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## About The Pull Request https://github.com/user-attachments/assets/31605046-0b95-49ca-be62-a2baa517436d https://github.com/user-attachments/assets/4f870d3f-e2ce-4414-a8ce-428d8172a516 ## Why It's Good For The Game feedback for if there is a liquid inside, especially for fire extinguishers ## Changelog 🆑 grungussuss sound: reagent containers now make sounds if there is liquid in them when picked up or dropped sound: fire extinguishers now make sounds when dropped or picked up /🆑
342 lines
12 KiB
Plaintext
342 lines
12 KiB
Plaintext
/obj/item/extinguisher
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name = "fire extinguisher"
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desc = "A traditional red fire extinguisher."
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icon = 'icons/obj/tools.dmi'
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icon_state = "fire_extinguisher0"
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worn_icon_state = "fire_extinguisher"
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inhand_icon_state = "fire_extinguisher"
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hitsound = 'sound/items/weapons/smash.ogg'
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pickup_sound = 'sound/items/handling/gas_tank/gas_tank_pick_up.ogg'
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drop_sound = 'sound/items/handling/gas_tank/gas_tank_drop.ogg'
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obj_flags = CONDUCTS_ELECTRICITY
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throwforce = 10
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 2
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throw_range = 7
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force = 10
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demolition_mod = 1.25
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.9)
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attack_verb_continuous = list("slams", "whacks", "bashes", "thunks", "batters", "bludgeons", "thrashes")
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attack_verb_simple = list("slam", "whack", "bash", "thunk", "batter", "bludgeon", "thrash")
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dog_fashion = /datum/dog_fashion/back
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resistance_flags = FIRE_PROOF
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interaction_flags_click = NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING
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/// The max amount of water this extinguisher can hold.
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var/max_water = 50
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/// Does the welder extinguisher start with water.
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var/starting_water = TRUE
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/// Cooldown between uses.
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var/last_use = 1
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/// Chem we use for our extinguishing.
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var/chem = /datum/reagent/water
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/// Can we actually fire currently?
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var/safety = TRUE
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/// Can we refill this at a water tank?
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var/refilling = FALSE
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/// What tank we need to refill this.
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var/tanktypes = list(
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/obj/structure/reagent_dispensers/watertank,
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/obj/structure/reagent_dispensers/plumbed,
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/obj/structure/reagent_dispensers/water_cooler,
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)
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/// something that should be replaced with base_icon_state
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var/sprite_name = "fire_extinguisher"
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/// Maximum distance launched water will travel.
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var/power = 5
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/// By default, turfs picked from a spray are random, set to TRUE to make it always have at least one water effect per row.
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var/precision = FALSE
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/// Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled.
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var/cooling_power = 2
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/// Icon state when inside a tank holder.
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var/tank_holder_icon_state = "holder_extinguisher"
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///The sound a fire extinguisher makes when picked up, dropped if there is liquid inside.
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var/fire_extinguisher_reagent_sloshing_sound = SFX_DEFAULT_LIQUID_SLOSH
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/obj/item/extinguisher/Initialize(mapload)
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. = ..()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/ghettojetpack)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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register_context()
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/obj/item/extinguisher/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(held_item != src)
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return
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context[SCREENTIP_CONTEXT_LMB] = "Engage nozzle"
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Empty"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/extinguisher/dropped(mob/user, silent)
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. = ..()
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if(fire_extinguisher_reagent_sloshing_sound && reagents.total_volume > 0)
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playsound(src, fire_extinguisher_reagent_sloshing_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)
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/obj/item/extinguisher/equipped(mob/user, slot, initial = FALSE)
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. = ..()
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if((slot & ITEM_SLOT_HANDS) && fire_extinguisher_reagent_sloshing_sound && reagents.total_volume > 0)
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playsound(src, fire_extinguisher_reagent_sloshing_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)
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/obj/item/extinguisher/empty
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starting_water = FALSE
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/obj/item/extinguisher/mini
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name = "pocket fire extinguisher"
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desc = "A light and compact fibreglass-framed model fire extinguisher."
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icon_state = "miniFE0"
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worn_icon_state = "miniFE"
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inhand_icon_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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obj_flags = NONE //doesn't conduct electricity
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throwforce = 2
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT* 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4)
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max_water = 30
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sprite_name = "miniFE"
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dog_fashion = null
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/obj/item/extinguisher/mini/empty
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starting_water = FALSE
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/obj/item/extinguisher/crafted
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name = "Improvised cooling spray"
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desc = "Spraycan turned coolant dispenser. Can be sprayed on containers to cool them. Refill using water."
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icon_state = "coolant0"
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worn_icon_state = "miniFE"
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inhand_icon_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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obj_flags = NONE //doesn't conduct electricity
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throwforce = 1
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4)
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max_water = 30
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sprite_name = "coolant"
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dog_fashion = null
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cooling_power = 1.5
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power = 3
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/obj/item/extinguisher/crafted/attack_self(mob/user)
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safety = !safety
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icon_state = "[sprite_name][!safety]"
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to_chat(user, "[safety ? "You remove the straw and put it on the side of the cool canister" : "You insert the straw, readying it for use"].")
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/obj/item/extinguisher/proc/refill()
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if(!chem)
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return
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create_reagents(max_water, AMOUNT_VISIBLE)
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reagents.add_reagent(chem, max_water)
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/obj/item/extinguisher/Initialize(mapload)
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. = ..()
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if(tank_holder_icon_state)
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AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
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if(starting_water)
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refill()
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else if(chem)
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create_reagents(max_water, AMOUNT_VISIBLE)
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/obj/item/extinguisher/advanced
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name = "advanced fire extinguisher"
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desc = "Used to stop thermonuclear fires from spreading inside your engine."
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icon_state = "foam_extinguisher0"
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worn_icon_state = "foam_extinguisher"
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inhand_icon_state = "foam_extinguisher"
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tank_holder_icon_state = "holder_foam_extinguisher"
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dog_fashion = null
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chem = /datum/reagent/firefighting_foam
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tanktypes = list(
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/obj/structure/reagent_dispensers/foamtank,
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/obj/structure/reagent_dispensers/plumbed,
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)
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sprite_name = "foam_extinguisher"
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precision = TRUE
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max_water = 100
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/obj/item/extinguisher/advanced/empty
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starting_water = FALSE
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/obj/item/extinguisher/suicide_act(mob/living/carbon/user)
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if (!safety && (reagents.total_volume >= 1))
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user.visible_message(span_suicide("[user] puts the nozzle to [user.p_their()] mouth. It looks like [user.p_theyre()] trying to extinguish the spark of life!"))
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interact_with_atom(user, user)
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return OXYLOSS
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else if (safety && (reagents.total_volume >= 1))
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user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... The safety's still on!"))
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return SHAME
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else
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user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... [src] is empty!"))
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return SHAME
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/obj/item/extinguisher/attack_self(mob/user)
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safety = !safety
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src.icon_state = "[sprite_name][!safety]"
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balloon_alert(user, "safety [safety ? "on" : "off"]")
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return
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/obj/item/extinguisher/attack(mob/M, mob/living/user)
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if(!user.combat_mode && !safety) //If we're on help intent and going to spray people, don't bash them.
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/attack_atom(obj/O, mob/living/user, params)
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if(AttemptRefill(O, user))
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refilling = TRUE
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/examine(mob/user)
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. = ..()
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. += "The safety is [safety ? "on" : "off"]."
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if(reagents.total_volume)
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. += span_notice("Alt-click to empty it.")
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/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
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if(is_type_in_list(target, tanktypes) && target.Adjacent(user))
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if(reagents.total_volume == reagents.maximum_volume)
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balloon_alert(user, "already full!")
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return TRUE
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// Make sure we're refilling with the proper chem.
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if(!(target.reagents.has_reagent(chem, check_subtypes = TRUE)))
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balloon_alert(user, "can't refill with this liquid!")
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return TRUE
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var/obj/structure/reagent_dispensers/W = target //will it work?
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var/transferred = W.reagents.trans_to(src, max_water, transferred_by = user)
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if(transferred > 0)
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to_chat(user, span_notice("\The [src] has been refilled by [transferred] units."))
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playsound(src.loc, 'sound/effects/refill.ogg', 50, TRUE, -6)
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for(var/datum/reagent/water/R in reagents.reagent_list)
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R.cooling_temperature = cooling_power
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else
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to_chat(user, span_warning("\The [W] is empty!"))
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return TRUE
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else
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return FALSE
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/obj/item/extinguisher/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(interacting_with.loc == user)
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return NONE
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// Always skip interaction if it's a bag or table (that's not on fire)
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if(!(interacting_with.resistance_flags & ON_FIRE) && HAS_TRAIT(interacting_with, TRAIT_COMBAT_MODE_SKIP_INTERACTION))
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return NONE
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return ranged_interact_with_atom(interacting_with, user, modifiers)
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/obj/item/extinguisher/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(refilling)
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refilling = FALSE
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return NONE
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if(safety)
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return NONE
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if (src.reagents.total_volume < 1)
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balloon_alert(user, "it's empty!")
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return .
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if (world.time < src.last_use + 12)
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return .
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src.last_use = world.time
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playsound(src.loc, 'sound/effects/extinguish.ogg', 75, TRUE, -3)
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var/direction = get_dir(src,interacting_with)
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if(user.buckled && isobj(user.buckled) && !user.buckled.anchored)
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var/obj/B = user.buckled
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var/movementdirection = REVERSE_DIR(direction)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/item/extinguisher, move_chair), B, movementdirection), 0.1 SECONDS)
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else
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user.newtonian_move(dir2angle(REVERSE_DIR(direction)))
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//Get all the turfs that can be shot at
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var/turf/T = get_turf(interacting_with)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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if(precision)
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var/turf/T3 = get_step(T1, turn(direction, 90))
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var/turf/T4 = get_step(T2,turn(direction, -90))
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the_targets.Add(T3,T4)
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var/list/water_particles = list()
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for(var/a in 1 to 5)
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var/obj/effect/particle_effect/water/extinguisher/water = new /obj/effect/particle_effect/water/extinguisher(get_turf(src))
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var/my_target = pick(the_targets)
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water_particles[water] = my_target
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// If precise, remove turf from targets so it won't be picked more than once
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if(precision)
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the_targets -= my_target
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var/datum/reagents/water_reagents = new /datum/reagents(5)
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water.reagents = water_reagents
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water_reagents.my_atom = water
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reagents.trans_to(water, 1, transferred_by = user)
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//Make em move dat ass, hun
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move_particles(water_particles)
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return ITEM_INTERACT_SKIP_TO_ATTACK // You can smack while spraying
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//Particle movement loop
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/obj/item/extinguisher/proc/move_particles(list/particles)
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var/delay = 2
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// Second loop: Get all the water particles and make them move to their target
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for(var/obj/effect/particle_effect/water/extinguisher/water as anything in particles)
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water.move_at(particles[water], delay, power)
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//Chair movement loop
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/obj/item/extinguisher/proc/move_chair(obj/buckled_object, movementdirection)
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var/datum/move_loop/loop = GLOB.move_manager.move(buckled_object, movementdirection, 1, timeout = 9, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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//This means the chair slowing down is dependant on the extinguisher existing, which is weird
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//Couldn't figure out a better way though
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(manage_chair_speed))
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/obj/item/extinguisher/proc/manage_chair_speed(datum/move_loop/move/source)
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SIGNAL_HANDLER
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switch(source.lifetime)
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if(4 to 5)
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source.delay = 2
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if(1 to 3)
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source.delay = 3
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/obj/item/extinguisher/click_alt(mob/user)
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if(!user.is_holding(src))
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to_chat(user, span_notice("You must be holding the [src] in your hands do this!"))
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return CLICK_ACTION_BLOCKING
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EmptyExtinguisher(user)
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return CLICK_ACTION_SUCCESS
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/obj/item/extinguisher/proc/EmptyExtinguisher(mob/user)
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if(loc == user && reagents.total_volume)
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reagents.expose(user.loc, TOUCH)
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reagents.clear_reagents()
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user.visible_message(span_notice("[user] empties out \the [src] onto the floor using the release valve."), span_info("You quietly empty out \the [src] using its release valve."))
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//firebot assembly
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/obj/item/extinguisher/attackby(obj/O, mob/user, params)
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if(istype(O, /obj/item/bodypart/arm/left/robot) || istype(O, /obj/item/bodypart/arm/right/robot))
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to_chat(user, span_notice("You add [O] to [src]."))
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qdel(O)
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qdel(src)
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user.put_in_hands(new /obj/item/bot_assembly/firebot)
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else
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..()
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/obj/item/extinguisher/anti
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name = "fire extender"
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desc = "A traditional red fire extinguisher. Made in Britain... wait, what?"
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chem = /datum/reagent/fuel
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tanktypes = list(
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/obj/structure/reagent_dispensers/fueltank,
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/obj/structure/reagent_dispensers/plumbed
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)
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cooling_power = 0
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