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I want to use this behavior on some other things so into a component and element it goes. Gas leaking is handled by a component so it can process whereas the object breaking and causing an explosion is handled by an element. Some minor changes were made so canisters were more consistent in leaking.
287 lines
8.6 KiB
Plaintext
287 lines
8.6 KiB
Plaintext
//wip wip wup
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/obj/structure/mirror
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name = "mirror"
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desc = "Mirror mirror on the wall, who's the most robust of them all?"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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density = FALSE
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anchored = TRUE
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max_integrity = 200
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integrity_failure = 0.5
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/obj/structure/mirror/directional/north
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dir = SOUTH
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pixel_y = 28
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/obj/structure/mirror/directional/south
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dir = NORTH
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pixel_y = -28
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/obj/structure/mirror/directional/east
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dir = WEST
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pixel_x = 28
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/obj/structure/mirror/directional/west
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dir = EAST
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pixel_x = -28
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/obj/structure/mirror/Initialize(mapload)
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. = ..()
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if(icon_state == "mirror_broke" && !broken)
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obj_break(null, mapload)
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/obj/structure/mirror/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(broken || !Adjacent(user))
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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//see code/modules/mob/dead/new_player/preferences.dm at approx line 545 for comments!
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//this is largely copypasted from there.
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//handle facial hair (if necessary)
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if(H.gender != FEMALE)
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var/new_style = input(user, "Select a facial hairstyle", "Grooming") as null|anything in GLOB.facial_hairstyles_list
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return //no tele-grooming
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if(new_style)
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H.facial_hairstyle = new_style
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else
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H.facial_hairstyle = "Shaved"
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//handle normal hair
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var/new_style = input(user, "Select a hairstyle", "Grooming") as null|anything in GLOB.hairstyles_list
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return //no tele-grooming
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if(HAS_TRAIT(H, TRAIT_BALD))
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to_chat(H, "<span class='notice'>If only growing back hair were that easy for you...</span>")
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if(new_style)
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H.hairstyle = new_style
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H.update_hair()
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/obj/structure/mirror/examine_status(mob/user)
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if(broken)
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return list()// no message spam
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return ..()
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/obj/structure/mirror/attacked_by(obj/item/I, mob/living/user)
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if(broken || !istype(user) || !I.force)
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return ..()
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. = ..()
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if(broken) // breaking a mirror truly gets you bad luck!
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to_chat(user, "<span class='warning'>A chill runs down your spine as [src] shatters...</span>")
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user.AddComponent(/datum/component/omen, silent=TRUE) // we have our own message
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/obj/structure/mirror/bullet_act(obj/projectile/P)
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if(broken || !isliving(P.firer) || !P.damage)
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return ..()
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. = ..()
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if(broken) // breaking a mirror truly gets you bad luck!
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var/mob/living/unlucky_dude = P.firer
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to_chat(unlucky_dude, "<span class='warning'>A chill runs down your spine as [src] shatters...</span>")
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unlucky_dude.AddComponent(/datum/component/omen, silent=TRUE) // we have our own message
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/obj/structure/mirror/obj_break(damage_flag, mapload)
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. = ..()
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if(broken || (flags_1 & NODECONSTRUCT_1))
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return
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icon_state = "mirror_broke"
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if(!mapload)
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playsound(src, "shatter", 70, TRUE)
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if(desc == initial(desc))
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desc = "Oh no, seven years of bad luck!"
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broken = TRUE
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/obj/structure/mirror/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(!disassembled)
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new /obj/item/shard( src.loc )
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qdel(src)
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/obj/structure/mirror/welder_act(mob/living/user, obj/item/I)
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..()
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if(user.combat_mode)
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return FALSE
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if(!broken)
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return TRUE
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(I.use_tool(src, user, 10, volume=50))
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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broken = 0
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icon_state = initial(icon_state)
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desc = initial(desc)
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return TRUE
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/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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if(BURN)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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/obj/structure/mirror/magic
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name = "magic mirror"
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desc = "Turn and face the strange... face."
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icon_state = "magic_mirror"
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var/list/choosable_races = list()
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/obj/structure/mirror/magic/New()
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if(!choosable_races.len)
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for(var/speciestype in subtypesof(/datum/species))
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var/datum/species/S = speciestype
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if(initial(S.changesource_flags) & MIRROR_MAGIC)
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choosable_races += initial(S.id)
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choosable_races = sortList(choosable_races)
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..()
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/obj/structure/mirror/magic/lesser/New()
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choosable_races = GLOB.roundstart_races.Copy()
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..()
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/obj/structure/mirror/magic/badmin/New()
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for(var/speciestype in subtypesof(/datum/species))
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var/datum/species/S = speciestype
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if(initial(S.changesource_flags) & MIRROR_BADMIN)
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choosable_races += initial(S.id)
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..()
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/obj/structure/mirror/magic/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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var/choice = input(user, "Something to change?", "Magical Grooming") as null|anything in list("name", "race", "gender", "hair", "eyes")
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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switch(choice)
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if("name")
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var/newname = sanitize_name(stripped_input(H, "Who are we again?", "Name change", H.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever.
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if(!newname)
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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H.real_name = newname
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H.name = newname
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if(H.dna)
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H.dna.real_name = newname
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if(H.mind)
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H.mind.name = newname
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if("race")
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var/newrace
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var/racechoice = input(H, "What are we again?", "Race change") as null|anything in choosable_races
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newrace = GLOB.species_list[racechoice]
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if(!newrace)
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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H.set_species(newrace, icon_update=0)
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if(H.dna.species.use_skintones)
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var/new_s_tone = input(user, "Choose your skin tone:", "Race change") as null|anything in GLOB.skin_tones
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(new_s_tone)
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H.skin_tone = new_s_tone
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H.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
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if(MUTCOLORS in H.dna.species.species_traits)
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var/new_mutantcolor = input(user, "Choose your skin color:", "Race change","#"+H.dna.features["mcolor"]) as color|null
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(new_mutantcolor)
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var/temp_hsv = RGBtoHSV(new_mutantcolor)
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if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
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H.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
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else
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to_chat(H, "<span class='notice'>Invalid color. Your color is not bright enough.</span>")
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H.update_body()
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H.update_hair()
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H.update_body_parts()
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H.update_mutations_overlay() // no hulk lizard
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if("gender")
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if(!(H.gender in list("male", "female"))) //blame the patriarchy
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return
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if(H.gender == "male")
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if(tgui_alert(H, "Become a Witch?", "Confirmation", list("Yes", "No")) == "Yes")
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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H.gender = FEMALE
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H.body_type = FEMALE
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to_chat(H, "<span class='notice'>Man, you feel like a woman!</span>")
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else
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return
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else
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if(tgui_alert(H, "Become a Warlock?", "Confirmation", list("Yes", "No")) == "Yes")
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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H.gender = MALE
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H.body_type = MALE
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to_chat(H, "<span class='notice'>Whoa man, you feel like a man!</span>")
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else
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return
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H.dna.update_ui_block(DNA_GENDER_BLOCK)
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H.update_body()
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H.update_mutations_overlay() //(hulk male/female)
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if("hair")
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var/hairchoice = tgui_alert(H, "Hairstyle or hair color?", "Change Hair", list("Style", "Color"))
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(hairchoice == "Style") //So you just want to use a mirror then?
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..()
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else
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var/new_hair_color = input(H, "Choose your hair color", "Hair Color","#"+H.hair_color) as color|null
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(new_hair_color)
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H.hair_color = sanitize_hexcolor(new_hair_color)
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H.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
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if(H.gender == "male")
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var/new_face_color = input(H, "Choose your facial hair color", "Hair Color","#"+H.facial_hair_color) as color|null
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if(new_face_color)
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H.facial_hair_color = sanitize_hexcolor(new_face_color)
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H.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
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H.update_hair()
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if(BODY_ZONE_PRECISE_EYES)
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var/new_eye_color = input(H, "Choose your eye color", "Eye Color","#"+H.eye_color) as color|null
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(new_eye_color)
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H.eye_color = sanitize_hexcolor(new_eye_color)
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H.dna.update_ui_block(DNA_EYE_COLOR_BLOCK)
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H.update_body()
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if(choice)
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curse(user)
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/obj/structure/mirror/magic/proc/curse(mob/living/user)
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return
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