Files
Bubberstation/code/game/objects/items/extinguisher.dm
grungussuss c0d6c6a276 Reagent containers liquid sloshing (#87111)
## 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
/🆑
2024-10-10 15:22:08 +02:00

342 lines
12 KiB
Plaintext

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