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Adds the airlock painter (#12687)
* Adds the airlock painter * 5 am push, pls don't break * uses assoc lists, add do_after, painter attack_self * more upgrades * remove random whitespace * better logic * initial over new, flags, manually sort the list Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
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SteelSlayer
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// Airlock painter
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/obj/item/airlock_painter
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name = "airlock painter"
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desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on a completed airlock to change its paintjob."
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icon = 'icons/obj/device.dmi'
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icon_state = "airlock_painter"
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item_state = "airlock_painter"
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flags = CONDUCT | NOBLUDGEON
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usesound = 'sound/effects/spray2.ogg'
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w_class = WEIGHT_CLASS_SMALL
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slot_flags = SLOT_BELT
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materials = list(MAT_METAL = 3000, MAT_GLASS = 1000)
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var/paint_setting
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// All the different paint jobs that an airlock painter can apply.
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// If the airlock you're using it on is glass, the new paint job will also be glass
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var/list/available_paint_jobs = list(
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"Atmospherics" = /obj/machinery/door/airlock/atmos,
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"Command" = /obj/machinery/door/airlock/command,
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"Engineering" = /obj/machinery/door/airlock/engineering,
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"External" = /obj/machinery/door/airlock/external,
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"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
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"Freezer" = /obj/machinery/door/airlock/freezer,
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"Maintenance" = /obj/machinery/door/airlock/maintenance,
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"Medical" = /obj/machinery/door/airlock/medical,
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"Mining" = /obj/machinery/door/airlock/mining,
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"Public" = /obj/machinery/door/airlock/public,
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"Research" = /obj/machinery/door/airlock/research,
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"Science" = /obj/machinery/door/airlock/science,
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"Security" = /obj/machinery/door/airlock/security,
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"Standard" = /obj/machinery/door/airlock,
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)
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//Only call this if you are certain that the painter will be used right after this check!
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/obj/item/airlock_painter/proc/paint(mob/user)
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playsound(loc, usesound, 30, TRUE)
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return TRUE
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/obj/item/airlock_painter/attack_self(mob/user)
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paint_setting = input(user, "Please select a paintjob for this airlock.") as null|anything in available_paint_jobs
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if(!paint_setting)
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return
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to_chat(user, "<span class='notice'>The [paint_setting] paint setting has been selected.</span>")
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/obj/item/airlock_painter/suicide_act(mob/user)
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var/obj/item/organ/internal/lungs/L = user.get_organ_slot("lungs")
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var/lungs_name = "\improper[L.name]"
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if(L)
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user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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// Once you've inhaled the toner, you throw up your lungs
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// and then die.
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// they managed to lose their lungs between then and now. Good job.
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if(!L)
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return FALSE
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L.remove(user)
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// make some colorful reagent, and apply it to the lungs
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L.create_reagents(10)
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L.reagents.add_reagent("colorful_reagent", 10)
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L.reagents.reaction(L, REAGENT_TOUCH, 1)
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user.emote("scream")
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user.visible_message("<span class='suicide'>[user] vomits out [user.p_their()] [lungs_name]!</span>")
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playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
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// make some vomit under the player, and apply colorful reagent
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var/obj/effect/decal/cleanable/vomit/V = new(get_turf(user))
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V.create_reagents(10)
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V.reagents.add_reagent("colorful_reagent", 10)
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V.reagents.reaction(V, REAGENT_TOUCH, 1)
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L.forceMove(get_turf(user))
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return OXYLOSS
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else
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return SHAME
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