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Paradise/code/game/objects/cleaning.dm
Charlie Nolan 8c0d2c551f Easier cleaning (#29767)
* Easier cleaning

* Update code/game/objects/cleaning.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>

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Signed-off-by: Charlie Nolan <funnyman3595@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2025-07-31 09:13:59 +00:00

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#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, "<span class='notice'>You need to take that [text_targetname] off before cleaning it.</span>")
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("<span class='warning'>[user] begins to [text_verb] \the [text_targetname][text_description]</span>", "<span class='warning'>You begin to [text_verb] \the [text_targetname][text_description]</span>")
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, "<span class='notice'>You [text_verb] \the [text_targetname][text_description]</span>")
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