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d3bde6eef4
* Migrate ashtrays to the new attack chain and tweak. * Add fisher's fingerprint to ashtray too. * Apply suggestions from CRUNCH review Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com> Signed-off-by: Alan <alfalfascout@users.noreply.github.com> * Add ashtray-fishing hint. --------- Signed-off-by: Alan <alfalfascout@users.noreply.github.com> Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
153 lines
4.5 KiB
Plaintext
153 lines
4.5 KiB
Plaintext
/obj/item/ashtray
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icon = 'icons/ashtray.dmi'
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var/max_butts = 0
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var/icon_half = ""
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var/icon_full = ""
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var/material = /obj/item/stack/sheet/metal
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new_attack_chain = TRUE
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/obj/item/ashtray/item_interaction(mob/living/user, obj/item/used, list/modifiers)
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if(!(istype(used, /obj/item/cigbutt) || istype(used, /obj/item/clothing/mask/cigarette) || istype(used, /obj/item/match)))
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return ..()
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if(length(contents) >= max_butts)
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to_chat(user, SPAN_WARNING("[src] is full!"))
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return ITEM_INTERACT_COMPLETE
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if(!user.unequip(used))
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return ITEM_INTERACT_COMPLETE
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if(istype(used, /obj/item/cigbutt) || istype(used, /obj/item/match))
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user.visible_message(
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SPAN_NOTICE("[user] places [used] in [src]."),
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SPAN_NOTICE("You put [used] in [src]."),
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SPAN_HEAR("You hear a soft tap.")
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)
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used.forceMove(src)
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add_fingerprint(user)
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update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
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return ITEM_INTERACT_COMPLETE
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var/obj/item/clothing/mask/cigarette/cig = used
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if(cig.lit)
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user.visible_message(
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SPAN_NOTICE("[user] crushes [cig] in [src], putting it out."),
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SPAN_NOTICE("You crush [cig] in [src], putting it out."),
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SPAN_HEAR("You hear the crumpling of a snuffed cigarette.")
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)
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var/obj/item/butt = new cig.butt_type(src)
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cig.transfer_fingerprints_to(butt)
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qdel(cig)
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add_fingerprint(user)
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update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
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return ITEM_INTERACT_COMPLETE
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used.forceMove(src)
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user.visible_message(
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SPAN_NOTICE("[user] places an entire unlit [cig] in [src]."),
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SPAN_NOTICE("You place [cig] in [src] without even smoking it. Why would you do that?"),
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SPAN_HEAR("You hear a soft tap.")
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)
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add_fingerprint(user)
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update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
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return ITEM_INTERACT_COMPLETE
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/obj/item/ashtray/update_icon_state()
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if(length(contents) == max_butts)
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icon_state = icon_full
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else if(length(contents) > max_butts * 0.5)
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icon_state = icon_half
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else
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icon_state = initial(icon_state)
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/obj/item/ashtray/update_desc()
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. = ..()
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desc = initial(desc)
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if(length(contents) == max_butts)
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desc += " It's stuffed full."
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else if(length(contents) > max_butts * 0.5)
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desc += " It's half-filled."
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if(length(contents))
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desc += " You can use <b>Alt-Click</b> to fish through the contents."
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/obj/item/ashtray/proc/empty_tray()
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for(var/obj/item/I in contents)
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I.forceMove(loc)
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update_appearance(UPDATE_DESC|UPDATE_ICON_STATE)
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/obj/item/ashtray/throw_impact(atom/hit_atom)
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if(length(contents))
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visible_message(SPAN_WARNING("[src] slams into [hit_atom] spilling its contents!"))
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empty_tray()
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return ..()
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/obj/item/ashtray/wrench_act(mob/user, obj/item/used)
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. = TRUE
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if(!used.use_tool(src, user, volume = used.tool_volume))
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return
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empty_tray()
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new material(drop_location(), 1)
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deconstruct()
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// Do you want to get your entire unlit cigarette back out without dumping the whole tray? Well now you can.
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/obj/item/ashtray/AltClick()
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if(!length(contents))
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return ..()
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if(!Adjacent(usr))
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return ..()
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if(!isliving(usr))
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return ..()
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var/atom/movable/choice = tgui_input_list(usr, "Choose a butt to remove.", "Ashtray fishing", contents)
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if(!choice)
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return
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if(!Adjacent(usr))
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to_chat(usr, SPAN_WARNING("You can't reach that far!"))
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return
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usr.visible_message(
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SPAN_NOTICE("[usr] fishes [choice] out of [src]."),
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SPAN_NOTICE("You [length(contents) > max_butts * 0.5 ? "get ash on yourself, but you fish" : "pick"] [choice] out of [src]."),
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SPAN_HEAR("You hear soot rustling.")
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)
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choice.forceMove(get_turf(src))
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choice.add_fingerprint(usr)
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add_fingerprint(usr)
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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user.equip_to_slot_if_possible(choice, (user.hand ? ITEM_SLOT_LEFT_HAND : ITEM_SLOT_RIGHT_HAND), disable_warning = TRUE)
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/obj/item/ashtray/plastic
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name = "plastic ashtray"
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desc = "Cheap plastic ashtray."
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icon_state = "ashtray_bl"
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icon_half = "ashtray_half_bl"
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icon_full = "ashtray_full_bl"
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max_butts = 8
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max_integrity = 8
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throwforce = 3
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material = /obj/item/stack/sheet/plastic
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materials = list(MAT_PLASTIC = 2000)
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/obj/item/ashtray/bronze
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name = "bronze ashtray"
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desc = "Massive bronze ashtray."
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icon_state = "ashtray_br"
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icon_half = "ashtray_half_br"
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icon_full = "ashtray_full_br"
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max_butts = 16
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max_integrity = 16
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throwforce = 10
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materials = list(MAT_METAL = 2000)
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/obj/item/ashtray/glass
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name = "glass ashtray"
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desc = "Glass ashtray. Looks fragile."
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icon_state = "ashtray_gl"
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icon_half = "ashtray_half_gl"
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icon_full = "ashtray_full_gl"
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max_butts = 12
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max_integrity = 12
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throwforce = 6
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material = /obj/item/stack/sheet/glass
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materials = list(MAT_GLASS = 2000)
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