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Paradise/code/game/objects/effects/decals/cleanable.dm
FloFluoro 6a876e1994 Standardize cleaning object behavior into "cleaning_act" proc (#19001)
* Standardizes cleaning item functionality into "cleaning_act" proc

* Culling commented-out code

* Damp rag now checks for humans before cleaning

* Change proc scoping, moved mop reagent check out of cleaning.dm

* Adds can_clean and post_clean procs to handle mopping, removes ismop parameter

* Adds can_clean() to cleaning objects/mobs

* cleaning_act() now carries message strings as params

* Refactored cleaning_act() for earlier returns and less redundancy

* cleaning_act now runs on the target atom, instead of the cleaning object

* Changed turf checks to overrides, rescoped clean_turf, lots of tidying

* Removed cleaner param from post_clean, since it'll always be src

* Code review tidying

* Tidying..........

* Removed clean_turf and put its functionality in turf/simulated/cleaning_act(), added new param to keep track of original targeted object

* Moved cleaning.dm from datums to code/game/objects

* Added early return, defined cleanspeed in seconds
2022-10-03 20:25:00 +01:00

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/obj/effect/decal/cleanable
var/list/random_icon_states = list()
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
/obj/effect/decal/cleanable/cleaning_act(mob/user, atom/cleaner, cleanspeed = 5 SECONDS, text_verb = "scrub out", text_description = " with [cleaner].")
if(issimulatedturf(loc))
var/turf/simulated/T = get_turf(src)
T.cleaning_act(user, cleaner, cleanspeed = cleanspeed, text_verb = text_verb, text_description = text_description, text_targetname = name) //Strings are deliberately "A = A" to avoid overrides
return
else
..()
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
..()
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = TRUE
if(IS_HORIZONTAL(H) && !H.buckled) //Make people bloody if they're lying down and move into blood
if(bloodiness > 0 && length(blood_DNA))
H.add_blood(H.blood_DNA, basecolor)
if(!l_foot && !r_foot)
hasfeet = FALSE
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
S.bloody_shoes[BLOOD_BASE_ALPHA] = BLOODY_FOOTPRINT_BASE_ALPHA * (alpha/255)
if(blood_DNA && blood_DNA.len)
S.add_blood(H.blood_DNA, basecolor)
S.blood_state = blood_state
S.blood_color = basecolor
update_icon()
H.update_inv_shoes()
else if(hasfeet && blood_state && bloodiness)//Or feet
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
H.bloody_feet[BLOOD_BASE_ALPHA] = BLOODY_FOOTPRINT_BASE_ALPHA * (alpha/255)
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.blood_state = blood_state
H.feet_blood_DNA |= blood_DNA.Copy()
H.feet_blood_color = basecolor
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/is_cleanable()
return TRUE
/obj/effect/decal/cleanable/Initialize(mapload)
. = ..()
if(loc && isturf(loc))
for(var/obj/effect/decal/cleanable/C in loc)
if(C != src && C.type == type && !QDELETED(C))
if(replace_decal(C))
qdel(src)
return TRUE
if(random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
if(smoothing_flags)
QUEUE_SMOOTH(src)
QUEUE_SMOOTH_NEIGHBORS(src)
/obj/effect/decal/cleanable/Destroy()
if(smoothing_flags)
QUEUE_SMOOTH_NEIGHBORS(src)
return ..()