Files
Paradise/code/game/objects/items/devices/painter/painter.dm
2021-08-03 00:25:08 +01:00

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/obj/item/painter
name = "modular painter"
icon = 'icons/obj/painting.dmi'
icon_state = "floor_painter"
usesound = 'sound/effects/spray2.ogg'
flags = CONDUCT | NOBLUDGEON
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list(MAT_METAL = 5000, MAT_GLASS = 2000)
/// Associative list of painter types, with the value being the datum. (For use in the radial menu)
var/static/list/painter_type_list = list(
"Floor Painter" = /datum/painter/floor,
"Pipe Painter" = /datum/painter/pipe,
"Window Painter" = /datum/painter/pipe/window,
"Airlock Painter" = /datum/painter/airlock)
/// Associative list of painter types, with the value being the icon. (For use in the radial menu)
var/static/list/painter_icon_list = list(
"Floor Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "floor_painter"),
"Pipe Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "pipe_painter"),
"Window Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "window_painter"),
"Airlock Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "airlock_painter"))
/// The [/datum/painter] which is currently active.
var/datum/painter/selected_module = null
/// List of any instanced [/datum/painter]'s, to avoid spawning more than one of each.
var/list/module_list = list()
/obj/item/painter/Initialize(mapload, datum/painter/default_module = /datum/painter/floor) // Defaults to a floor painter
. = ..()
change_module(default_module)
/obj/item/painter/Destroy()
selected_module = null
for(var/I in module_list)
qdel(I)
module_list = list()
return ..()
/obj/item/painter/examine(mob/user)
. = ..()
. += "<span class='notice'>Ctrl+click it in your hand to change the type!</span>"
/**
* Changes the `selected_module` variable to `new_module`, and updates the painter to reflect the new type.
*
* If `new_module` is already present in `module_list`, then that will be used instead.
* Otherwise a new datum will be spawned and added to `module_list`.
* The Name, Description, Icon State, and Item State of the painter will be updated using variables from the `new_module` datum.
*
* Arguments:
* * datum/painter/new_module - The new painter datum which will be used.
* * mob/user - The user interacting with the painter.
*/
/obj/item/painter/proc/change_module(datum/painter/new_module, mob/user)
if(!new_module)
return
selected_module = null
for(var/I in module_list)
var/datum/painter/P = I
if(P.type == new_module)
selected_module = I
break
if(!selected_module)
var/datum/painter/P = new new_module(src, src)
module_list += P
selected_module = P
name = selected_module.module_name
desc = selected_module.module_desc
icon_state = selected_module.module_state
item_state = selected_module.module_state
if(user)
user.update_inv_l_hand()
user.update_inv_r_hand()
/**
* Calls `pick_color()` on the `selected_module`.
*/
/obj/item/painter/attack_self(mob/user)
selected_module.pick_color(user)
/**
* If adjacent, calls `paint_atom()` on the `selected_module`, then plays the `usesound`.
*/
/obj/item/painter/afterattack(atom/target, mob/user, proximity, params)
if(!proximity)
return
if(selected_module.paint_atom(target, user))
playsound(src, usesound, 30, TRUE)
/**
* Displays a radial menu for choosing a new painter module.
*/
/obj/item/painter/CtrlClick(mob/user)
. = ..()
if(!ishuman(user)) // Only want human players doing this
return
if(loc != user) // Not being held
return
playsound(src, 'sound/effects/pop.ogg', 50, TRUE)
var/choice = show_radial_menu(user, src, painter_icon_list, require_near = TRUE)
var/choice_path = painter_type_list[choice]
if(!choice_path || (selected_module.type == choice_path))
return
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
do_sparks(1, FALSE, src)
change_module(choice_path, user)
/obj/item/painter/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, usesound, 50, TRUE)
var/obj/item/organ/internal/lungs/L = user.get_organ_slot("lungs")
var/turf/T = get_turf(user)
if(!do_mob(user, user, 3 SECONDS) || !L)
return SHAME
// Once you've inhaled the toner, you throw up your lungs
// and then die.
L.remove(user)
L.create_reagents(10)
L.reagents.add_reagent("colorful_reagent", 10)
L.reagents.reaction(L, REAGENT_TOUCH, 1)
L.forceMove(T)
user.emote("scream")
user.visible_message("<span class='suicide'>[user] vomits out [user.p_their()] [L.name]!</span>")
playsound(T, 'sound/effects/splat.ogg', 50, TRUE)
// make some vomit under the player, and apply colorful reagent
var/obj/effect/decal/cleanable/vomit/V = new(T)
V.create_reagents(10)
V.reagents.add_reagent("colorful_reagent", 10)
V.reagents.reaction(V, REAGENT_TOUCH, 1)
return OXYLOSS
/**
* # Painter Datum
*
* Contains variables for updating `holder`, as well as procs for choosing a colour and painting an atom.
*
* The `parent_painter` argument is REQUIRED when spawning this in order to link the datum to an [/obj/item/painter].
*/
/datum/painter
/// Name of the `holder` when using this module.
var/module_name = null
/// Desc of the `holder` when using this module.
var/module_desc = null
/// Icon and Item state of the `holder` when using this module.
var/module_state = null
/// The parent [/obj/item/painter] which this datum is linked to.
var/obj/item/painter/holder
/// The current colour or icon state setting.
var/paint_setting = null
/datum/painter/New(obj/item/painter/parent_painter)
..()
ASSERT(parent_painter)
holder = parent_painter
/datum/painter/ui_host() // For TGUI things.
return holder
/**
* Contains code to choose a new colour or icon state for the `paint_setting` variable.
*
* Called by `attack_self()` on the `holder` object.
*/
/datum/painter/proc/pick_color(mob/user)
return
/**
* Contains code to apply the `paint_setting` variable onto the target atom.
*
* Called by `afterattack()` on the `holder` object.
*/
/datum/painter/proc/paint_atom(atom/target, mob/user)
return