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DGamerL 766704700e Refactors the atmos watertank backpack (#24177)
* Refactors the atmos watertank backpack

* Update code/game/objects/items/weapons/tanks/watertank.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/game/objects/items/weapons/tanks/watertank.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Adds spans

* Henri review

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
2024-02-19 19:07:11 +00:00

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/obj/item/extinguisher
name = "fire extinguisher"
desc = "A traditional red fire extinguisher."
icon = 'icons/obj/items.dmi'
icon_state = "fire_extinguisher0"
item_state = "fire_extinguisher"
base_icon_state = "fire_extinguisher"
hitsound = 'sound/weapons/smash.ogg'
flags = CONDUCT
throwforce = 10
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
throw_range = 7
force = 10
container_type = AMOUNT_VISIBLE
materials = list(MAT_METAL = 200)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
dog_fashion = /datum/dog_fashion/back
resistance_flags = FIRE_PROOF
var/max_water = 50
var/safety = TRUE
var/refilling = FALSE
/// FALSE by default, turfs picked from a spray are random, set to TRUE to make it always have at least one water effect per row
var/precision = FALSE
var/cooling_power = 2 //Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled
COOLDOWN_DECLARE(last_use)
/obj/item/extinguisher/mini
name = "pocket fire extinguisher"
desc = "A light and compact fibreglass-framed model fire extinguisher."
icon_state = "miniFE0"
item_state = "miniFE"
base_icon_state = "miniFE"
hitsound = null //it is much lighter, after all.
flags = null //doesn't CONDUCT
throwforce = 2
w_class = WEIGHT_CLASS_SMALL
force = 3
materials = list()
max_water = 30
dog_fashion = null
/obj/item/extinguisher/examine(mob/user)
. = ..()
. += "<span class='notice'>The safety is [safety ? "on" : "off"].</span>"
/obj/item/extinguisher/Initialize(mapload)
. = ..()
if(!reagents)
create_reagents(max_water)
reagents.add_reagent("water", max_water)
ADD_TRAIT(src, TRAIT_CAN_POINT_WITH, ROUNDSTART_TRAIT)
/obj/item/extinguisher/attack_self(mob/user as mob)
safety = !safety
icon_state = "[base_icon_state][!safety]"
to_chat(user, "<span class='notice'>You [safety ? "enable" : "disable"] [src]'s safety.</span>")
/obj/item/extinguisher/attack_obj(obj/O, mob/living/user, params)
if(AttemptRefill(O, user))
refilling = TRUE
return FALSE
else
return ..()
/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
if(!istype(target, /obj/structure/reagent_dispensers/watertank) || !target.Adjacent(user))
return FALSE
var/old_safety = safety
safety = TRUE
if(reagents.total_volume == reagents.maximum_volume)
to_chat(user, "<span class='notice'>\The [src] is already full!</span>")
safety = old_safety
return TRUE
var/obj/structure/reagent_dispensers/watertank/W = target
var/transferred = W.reagents.trans_to(src, max_water)
if(transferred > 0)
to_chat(user, "<span class='notice'>\The [src] has been refilled by [transferred] units.</span>")
playsound(loc, 'sound/effects/refill.ogg', 50, TRUE, -6)
for(var/datum/reagent/water/R in reagents.reagent_list)
R.cooling_temperature = cooling_power
else
to_chat(user, "<span class='notice'>\The [W] is empty!</span>")
safety = old_safety
return TRUE
/obj/item/extinguisher/afterattack(atom/target, mob/user, flag)
. = ..()
//TODO; Add support for reagents in water.
if(target.loc == user)//No more spraying yourself when putting your extinguisher away
return
if(refilling)
refilling = FALSE
return
if(safety)
return ..()
if(reagents.total_volume < 1)
to_chat(user, "<span class='danger'>[src] is empty.</span>")
return
if(!COOLDOWN_FINISHED(src, last_use))
return
COOLDOWN_START(src, last_use, 2 SECONDS)
if(reagents.chem_temp > 300 || reagents.chem_temp < 280)
add_attack_logs(user, target, "Sprayed with superheated or cooled fire extinguisher at Temperature [reagents.chem_temp]K")
playsound(loc, 'sound/effects/extinguish.ogg', 75, TRUE, -3)
var/direction = get_dir(src, target)
if(isobj(user.buckled) && !user.buckled.anchored && !istype(user.buckled, /obj/vehicle))
INVOKE_ASYNC(src, PROC_REF(buckled_speed_move), user.buckled, direction)
else
user.newtonian_move(turn(direction, 180))
var/turf/T = get_turf(target)
var/turf/T1 = get_step(T, turn(direction, 90))
var/turf/T2 = get_step(T, turn(direction, -90))
var/list/the_targets = list(T, T1, T2)
if(precision)
var/turf/T3 = get_step(T1, turn(direction, 90))
var/turf/T4 = get_step(T2, turn(direction, -90))
the_targets = list(T, T1, T2, T3, T4)
for(var/a in 1 to 5)
var/obj/effect/particle_effect/water/water = new /obj/effect/particle_effect/water(get_turf(src))
water.create_reagents(5)
reagents.trans_to(water, 1)
var/turf/new_target = pick(the_targets)
if(precision)
the_targets -= new_target
INVOKE_ASYNC(water, TYPE_PROC_REF(/obj/effect/particle_effect/water, extinguish_move), new_target)
/obj/item/extinguisher/cyborg_recharge(coeff, emagged)
reagents.check_and_add("water", max_water, 5 * coeff)
/obj/item/extinguisher/proc/buckled_speed_move(obj/structure/chair/buckled_to, direction) // Buckled_to may not be a chair here, but we're assuming so because it makes it easier to typecheck
var/movementdirection = turn(direction, 180)
if(istype(buckled_to))
buckled_to.propelled = 4
step(buckled_to, movementdirection)
sleep(1)
step(buckled_to, movementdirection)
if(istype(buckled_to))
buckled_to.propelled = 3
sleep(1)
step(buckled_to, movementdirection)
sleep(1)
step(buckled_to, movementdirection)
if(istype(buckled_to))
buckled_to.propelled = 2
sleep(2)
step(buckled_to, movementdirection)
if(istype(buckled_to))
buckled_to.propelled = 1
sleep(2)
step(buckled_to, movementdirection)
if(istype(buckled_to))
buckled_to.propelled = 0
sleep(3)
step(buckled_to, movementdirection)
sleep(3)
step(buckled_to, movementdirection)
sleep(3)
step(buckled_to, movementdirection)