speedies, target = target))
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to_chat(user, span_notice("You scrub \the [target.name] out."))
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var/obj/effect/decal/cleanable/cleanies = target
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user.mind?.adjust_experience(/datum/skill/cleaning, max(round(cleanies.beauty/CLEAN_SKILL_BEAUTY_ADJUSTMENT),0)) //again, intentional that this does NOT round but mops do.
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qdel(target)
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decreaseUses(user)
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else if(ishuman(target) && user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
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var/mob/living/carbon/human/human_user = user
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user.visible_message(span_warning("\the [user] washes \the [target]'s mouth out with [src.name]!"), span_notice("You wash \the [target]'s mouth out with [src.name]!")) //washes mouth out with soap sounds better than 'the soap' here if(user.zone_selected == "mouth")
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if(human_user.lip_style)
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user.mind?.adjust_experience(/datum/skill/cleaning, CLEAN_SKILL_GENERIC_WASH_XP)
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human_user.update_lips(null)
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decreaseUses(user)
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return
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else if(istype(target, /obj/structure/window))
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user.visible_message(span_notice("[user] begins to clean \the [target.name] with [src]..."), span_notice("You begin to clean \the [target.name] with [src]..."))
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if(do_after(user, clean_speedies, target = target))
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to_chat(user, span_notice("You clean \the [target.name]."))
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target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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target.set_opacity(initial(target.opacity))
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var/obj/structure/window/our_window = target
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if(our_window.bloodied)
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for(var/obj/effect/decal/cleanable/blood/iter_blood in our_window)
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our_window.vis_contents -= iter_blood
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qdel(iter_blood)
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our_window.bloodied = FALSE
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user.mind?.adjust_experience(/datum/skill/cleaning, CLEAN_SKILL_GENERIC_WASH_XP)
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decreaseUses(user)
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else
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user.visible_message(span_notice("[user] begins to clean \the [target.name] with [src]..."), span_notice("You begin to clean \the [target.name] with [src]..."))
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if(do_after(user, clean_speedies, target = target))
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to_chat(user, span_notice("You clean \the [target.name]."))
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if(user && isturf(target))
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for(var/obj/effect/decal/cleanable/cleanable_decal in target)
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user.mind?.adjust_experience(/datum/skill/cleaning, round(cleanable_decal.beauty / CLEAN_SKILL_BEAUTY_ADJUSTMENT))
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target.wash(CLEAN_SCRUB)
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target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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user.mind?.adjust_experience(/datum/skill/cleaning, CLEAN_SKILL_GENERIC_WASH_XP)
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decreaseUses(user)
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return
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/obj/item/soap/nanotrasen/cyborg/afterattack(atom/target, mob/user, proximity)
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if(uses <= 0)
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to_chat(user, span_warning("No good, you need to recharge!"))
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return
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. = ..()
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/*
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* Bike Horns
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*/
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/obj/item/bikehorn
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name = "bike horn"
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desc = "A horn off of a bicycle. Rumour has it that they're made from recycled clowns."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "bike_horn"
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inhand_icon_state = "bike_horn"
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worn_icon_state = "horn"
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lefthand_file = 'icons/mob/inhands/equipment/horns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/horns_righthand.dmi'
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throwforce = 0
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hitsound = null //To prevent tap.ogg playing, as the item lacks of force
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w_class = WEIGHT_CLASS_TINY
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slot_flags = ITEM_SLOT_BACK|ITEM_SLOT_BELT
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throw_speed = 3
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throw_range = 7
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attack_verb_continuous = list("HONKS")
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attack_verb_simple = list("HONK")
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///sound file given to the squeaky component we make in Initialize() so sub-types can specify their own sound
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var/sound_file = 'sound/items/bikehorn.ogg'
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/obj/item/bikehorn/Initialize(mapload)
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. = ..()
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var/list/sound_list = list()
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sound_list[sound_file] = 1
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AddComponent(/datum/component/squeak, sound_list, 50, falloff_exponent = 20)
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/obj/item/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
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if(user != M && ishuman(user))
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var/mob/living/carbon/human/H = user
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if (HAS_TRAIT(H, TRAIT_CLUMSY)) //only clowns can unlock its true powers
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "honk", /datum/mood_event/honk)
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return ..()
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/obj/item/bikehorn/suicide_act(mob/user)
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user.visible_message(span_suicide("[user] solemnly points [src] at [user.p_their()] temple! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
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return (BRUTELOSS)
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//air horn
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/obj/item/bikehorn/airhorn
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name = "air horn"
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desc = "Damn son, where'd you find this?"
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icon_state = "air_horn"
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worn_icon_state = "horn_air"
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sound_file = 'sound/items/airhorn2.ogg'
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//golden bikehorn
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/obj/item/bikehorn/golden
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name = "golden bike horn"
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desc = "Golden? Clearly, it's made with bananium! Honk!"
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icon_state = "gold_horn"
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inhand_icon_state = "gold_horn"
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worn_icon_state = "horn_gold"
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COOLDOWN_DECLARE(golden_horn_cooldown)
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/obj/item/bikehorn/golden/attack()
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flip_mobs()
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return ..()
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/obj/item/bikehorn/golden/attack_self(mob/user)
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flip_mobs()
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..()
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/obj/item/bikehorn/golden/proc/flip_mobs(mob/living/carbon/M, mob/user)
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if(!COOLDOWN_FINISHED(src, golden_horn_cooldown))
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return
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var/turf/T = get_turf(src)
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for(M in ohearers(7, T))
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if(M.can_hear())
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M.emote("flip")
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COOLDOWN_START(src, golden_horn_cooldown, 1 SECONDS)
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//canned laughter
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/obj/item/reagent_containers/food/drinks/soda_cans/canned_laughter
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name = "Canned Laughter"
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desc = "Just looking at this makes you want to giggle."
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icon_state = "laughter"
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list_reagents = list(/datum/reagent/consumable/laughter = 50)
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