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Bubberstation/code/datums/components/cleaner.dm
SkyratBot e7891343ca [MIRROR] Adds soap/mop/rag/cleanbot cleaning animation [MDB IGNORE] (#14946)
* Adds soap/mop/rag/cleanbot cleaning animation (#68069)

* Adds soap/mop/rag/cleanbot cleaning animation

Co-authored-by: kawoppi <94711066+kawoppi@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-07-17 23:05:56 +00:00

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GLOBAL_DATUM_INIT(cleaning_bubbles_lower, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, GAME_PLANE)) //displays at the top of floor tiles, but under mobs
GLOBAL_DATUM_INIT(cleaning_bubbles_higher, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "bubbles", FLOOR_CLEAN_LAYER, ABOVE_GAME_PLANE)) //displays above mobs
/**
* Component that can be used to clean things.
* Takes care of duration, cleaning skill and special cleaning interactions.
* A callback can be set by the datum holding the cleaner to add custom functionality.
* Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
*/
/datum/component/cleaner
/// The time it takes to clean something, without reductions from the cleaning skill modifier.
var/base_cleaning_duration
/// Offsets the cleaning duration modifier that you get from your cleaning skill, the duration won't be modified to be more than the base duration.
var/skill_duration_modifier_offset
/// Determines what this cleaner can wash off, [the available options are found here](code/__DEFINES/cleaning.html).
var/cleaning_strength
/// Gets called when something is successfully cleaned.
var/datum/callback/on_cleaned_callback
/datum/component/cleaner/Initialize(
base_cleaning_duration = 3 SECONDS,
skill_duration_modifier_offset = 0,
cleaning_strength = CLEAN_SCRUB,
datum/callback/on_cleaned_callback = null,
)
src.base_cleaning_duration = base_cleaning_duration
src.skill_duration_modifier_offset = skill_duration_modifier_offset
src.cleaning_strength = cleaning_strength
src.on_cleaned_callback = on_cleaned_callback
/datum/component/cleaner/Destroy(force, silent)
if(on_cleaned_callback)
QDEL_NULL(on_cleaned_callback)
return ..()
/datum/component/cleaner/RegisterWithParent()
RegisterSignal(parent, COMSIG_START_CLEANING, .proc/on_start_cleaning)
/datum/component/cleaner/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_START_CLEANING)
/**
* Handles the COMSIG_START_CLEANING signal by calling the clean proc.
*
* Arguments
* * source the datum that sent the signal to start cleaning
* * target the thing being cleaned
* * user the person doing the cleaning
* * clean_target set this to false if the target should not be washed and if experience should not be awarded to the user
*/
/datum/component/cleaner/proc/on_start_cleaning(datum/source, atom/target, mob/living/user, clean_target)
SIGNAL_HANDLER
INVOKE_ASYNC(src, .proc/clean, source, target, user, clean_target) //signal handlers can't have do_afters inside of them
/**
* Cleans something using this cleaner.
* The cleaning duration is modified by the cleaning skill of the user.
* Successfully cleaning gives cleaning experience to the user and invokes the on_cleaned_callback.
*
* Arguments
* * source the datum that sent the signal to start cleaning
* * target the thing being cleaned
* * user the person doing the cleaning
* * clean_target set this to false if the target should not be washed and if experience should not be awarded to the user
*/
/datum/component/cleaner/proc/clean(datum/source, atom/target, mob/living/user, clean_target = TRUE)
//add the cleaning overlay
var/already_cleaning = HAS_TRAIT(target, CURRENTLY_CLEANING) //tracks if atom had the cleaning trait when you started cleaning
if(!already_cleaning) //add the trait and overlay
ADD_TRAIT(target, CURRENTLY_CLEANING, src)
if(target.plane > GLOB.cleaning_bubbles_lower.plane) //check if the higher overlay is necessary
target.add_overlay(GLOB.cleaning_bubbles_higher)
else if(target.plane == GLOB.cleaning_bubbles_lower.plane)
if(target.layer > GLOB.cleaning_bubbles_lower.layer)
target.add_overlay(GLOB.cleaning_bubbles_higher)
else
target.add_overlay(GLOB.cleaning_bubbles_lower)
else //(target.plane < GLOB.cleaning_bubbles_lower.plane)
target.add_overlay(GLOB.cleaning_bubbles_lower)
//set the cleaning duration
var/cleaning_duration = base_cleaning_duration
if(user.mind) //higher cleaning skill can make the duration shorter
//offsets the multiplier you get from cleaning skill, but doesn't allow the duration to be longer than the base duration
cleaning_duration = cleaning_duration * min(user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)+skill_duration_modifier_offset,1)
//do the cleaning
user.visible_message(span_notice("[user] starts to clean [target]!"), span_notice("You start to clean [target]..."))
if(do_after(user, cleaning_duration, target = target))
user.visible_message(span_notice("[user] finishes cleaning [target]!"), span_notice("You finish cleaning [target]."))
if(clean_target)
if(isturf(target)) //cleaning the floor and every bit of filth on top of it
for(var/obj/effect/decal/cleanable/cleanable_decal in target) //it's important to do this before you wash all of the cleanables off
user.mind?.adjust_experience(/datum/skill/cleaning, round(cleanable_decal.beauty / CLEAN_SKILL_BEAUTY_ADJUSTMENT))
else if(istype(target, /obj/structure/window)) //window cleaning
target.set_opacity(initial(target.opacity))
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
var/obj/structure/window/window = target
if(window.bloodied)
for(var/obj/effect/decal/cleanable/blood/iter_blood in window)
window.vis_contents -= iter_blood
qdel(iter_blood)
window.bloodied = FALSE
user.mind?.adjust_experience(/datum/skill/cleaning, round(CLEAN_SKILL_GENERIC_WASH_XP))
target.wash(cleaning_strength)
on_cleaned_callback?.Invoke(source, target, user, clean_target)
//remove the cleaning overlay
if(!already_cleaning)
target.cut_overlay(GLOB.cleaning_bubbles_lower)
target.cut_overlay(GLOB.cleaning_bubbles_higher)
REMOVE_TRAIT(target, CURRENTLY_CLEANING, src)