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Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑
176 lines
6.2 KiB
Plaintext
176 lines
6.2 KiB
Plaintext
//Water source, use the type water_source for unlimited water sources like classic sinks.
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/obj/structure/water_source
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name = "Water Source"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "sink"
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desc = "A sink used for washing one's hands and face. This one seems to be infinite!"
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anchored = TRUE
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///Boolean on whether something is currently being washed, preventing multiple people from cleaning at once.
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var/busy = FALSE
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///The reagent that is dispensed from this source, by default it's water.
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var/datum/reagent/dispensedreagent = /datum/reagent/water
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/obj/structure/water_source/Initialize(mapload)
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. = ..()
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create_reagents(INFINITY, NO_REACT)
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reagents.add_reagent(dispensedreagent, INFINITY)
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/obj/structure/water_source/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!iscarbon(user))
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return
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if(!Adjacent(user))
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return
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if(busy)
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to_chat(user, span_warning("Someone's already washing here!"))
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return
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var/selected_area = user.parse_zone_with_bodypart(user.zone_selected)
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var/washing_face = FALSE
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if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES))
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washing_face = TRUE
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user.visible_message(
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span_notice("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]..."),
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span_notice("You start washing your [washing_face ? "face" : "hands"]..."))
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busy = TRUE
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if(!do_after(user, 4 SECONDS, target = src))
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busy = FALSE
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return
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busy = FALSE
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if(washing_face)
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SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH)
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else if(ishuman(user))
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var/mob/living/carbon/human/human_user = user
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if(!human_user.wash_hands(CLEAN_WASH))
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to_chat(user, span_warning("Your hands are covered by something!"))
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return
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else
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user.wash(CLEAN_WASH)
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user.visible_message(
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span_notice("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src]."),
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span_notice("You wash your [washing_face ? "face" : "hands"] using [src]."),
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)
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/obj/structure/water_source/attackby(obj/item/attacking_item, mob/living/user, params)
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if(busy)
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to_chat(user, span_warning("Someone's already washing here!"))
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return
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if(attacking_item.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
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return
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if(is_reagent_container(attacking_item))
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var/obj/item/reagent_containers/container = attacking_item
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if(container.is_refillable())
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if(!container.reagents.holder_full())
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container.reagents.add_reagent(dispensedreagent, min(container.volume - container.reagents.total_volume, container.amount_per_transfer_from_this))
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to_chat(user, span_notice("You fill [container] from [src]."))
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return TRUE
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to_chat(user, span_notice("\The [container] is full."))
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return FALSE
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if(istype(attacking_item, /obj/item/melee/baton/security))
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var/obj/item/melee/baton/security/baton = attacking_item
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if(baton.cell?.charge && baton.active)
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flick("baton_active", src)
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user.Paralyze(baton.knockdown_time)
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user.set_stutter(baton.knockdown_time)
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baton.cell.use(baton.cell_hit_cost)
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user.visible_message(
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span_warning("[user] shocks [user.p_them()]self while attempting to wash the active [baton.name]!"),
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span_userdanger("You unwisely attempt to wash [baton] while it's still on."))
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playsound(src, baton.on_stun_sound, 50, TRUE)
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return
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if(istype(attacking_item, /obj/item/mop))
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attacking_item.reagents.add_reagent(dispensedreagent, 5)
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to_chat(user, span_notice("You wet [attacking_item] in [src]."))
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playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE)
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return
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if(istype(attacking_item, /obj/item/stack/medical/gauze))
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var/obj/item/stack/medical/gauze/G = attacking_item
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new /obj/item/reagent_containers/cup/rag(loc)
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to_chat(user, span_notice("You tear off a strip of gauze and make a rag."))
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G.use(1)
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return
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if(istype(attacking_item, /obj/item/stack/sheet/cloth))
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var/obj/item/stack/sheet/cloth/cloth = attacking_item
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new /obj/item/reagent_containers/cup/rag(loc)
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to_chat(user, span_notice("You tear off a strip of cloth and make a rag."))
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cloth.use(1)
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return
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if(istype(attacking_item, /obj/item/stack/ore/glass))
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new /obj/item/stack/sheet/sandblock(loc)
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to_chat(user, span_notice("You wet the sand and form it into a block."))
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attacking_item.use(1)
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return
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if(!user.combat_mode || (attacking_item.item_flags & NOBLUDGEON))
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to_chat(user, span_notice("You start washing [attacking_item]..."))
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busy = TRUE
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if(!do_after(user, 4 SECONDS, target = src))
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busy = FALSE
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return TRUE
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busy = FALSE
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attacking_item.wash(CLEAN_WASH)
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reagents.expose(attacking_item, TOUCH, 5 / max(reagents.total_volume, 5))
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user.visible_message(
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span_notice("[user] washes [attacking_item] using [src]."),
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span_notice("You wash [attacking_item] using [src]."))
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return TRUE
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return ..()
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/obj/structure/water_source/puddle //splishy splashy ^_^
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name = "puddle"
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desc = "A puddle used for washing one's hands and face."
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icon_state = "puddle"
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base_icon_state = "puddle"
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resistance_flags = UNACIDABLE
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/obj/structure/water_source/puddle/Initialize(mapload)
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. = ..()
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register_context()
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/obj/structure/water_source/puddle/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_RMB] = "Scoop Tadpoles"
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/structure/water_source/puddle/attack_hand(mob/user, list/modifiers)
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icon_state = "[base_icon_state]-splash"
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. = ..()
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icon_state = base_icon_state
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/obj/structure/water_source/puddle/attackby(obj/item/attacking_item, mob/user, params)
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icon_state = "[base_icon_state]-splash"
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. = ..()
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icon_state = base_icon_state
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/obj/structure/water_source/puddle/attack_hand_secondary(mob/living/carbon/human/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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if(DOING_INTERACTION_WITH_TARGET(user, src))
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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icon_state = "[base_icon_state]-splash"
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balloon_alert(user, "scooping tadpoles...")
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if(do_after(user, 5 SECONDS, src))
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playsound(loc, 'sound/effects/slosh.ogg', 15, TRUE)
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balloon_alert(user, "got a tadpole")
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var/obj/item/fish/tadpole/tadpole = new(loc)
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tadpole.randomize_size_and_weight()
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user.put_in_hands(tadpole)
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icon_state = base_icon_state
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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