Merge pull request #10212 from Ghommie/Ghommie-cit471

Ports some hud and update_icon code updates.
This commit is contained in:
Lin
2019-12-28 04:07:03 +00:00
committed by Archie
parent d5f50d094a
commit a5cf94ab29
55 changed files with 8120 additions and 7952 deletions
@@ -464,7 +464,7 @@
status = rcd_status
delay = rcd_delay
if (status == RCD_DECONSTRUCT)
addtimer(CALLBACK(src, .proc/update_icon), 11)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 11)
delay -= 11
icon_state = "rcd_end_reverse"
else
+9 -13
View File
@@ -46,8 +46,7 @@
/obj/item/defibrillator/update_icon()
update_power()
update_overlays()
update_charge()
return ..()
/obj/item/defibrillator/proc/update_power()
if(!QDELETED(cell))
@@ -58,23 +57,20 @@
else
powered = FALSE
/obj/item/defibrillator/proc/update_overlays()
cut_overlays()
/obj/item/defibrillator/update_overlays()
. = ..()
if(!on)
add_overlay("[initial(icon_state)]-paddles")
. += "[initial(icon_state)]-paddles"
if(powered)
add_overlay("[initial(icon_state)]-powered")
if(!cell)
add_overlay("[initial(icon_state)]-nocell")
if(!safety)
add_overlay("[initial(icon_state)]-emagged")
/obj/item/defibrillator/proc/update_charge()
if(powered) //so it doesn't show charge if it's unpowered
. += "[initial(icon_state)]-powered"
if(!QDELETED(cell))
var/ratio = cell.charge / cell.maxcharge
ratio = CEILING(ratio*4, 1) * 25
add_overlay("[initial(icon_state)]-charge[ratio]")
if(!cell)
. += "[initial(icon_state)]-nocell"
if(!safety)
. += "[initial(icon_state)]-emagged"
/obj/item/defibrillator/CheckParts(list/parts_list)
..()
+237 -237
View File
@@ -1,237 +1,237 @@
/obj/item/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
desc = "Regulates the transfer of air between two tanks."
w_class = WEIGHT_CLASS_BULKY
var/obj/item/tank/tank_one
var/obj/item/tank/tank_two
var/obj/item/assembly/attached_device
var/mob/attacher = null
var/valve_open = FALSE
var/toggle = 1
/obj/item/transfer_valve/IsAssemblyHolder()
return TRUE
/obj/item/transfer_valve/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
return
if(!tank_one)
if(!user.transferItemToLoc(item, src))
return
tank_one = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
update_icon()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/assembly/A = item
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
return
if(!user.transferItemToLoc(item, src))
return
attached_device = A
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[ADMIN_LOOKUPFLW(user)] attached a [item] to a transfer valve.")
log_game("[key_name(user)] attached a [item] to a transfer valve.")
attacher = user
return
//Attached device memes
/obj/item/transfer_valve/Move()
. = ..()
if(attached_device)
attached_device.holder_movement()
/obj/item/transfer_valve/dropped()
. = ..()
if(attached_device)
attached_device.dropped()
/obj/item/transfer_valve/on_found(mob/finder)
if(attached_device)
attached_device.on_found(finder)
/obj/item/transfer_valve/Crossed(atom/movable/AM as mob|obj)
. = ..()
if(attached_device)
attached_device.Crossed(AM)
/obj/item/transfer_valve/attack_hand()//Triggers mousetraps
. = ..()
if(.)
return
if(attached_device)
attached_device.attack_hand()
//These keep attached devices synced up, for example a TTV with a mouse trap being found in a bag so it's triggered, or moving the TTV with an infrared beam sensor to update the beam's direction.
/obj/item/transfer_valve/attack_self(mob/user)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=[REF(src)];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=[REF(src)];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=[REF(src)];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=[REF(src)];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=[REF(src)];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=[REF(src)];open=1'>Open</A>"]"}
var/datum/browser/popup = new(user, "trans_valve", name)
popup.set_content(dat)
popup.open()
return
/obj/item/transfer_valve/Topic(href, href_list)
..()
if(!usr.canUseTopic(src))
return
if(tank_one && href_list["tankone"])
split_gases()
valve_open = FALSE
tank_one.forceMove(drop_location())
tank_one = null
update_icon()
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = FALSE
tank_two.forceMove(drop_location())
tank_two = null
update_icon()
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.on_detach()
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
attack_self(usr)
add_fingerprint(usr)
/obj/item/transfer_valve/proc/process_activation(obj/item/D)
if(toggle)
toggle = FALSE
toggle_valve()
addtimer(CALLBACK(src, .proc/toggle_off), 5) //To stop a signal being spammed from a proxy sensor constantly going off or whatever
/obj/item/transfer_valve/proc/toggle_off()
toggle = TRUE
/obj/item/transfer_valve/update_icon()
cut_overlays()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
add_overlay("[tank_one.icon_state]")
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
add_overlay("device")
if(istype(attached_device, /obj/item/assembly/infra))
var/obj/item/assembly/infra/sensor = attached_device
if(sensor.on && sensor.visible)
add_overlay("proxy_beam")
/obj/item/transfer_valve/proc/merge_gases(datum/gas_mixture/target, change_volume = TRUE)
var/target_self = FALSE
if(!target || (target == tank_one.air_contents))
target = tank_two.air_contents
if(target == tank_two.air_contents)
target_self = TRUE
if(change_volume)
if(!target_self)
target.volume += tank_two.volume
target.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
target.merge(temp)
if(!target_self)
temp = tank_two.air_contents.remove_ratio(1)
target.merge(temp)
/obj/item/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = TRUE
var/turf/bombturf = get_turf(src)
var/attachment
if(attached_device)
if(istype(attached_device, /obj/item/assembly/signaler))
attachment = "<A HREF='?_src_=holder;[HrefToken()];secrets=list_signalers'>[attached_device]</A>"
else
attachment = attached_device
var/admin_attachment_message
var/attachment_message
if(attachment)
admin_attachment_message = " with [attachment] attached by [attacher ? ADMIN_LOOKUPFLW(attacher) : "Unknown"]"
attachment_message = " with [attachment] attached by [attacher ? key_name_admin(attacher) : "Unknown"]"
var/mob/bomber = get_mob_by_key(fingerprintslast)
var/admin_bomber_message
var/bomber_message
if(bomber)
admin_bomber_message = " - Last touched by: [ADMIN_LOOKUPFLW(bomber)]"
bomber_message = " - Last touched by: [key_name_admin(bomber)]"
var/admin_bomb_message = "Bomb valve opened in [ADMIN_VERBOSEJMP(bombturf)][admin_attachment_message][admin_bomber_message]"
GLOB.bombers += admin_bomb_message
message_admins(admin_bomb_message, 0, 1)
log_game("Bomb valve opened in [AREACOORD(bombturf)][attachment_message][bomber_message]")
merge_gases()
for(var/i in 1 to 6)
addtimer(CALLBACK(src, .proc/update_icon), 20 + (i - 1) * 10)
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = FALSE
update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/obj/item/transfer_valve/proc/c_state()
return
/obj/item/transfer_valve
icon = 'icons/obj/assemblies.dmi'
name = "tank transfer valve"
icon_state = "valve_1"
item_state = "ttv"
lefthand_file = 'icons/mob/inhands/weapons/bombs_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/bombs_righthand.dmi'
desc = "Regulates the transfer of air between two tanks."
w_class = WEIGHT_CLASS_BULKY
var/obj/item/tank/tank_one
var/obj/item/tank/tank_two
var/obj/item/assembly/attached_device
var/mob/attacher = null
var/valve_open = FALSE
var/toggle = 1
/obj/item/transfer_valve/IsAssemblyHolder()
return TRUE
/obj/item/transfer_valve/attackby(obj/item/item, mob/user, params)
if(istype(item, /obj/item/tank))
if(tank_one && tank_two)
to_chat(user, "<span class='warning'>There are already two tanks attached, remove one first!</span>")
return
if(!tank_one)
if(!user.transferItemToLoc(item, src))
return
tank_one = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
else if(!tank_two)
if(!user.transferItemToLoc(item, src))
return
tank_two = item
to_chat(user, "<span class='notice'>You attach the tank to the transfer valve.</span>")
update_icon()
//TODO: Have this take an assemblyholder
else if(isassembly(item))
var/obj/item/assembly/A = item
if(A.secured)
to_chat(user, "<span class='notice'>The device is secured.</span>")
return
if(attached_device)
to_chat(user, "<span class='warning'>There is already a device attached to the valve, remove it first!</span>")
return
if(!user.transferItemToLoc(item, src))
return
attached_device = A
to_chat(user, "<span class='notice'>You attach the [item] to the valve controls and secure it.</span>")
A.holder = src
A.toggle_secure() //this calls update_icon(), which calls update_icon() on the holder (i.e. the bomb).
GLOB.bombers += "[key_name(user)] attached a [item] to a transfer valve."
message_admins("[ADMIN_LOOKUPFLW(user)] attached a [item] to a transfer valve.")
log_game("[key_name(user)] attached a [item] to a transfer valve.")
attacher = user
return
//Attached device memes
/obj/item/transfer_valve/Move()
. = ..()
if(attached_device)
attached_device.holder_movement()
/obj/item/transfer_valve/dropped()
. = ..()
if(attached_device)
attached_device.dropped()
/obj/item/transfer_valve/on_found(mob/finder)
if(attached_device)
attached_device.on_found(finder)
/obj/item/transfer_valve/Crossed(atom/movable/AM as mob|obj)
. = ..()
if(attached_device)
attached_device.Crossed(AM)
/obj/item/transfer_valve/attack_hand()//Triggers mousetraps
. = ..()
if(.)
return
if(attached_device)
attached_device.attack_hand()
//These keep attached devices synced up, for example a TTV with a mouse trap being found in a bag so it's triggered, or moving the TTV with an infrared beam sensor to update the beam's direction.
/obj/item/transfer_valve/attack_self(mob/user)
user.set_machine(src)
var/dat = {"<B> Valve properties: </B>
<BR> <B> Attachment one:</B> [tank_one] [tank_one ? "<A href='?src=[REF(src)];tankone=1'>Remove</A>" : ""]
<BR> <B> Attachment two:</B> [tank_two] [tank_two ? "<A href='?src=[REF(src)];tanktwo=1'>Remove</A>" : ""]
<BR> <B> Valve attachment:</B> [attached_device ? "<A href='?src=[REF(src)];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=[REF(src)];rem_device=1'>Remove</A>" : ""]
<BR> <B> Valve status: </B> [ valve_open ? "<A href='?src=[REF(src)];open=1'>Closed</A> <B>Open</B>" : "<B>Closed</B> <A href='?src=[REF(src)];open=1'>Open</A>"]"}
var/datum/browser/popup = new(user, "trans_valve", name)
popup.set_content(dat)
popup.open()
return
/obj/item/transfer_valve/Topic(href, href_list)
..()
if(!usr.canUseTopic(src))
return
if(tank_one && href_list["tankone"])
split_gases()
valve_open = FALSE
tank_one.forceMove(drop_location())
tank_one = null
update_icon()
else if(tank_two && href_list["tanktwo"])
split_gases()
valve_open = FALSE
tank_two.forceMove(drop_location())
tank_two = null
update_icon()
else if(href_list["open"])
toggle_valve()
else if(attached_device)
if(href_list["rem_device"])
attached_device.on_detach()
attached_device = null
update_icon()
if(href_list["device"])
attached_device.attack_self(usr)
attack_self(usr)
add_fingerprint(usr)
/obj/item/transfer_valve/proc/process_activation(obj/item/D)
if(toggle)
toggle = FALSE
toggle_valve()
addtimer(CALLBACK(src, .proc/toggle_off), 5) //To stop a signal being spammed from a proxy sensor constantly going off or whatever
/obj/item/transfer_valve/proc/toggle_off()
toggle = TRUE
/obj/item/transfer_valve/update_icon()
cut_overlays()
underlays = null
if(!tank_one && !tank_two && !attached_device)
icon_state = "valve_1"
return
icon_state = "valve"
if(tank_one)
add_overlay("[tank_one.icon_state]")
if(tank_two)
var/icon/J = new(icon, icon_state = "[tank_two.icon_state]")
J.Shift(WEST, 13)
underlays += J
if(attached_device)
add_overlay("device")
if(istype(attached_device, /obj/item/assembly/infra))
var/obj/item/assembly/infra/sensor = attached_device
if(sensor.on && sensor.visible)
add_overlay("proxy_beam")
/obj/item/transfer_valve/proc/merge_gases(datum/gas_mixture/target, change_volume = TRUE)
var/target_self = FALSE
if(!target || (target == tank_one.air_contents))
target = tank_two.air_contents
if(target == tank_two.air_contents)
target_self = TRUE
if(change_volume)
if(!target_self)
target.volume += tank_two.volume
target.volume += tank_one.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_one.air_contents.remove_ratio(1)
target.merge(temp)
if(!target_self)
temp = tank_two.air_contents.remove_ratio(1)
target.merge(temp)
/obj/item/transfer_valve/proc/split_gases()
if (!valve_open || !tank_one || !tank_two)
return
var/ratio1 = tank_one.air_contents.volume/tank_two.air_contents.volume
var/datum/gas_mixture/temp
temp = tank_two.air_contents.remove_ratio(ratio1)
tank_one.air_contents.merge(temp)
tank_two.air_contents.volume -= tank_one.air_contents.volume
/*
Exadv1: I know this isn't how it's going to work, but this was just to check
it explodes properly when it gets a signal (and it does).
*/
/obj/item/transfer_valve/proc/toggle_valve()
if(!valve_open && tank_one && tank_two)
valve_open = TRUE
var/turf/bombturf = get_turf(src)
var/attachment
if(attached_device)
if(istype(attached_device, /obj/item/assembly/signaler))
attachment = "<A HREF='?_src_=holder;[HrefToken()];secrets=list_signalers'>[attached_device]</A>"
else
attachment = attached_device
var/admin_attachment_message
var/attachment_message
if(attachment)
admin_attachment_message = " with [attachment] attached by [attacher ? ADMIN_LOOKUPFLW(attacher) : "Unknown"]"
attachment_message = " with [attachment] attached by [attacher ? key_name_admin(attacher) : "Unknown"]"
var/mob/bomber = get_mob_by_key(fingerprintslast)
var/admin_bomber_message
var/bomber_message
if(bomber)
admin_bomber_message = " - Last touched by: [ADMIN_LOOKUPFLW(bomber)]"
bomber_message = " - Last touched by: [key_name_admin(bomber)]"
var/admin_bomb_message = "Bomb valve opened in [ADMIN_VERBOSEJMP(bombturf)][admin_attachment_message][admin_bomber_message]"
GLOB.bombers += admin_bomb_message
message_admins(admin_bomb_message, 0, 1)
log_game("Bomb valve opened in [AREACOORD(bombturf)][attachment_message][bomber_message]")
merge_gases()
for(var/i in 1 to 6)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 20 + (i - 1) * 10)
else if(valve_open && tank_one && tank_two)
split_gases()
valve_open = FALSE
update_icon()
// this doesn't do anything but the timer etc. expects it to be here
// eventually maybe have it update icon to show state (timer, prox etc.) like old bombs
/obj/item/transfer_valve/proc/c_state()
return
+252 -255
View File
@@ -1,255 +1,252 @@
/obj
var/crit_fail = FALSE
animate_movement = 2
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
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.
var/damtype = BRUTE
var/force = 0
var/datum/armor/armor
var/obj_integrity //defaults to max_integrity
var/max_integrity = 500
var/integrity_failure = 0 //0 if we have no special broken behavior
var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
var/acid_level = 0 //how much acid is on that obj
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.
var/current_skin //the item reskin
var/list/unique_reskin //List of options to reskin.
var/always_reskinnable = FALSE
// Access levels, used in modules\jobs\access.dm
var/list/req_access
var/req_access_txt = "0"
var/list/req_one_access
var/req_one_access_txt = "0"
var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
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.
/obj/vv_edit_var(vname, vval)
switch(vname)
if("anchored")
setAnchored(vval)
return TRUE
if("obj_flags")
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
if("control_object")
var/obj/O = vval
if(istype(O) && (O.obj_flags & DANGEROUS_POSSESSION))
return FALSE
return ..()
/obj/Initialize()
. = ..()
if (islist(armor))
armor = getArmor(arglist(armor))
else if (!armor)
armor = getArmor()
else if (!istype(armor, /datum/armor))
stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
if(obj_integrity == null)
obj_integrity = max_integrity
if (set_obj_flags)
var/flagslist = splittext(set_obj_flags,";")
var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
for (var/flag in flagslist)
if(flag[1] == "!")
flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
obj_flags &= ~string_to_objflag[flag]
else
obj_flags |= string_to_objflag[flag]
if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
var/turf/T = loc
T.add_blueprints_preround(src)
/obj/Destroy(force=FALSE)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
. = ..()
/obj/proc/setAnchored(anchorvalue)
SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
anchored = anchorvalue
/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
. = ..()
if(obj_flags & FROZEN)
visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
qdel(src)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/proc/updateUsrDialog()
if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
var/is_in_use = FALSE
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = TRUE
ui_interact(M)
if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr))
if (!(usr in nearby))
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.
is_in_use = TRUE
ui_interact(usr)
// check for TK users
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(!(usr in nearby))
if(usr.client && usr.machine==src)
if(H.dna.check_mutation(TK))
is_in_use = TRUE
ui_interact(usr)
if (is_in_use)
obj_flags |= IN_USE
else
obj_flags &= ~IN_USE
/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
// Check that people are actually using the machine. If not, don't update anymore.
if(obj_flags & IN_USE)
var/is_in_use = FALSE
if(update_viewers)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
is_in_use = TRUE
src.interact(M)
var/ai_in_use = FALSE
if(update_ais)
ai_in_use = AutoUpdateAI(src)
if(update_viewers && update_ais) //State change is sure only if we check both
if(!ai_in_use && !is_in_use)
obj_flags &= ~IN_USE
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
ui_interact(user)
/obj/proc/container_resist(mob/living/user)
return
/obj/proc/update_icon()
return
/mob/proc/unset_machine()
if(machine)
machine.on_unset_machine(src)
machine = null
//called when the user unsets the machine.
/atom/movable/proc/on_unset_machine(mob/user)
return
/mob/proc/set_machine(obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.obj_flags |= IN_USE
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/hide(h)
return
/obj/singularity_pull(S, current_size)
..()
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/get_dumping_location(datum/component/storage/source,mob/user)
return get_turf(src)
/obj/proc/CanAStarPass()
. = !density
/obj/proc/check_uplink_validity()
return 1
/obj/proc/intercept_user_move(dir, mob, newLoc, oldLoc)
return
/obj/vv_get_dropdown()
. = ..()
.["Delete all of type"] = "?_src_=vars;[HrefToken()];delall=[REF(src)]"
.["Osay"] = "?_src_=vars;[HrefToken()];osay[REF(src)]"
.["Modify armor values"] = "?_src_=vars;[HrefToken()];modarmor=[REF(src)]"
/obj/examine(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
if(unique_reskin && (!current_skin || always_reskinnable))
. += "<span class='notice'>Alt-click it to reskin it.</span>"
/obj/AltClick(mob/user)
. = ..()
if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
return TRUE
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
var/dat = "<b>Reskin options for [name]:</b>\n"
for(var/V in unique_reskin)
var/output = icon2html(src, M, unique_reskin[V])
dat += "[V]: <span class='reallybig'>[output]</span>\n"
to_chat(M, dat)
var/choice = input(M, always_reskinnable ? "Choose the a reskin for [src]" : "Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
if(QDELETED(src) || !choice || (current_skin && !always_reskinnable) || M.incapacitated() || !in_range(M,src) || !unique_reskin[choice] || unique_reskin[choice] == current_skin)
return
current_skin = choice
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice]'.")
/obj
var/crit_fail = FALSE
animate_movement = 2
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
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.
var/damtype = BRUTE
var/force = 0
var/datum/armor/armor
var/obj_integrity //defaults to max_integrity
var/max_integrity = 500
var/integrity_failure = 0 //0 if we have no special broken behavior
var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
var/acid_level = 0 //how much acid is on that obj
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.
var/current_skin //the item reskin
var/list/unique_reskin //List of options to reskin.
var/always_reskinnable = FALSE
// Access levels, used in modules\jobs\access.dm
var/list/req_access
var/req_access_txt = "0"
var/list/req_one_access
var/req_one_access_txt = "0"
var/renamedByPlayer = FALSE //set when a player uses a pen on a renamable object
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.
/obj/vv_edit_var(vname, vval)
switch(vname)
if("anchored")
setAnchored(vval)
return TRUE
if("obj_flags")
if ((obj_flags & DANGEROUS_POSSESSION) && !(vval & DANGEROUS_POSSESSION))
return FALSE
if("control_object")
var/obj/O = vval
if(istype(O) && (O.obj_flags & DANGEROUS_POSSESSION))
return FALSE
return ..()
/obj/Initialize()
. = ..()
if (islist(armor))
armor = getArmor(arglist(armor))
else if (!armor)
armor = getArmor()
else if (!istype(armor, /datum/armor))
stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
if(obj_integrity == null)
obj_integrity = max_integrity
if (set_obj_flags)
var/flagslist = splittext(set_obj_flags,";")
var/list/string_to_objflag = GLOB.bitfields["obj_flags"]
for (var/flag in flagslist)
if(flag[1] == "!")
flag = copytext(flag, length(flag[1]) + 1) // Get all but the initial !
obj_flags &= ~string_to_objflag[flag]
else
obj_flags |= string_to_objflag[flag]
if((obj_flags & ON_BLUEPRINTS) && isturf(loc))
var/turf/T = loc
T.add_blueprints_preround(src)
/obj/Destroy(force=FALSE)
if(!ismachinery(src))
STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
SStgui.close_uis(src)
. = ..()
/obj/proc/setAnchored(anchorvalue)
SEND_SIGNAL(src, COMSIG_OBJ_SETANCHORED, anchorvalue)
anchored = anchorvalue
/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
. = ..()
if(obj_flags & FROZEN)
visible_message("<span class='danger'>[src] shatters into a million pieces!</span>")
qdel(src)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
if(loc)
return loc.remove_air(amount)
else
return null
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
// datum/air_group to tell lifeform to process using that breath return
//DEFAULT: Take air from turf to give to have mob process
if(breath_request>0)
var/datum/gas_mixture/environment = return_air()
var/breath_percentage = BREATH_VOLUME / environment.return_volume()
return remove_air(environment.total_moles() * breath_percentage)
else
return null
/obj/proc/updateUsrDialog()
if((obj_flags & IN_USE) && !(obj_flags & USES_TGUI))
var/is_in_use = FALSE
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
is_in_use = TRUE
ui_interact(M)
if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr))
if (!(usr in nearby))
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.
is_in_use = TRUE
ui_interact(usr)
// check for TK users
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(!(usr in nearby))
if(usr.client && usr.machine==src)
if(H.dna.check_mutation(TK))
is_in_use = TRUE
ui_interact(usr)
if (is_in_use)
obj_flags |= IN_USE
else
obj_flags &= ~IN_USE
/obj/proc/updateDialog(update_viewers = TRUE,update_ais = TRUE)
// Check that people are actually using the machine. If not, don't update anymore.
if(obj_flags & IN_USE)
var/is_in_use = FALSE
if(update_viewers)
for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
is_in_use = TRUE
src.interact(M)
var/ai_in_use = FALSE
if(update_ais)
ai_in_use = AutoUpdateAI(src)
if(update_viewers && update_ais) //State change is sure only if we check both
if(!ai_in_use && !is_in_use)
obj_flags &= ~IN_USE
/obj/attack_ghost(mob/user)
. = ..()
if(.)
return
ui_interact(user)
/obj/proc/container_resist(mob/living/user)
return
/mob/proc/unset_machine()
if(machine)
machine.on_unset_machine(src)
machine = null
//called when the user unsets the machine.
/atom/movable/proc/on_unset_machine(mob/user)
return
/mob/proc/set_machine(obj/O)
if(src.machine)
unset_machine()
src.machine = O
if(istype(O))
O.obj_flags |= IN_USE
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/hide(h)
return
/obj/singularity_pull(S, current_size)
..()
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/get_dumping_location(datum/component/storage/source,mob/user)
return get_turf(src)
/obj/proc/CanAStarPass()
. = !density
/obj/proc/check_uplink_validity()
return 1
/obj/proc/intercept_user_move(dir, mob, newLoc, oldLoc)
return
/obj/vv_get_dropdown()
. = ..()
.["Delete all of type"] = "?_src_=vars;[HrefToken()];delall=[REF(src)]"
.["Osay"] = "?_src_=vars;[HrefToken()];osay[REF(src)]"
.["Modify armor values"] = "?_src_=vars;[HrefToken()];modarmor=[REF(src)]"
/obj/examine(mob/user)
. = ..()
if(obj_flags & UNIQUE_RENAME)
. += "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
if(unique_reskin && (!current_skin || always_reskinnable))
. += "<span class='notice'>Alt-click it to reskin it.</span>"
/obj/AltClick(mob/user)
. = ..()
if(unique_reskin && (!current_skin || always_reskinnable) && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
return TRUE
/obj/proc/reskin_obj(mob/M)
if(!LAZYLEN(unique_reskin))
return
var/dat = "<b>Reskin options for [name]:</b>\n"
for(var/V in unique_reskin)
var/output = icon2html(src, M, unique_reskin[V])
dat += "[V]: <span class='reallybig'>[output]</span>\n"
to_chat(M, dat)
var/choice = input(M, always_reskinnable ? "Choose the a reskin for [src]" : "Warning, you can only reskin [src] once!","Reskin Object") as null|anything in unique_reskin
if(QDELETED(src) || !choice || (current_skin && !always_reskinnable) || M.incapacitated() || !in_range(M,src) || !unique_reskin[choice] || unique_reskin[choice] == current_skin)
return
current_skin = choice
icon_state = unique_reskin[choice]
to_chat(M, "[src] is now skinned as '[choice]'.")
+1 -1
View File
@@ -41,7 +41,7 @@
to_chat(user, "<span class='notice'>The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.</span>")
user.reagents.add_reagent(/datum/reagent/medicine/omnizine/godblood,20)
update_icon()
addtimer(CALLBACK(src, .proc/update_icon), time_between_uses)
addtimer(CALLBACK(src, /atom/.proc/update_icon), time_between_uses)
/obj/structure/healingfountain/update_icon()