mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-02-04 05:18:12 +00:00
🆑 tweak: Ducts can now be hidden under tiles code: tile hiding is now an element and way cooler and sexier /🆑 Ducts can now be hidden under tiles Plumbing machinery connects can now be hidden aswell Plumbing can now also be properly mapped in without breaking anything Plumbing component now uses the normal overlay systeem instead of being a weird exception You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
329 lines
11 KiB
Plaintext
329 lines
11 KiB
Plaintext
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/obj
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animate_movement = SLIDE_STEPS
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speech_span = SPAN_ROBOT
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var/obj_flags = CAN_BE_HIT
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var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.
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var/damtype = BRUTE
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var/force = 0
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var/datum/armor/armor
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var/obj_integrity //defaults to max_integrity
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the obj breaks. 0.5 being 50%
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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var/acid_level = 0 //how much acid is on that obj
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var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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var/current_skin //Has the item been reskinned?
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var/list/unique_reskin //List of options to reskin.
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// Access levels, used in modules\jobs\access.dm
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var/list/req_access
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var/req_access_txt = "0"
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var/list/req_one_access
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var/req_one_access_txt = "0"
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var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
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var/drag_slowdown // Amont of multiplicative slowdown applied if pulled. >1 makes you slower, <1 makes you faster.
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vis_flags = VIS_INHERIT_PLANE //when this be added to vis_contents of something it inherit something.plane, important for visualisation of obj in openspace.
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/obj/vv_edit_var(vname, vval)
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switch(vname)
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if("anchored")
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setAnchored(vval)
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return TRUE
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if("obj_flags")
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if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
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return FALSE
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if("control_object")
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var/obj/O = vval
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if(istype(O) && (O.obj_flags & DANGEROUS_POSSESSION))
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return FALSE
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return ..()
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/obj/Initialize()
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if (islist(armor))
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armor = getArmor(arglist(armor))
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else if (!armor)
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armor = getArmor()
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else if (!istype(armor, /datum/armor))
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stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
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if(obj_integrity == null)
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obj_integrity = max_integrity
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. = ..() //Do this after, else mat datums is mad.
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if (set_obj_flags)
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var/flagslist = splittext(set_obj_flags,";")
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var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
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for (var/flag in flagslist)
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if(flag[1] == "!")
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flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
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obj_flags &= ~string_to_objflag[flag]
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else
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obj_flags |= string_to_objflag[flag]
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if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
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var/turf/T = loc
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T.add_blueprints_preround(src)
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/obj/Destroy(force=FALSE)
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if(!ismachinery(src))
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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SStgui.close_uis(src)
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. = ..()
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/obj/proc/setAnchored(anchorvalue)
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SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
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anchored = anchorvalue
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/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE)
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..()
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if(obj_flags & FROZEN)
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visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
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qdel(src)
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request>0)
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var/datum/gas_mixture/environment = return_air()
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var/breath_percentage = BREATH_VOLUME / environment.return_volume()
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return remove_air(environment.total_moles() * breath_percentage)
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else
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return null
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/obj/proc/updateUsrDialog()
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if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
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var/is_in_use = FALSE
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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ui_interact(M)
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if(issilicon(usr) || IsAdminGhost(usr))
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if (!(usr in nearby))
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if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = TRUE
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ui_interact(usr)
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// check for TK users
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if(ishuman(usr))
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var/mob/living/carbon/human/H = usr
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if(!(usr in nearby))
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if(usr.client && usr.machine==src)
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if(H.dna.check_mutation(TK))
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is_in_use = TRUE
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ui_interact(usr)
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if (is_in_use)
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obj_flags |= IN_USE
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else
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obj_flags &= ~IN_USE
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/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
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// Check that people are actually using the machine. If not, don't update anymore.
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if(obj_flags & IN_USE)
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var/is_in_use = FALSE
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if(update_viewers)
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for(var/mob/M in viewers(1, src))
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if ((M.client && M.machine == src))
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is_in_use = TRUE
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src.interact(M)
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var/ai_in_use = FALSE
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if(update_ais)
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ai_in_use = AutoUpdateAI(src)
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if(update_viewers && update_ais) //State change is sure only if we check both
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if(!ai_in_use && !is_in_use)
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obj_flags &= ~IN_USE
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/obj/attack_ghost(mob/user)
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. = ..()
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if(.)
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return
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ui_interact(user)
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/obj/proc/container_resist(mob/living/user)
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return
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/mob/proc/unset_machine()
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if(machine)
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machine.on_unset_machine(src)
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machine = null
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//called when the user unsets the machine.
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/atom/movable/proc/on_unset_machine(mob/user)
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return
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/mob/proc/set_machine(obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.obj_flags |= IN_USE
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/singularity_pull(S, current_size)
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..()
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src,S)
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/obj/get_dumping_location(datum/component/storage/source,mob/user)
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return get_turf(src)
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/obj/proc/CanAStarPass()
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. = !density
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/obj/proc/check_uplink_validity()
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return 1
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/obj/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---")
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VV_DROPDOWN_OPTION(VV_HK_MASS_DEL_TYPE, "Delete all of type")
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VV_DROPDOWN_OPTION(VV_HK_OSAY, "Object Say")
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VV_DROPDOWN_OPTION(VV_HK_ARMOR_MOD, "Modify armor values")
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/obj/vv_do_topic(list/href_list)
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if(!(. = ..()))
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return
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if(href_list[VV_HK_OSAY])
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if(check_rights(R_FUN, FALSE))
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usr.client.object_say(src)
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if(href_list[VV_HK_ARMOR_MOD])
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var/list/pickerlist = list()
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var/list/armorlist = armor.getList()
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for (var/i in armorlist)
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pickerlist += list(list("value" = armorlist[i], "name" = i))
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var/list/result = presentpicker(usr, "Modify armor", "Modify armor: [src]", Button1="Save", Button2 = "Cancel", Timeout=FALSE, inputtype = "text", values = pickerlist)
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if (islist(result))
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if (result["button"] != 2) // If the user pressed the cancel button
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// text2num conveniently returns a null on invalid values
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armor = armor.setRating(melee = text2num(result["values"]["melee"]),\
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bullet = text2num(result["values"]["bullet"]),\
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laser = text2num(result["values"]["laser"]),\
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energy = text2num(result["values"]["energy"]),\
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bomb = text2num(result["values"]["bomb"]),\
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bio = text2num(result["values"]["bio"]),\
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rad = text2num(result["values"]["rad"]),\
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fire = text2num(result["values"]["fire"]),\
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acid = text2num(result["values"]["acid"]))
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log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]")
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message_admins("<span class='notice'>[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]</span>")
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if(href_list[VV_HK_MASS_DEL_TYPE])
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if(check_rights(R_DEBUG|R_SERVER))
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var/action_type = alert("Strict type ([type]) or type and all subtypes?",,"Strict type","Type and subtypes","Cancel")
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if(action_type == "Cancel" || !action_type)
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return
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if(alert("Are you really sure you want to delete all objects of type [type]?",,"Yes","No") != "Yes")
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return
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if(alert("Second confirmation required. Delete?",,"Yes","No") != "Yes")
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return
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var/O_type = type
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switch(action_type)
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if("Strict type")
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var/i = 0
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for(var/obj/Obj in world)
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if(Obj.type == O_type)
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) ")
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message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type [O_type] ([i] objects deleted) </span>")
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if("Type and subtypes")
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var/i = 0
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for(var/obj/Obj in world)
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if(istype(Obj,O_type))
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i++
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qdel(Obj)
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CHECK_TICK
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if(!i)
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to_chat(usr, "No objects of this type exist")
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return
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log_admin("[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) ")
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message_admins("<span class='notice'>[key_name(usr)] deleted all objects of type or subtype of [O_type] ([i] objects deleted) </span>")
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/obj/examine(mob/user)
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. = ..()
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if(obj_flags & UNIQUE_RENAME)
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. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
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if(unique_reskin && !current_skin)
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. += "<span class='notice'>Alt-click it to reskin it.</span>"
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/obj/AltClick(mob/user)
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. = ..()
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if(unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
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reskin_obj(user)
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/obj/proc/reskin_obj(mob/M)
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if(!LAZYLEN(unique_reskin))
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return
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to_chat(M, "<b>Reskin options for [name]:</b>")
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for(var/V in unique_reskin)
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var/output = icon2html(src, M, unique_reskin[V])
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to_chat(M, "[V]: <span class='reallybig'>[output]</span>")
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var/choice = input(M,"Warning, you can only reskin [src] once!","Reskin Object") as null|anything in sortList(unique_reskin)
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if(!QDELETED(src) && choice && !current_skin && !M.incapacitated() && in_range(M,src))
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if(!unique_reskin[choice])
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return
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current_skin = choice
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icon_state = unique_reskin[choice]
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to_chat(M, "[src] is now skinned as '[choice].'")
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/obj/analyzer_act(mob/living/user, obj/item/I)
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if(atmosanalyzer_scan(user, src))
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return TRUE
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return ..()
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/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
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return
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// Should move all contained objects to it's location.
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/obj/proc/dump_contents()
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CRASH("Unimplemented.")
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