#define CMAG_CLEANTIME 50 //The cleaning time for cmagged objects is locked to this, for balance reasons //For handling standard click-to-clean items like soap and mops. //text_verb and text_description carry strings that, when pieced together by this proc, make the cleaning messages. //text_verb is the verb that'll be used for cleaning, i.e. "User begins to [mop] the floor." //text_description by default appends the name of the cleaning object to the cleaning message, i.e. "User begins to clean the floor[ with soap.]" //If text_description is ".", the sentence will end early (so you don't say "Lusty Xenomorph Maid begins to clean the floor with the Lusty Xenomorph Maid") //text_targetname is the name of the object being interacted with, i.e. "User begins to scrub out the [rune] with the damp rag." //Can normally be left alone, but needs to be defined if the thing being cleaned isn't necessarily the thing being clicked on, //such as /obj/effect/rune/cleaning_act() bouncing to turf/simulated/cleaning_act(). // skip_do_after - When TRUE, do after and visible messages are disabled /atom/proc/cleaning_act(mob/user, atom/cleaner, cleanspeed = 5 SECONDS, text_verb = "clean", text_description = " with [cleaner].", text_targetname = name, skip_do_after = FALSE) var/is_cmagged = FALSE if(user.client && (src in user.client.screen)) //You can't clean items you're wearing for technical reasons to_chat(user, "You need to take that [text_targetname] off before cleaning it.") return FALSE var/is_dirty = FALSE if(HAS_TRAIT(src, TRAIT_CMAGGED)) //So we don't need a cleaning_act for every cmaggable object is_cmagged = TRUE text_verb = "clean the ooze off" cleanspeed = CMAG_CLEANTIME is_dirty = TRUE else if(ismob(src)) // Mobs always get cleaned directly, because humans have clothing that needs cleaning, and because it'd just feel weird to automatically clean under them. is_dirty = TRUE else if(blood_DNA) is_dirty = TRUE else for(var/obj/effect/decal/cleanable/C in src) is_dirty = TRUE break if(!is_dirty && !isturf(src)) // We don't need cleaning, so let's spare the janitor a pixel hunt and let the floor under us get cleaned instead. var/turf/T = get_turf(src) return T.cleaning_act(user, cleaner, cleanspeed, text_verb, " under [src][text_description].", skip_do_after=skip_do_after) if(!skip_do_after) user.visible_message("[user] begins to [text_verb] \the [text_targetname][text_description]", "You begin to [text_verb] \the [text_targetname][text_description]") if(!do_after(user, cleanspeed, target = src)) return FALSE if(!cleaner.can_clean()) cleaner.post_clean(src, user) return FALSE cleaner.post_clean(src, user) if(!skip_do_after) to_chat(user, "You [text_verb] \the [text_targetname][text_description]") if(is_cmagged) //If we've cleaned a cmagged object REMOVE_TRAIT(src, TRAIT_CMAGGED, CLOWN_EMAG) uncmag() return TRUE else //Generic cleaning functionality for(var/obj/effect/decal/cleanable/C in src) qdel(C) clean_blood() SEND_SIGNAL(src, COMSIG_COMPONENT_CLEAN_ACT) return TRUE /atom/proc/can_clean() //For determining if a cleaning object can actually remove decals return FALSE /atom/proc/post_clean(atom/target, mob/user) //For specific cleaning object behaviors after cleaning, such as mops making floors slippery. return /* * # machine_wash() * * Called by machinery/washing_machine during its wash cycle * allows custom behaviour to be implemented on items that are put through the washing machine * by default it un cmag's objects and cleans all contaminents off of the item * * source - the washing_machine that is responsible for the washing, used by overrides to detect color to dye with */ /atom/movable/proc/machine_wash(obj/machinery/washing_machine/source) if(HAS_TRAIT(src, TRAIT_CMAGGED)) //If we've cleaned a cmagged object uncmag() REMOVE_TRAIT(src, TRAIT_CMAGGED, CLOWN_EMAG) //Generic cleaning functionality var/obj/effect/decal/cleanable/C = locate() in src if(!QDELETED(C)) qdel(C) clean_blood() #undef CMAG_CLEANTIME