mirror of
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* yay * and thus, it was fixed * and this fix too, so that the lang server stops complaining * warrior review
319 lines
9.9 KiB
Plaintext
319 lines
9.9 KiB
Plaintext
/obj
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//var/datum/module/mod //not used
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var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
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animate_movement = 2
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var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
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var/sharp = FALSE // whether this object cuts
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var/in_use = FALSE // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
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var/damtype = "brute"
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var/force = 0
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// You can define armor as a list in datum definition (e.g. `armor = list("fire" = 80, "brute" = 10)`),
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// which would be converted to armor datum during initialization.
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// Setting `armor` to a list on an *existing* object would inevitably runtime. Use `getArmor()` instead.
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var/datum/armor/armor
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var/obj_integrity //defaults to max_integrity
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE
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var/custom_fire_overlay // Update_fire_overlay will check if a different icon state should be used
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var/acid_level = 0 //how much acid is on that obj
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var/can_be_hit = TRUE //can this be bludgeoned by items?
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var/being_shocked = FALSE
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var/speed_process = FALSE
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var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart?
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var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created.
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var/suicidal_hands = FALSE // Does it requires you to hold it to commit suicide with it?
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/// Is it emagged or not?
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var/emagged = FALSE
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// Access-related fields
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var/list/req_access = null
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var/req_access_txt = "0"
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var/list/req_one_access = null
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var/req_one_access_txt = "0"
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/obj/New()
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..()
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if(obj_integrity == null)
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obj_integrity = max_integrity
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if(on_blueprints && isturf(loc))
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var/turf/T = loc
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if(force_blueprints)
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T.add_blueprints(src)
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else
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T.add_blueprints_preround(src)
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/obj/Initialize(mapload)
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. = ..()
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if(islist(armor))
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armor = getArmor(arglist(armor))
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else if(!armor)
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armor = getArmor()
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else if(!istype(armor, /datum/armor))
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stack_trace("Invalid type [armor.type] found in .armor during /obj Initialize()")
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if(sharp)
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AddComponent(/datum/component/surgery_initiator)
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/obj/Topic(href, href_list, nowindow = FALSE, datum/ui_state/state = GLOB.default_state)
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// Calling Topic without a corresponding window open causes runtime errors
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if(!nowindow && ..())
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return TRUE
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// In the far future no checks are made in an overriding Topic() beyond if(..()) return
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// Instead any such checks are made in CanUseTopic()
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if(ui_status(usr, state, href_list) == UI_INTERACTIVE)
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CouldUseTopic(usr)
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return FALSE
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CouldNotUseTopic(usr)
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return TRUE
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/obj/proc/CouldUseTopic(mob/user)
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var/atom/host = ui_host()
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host.add_fingerprint(user)
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/obj/proc/CouldNotUseTopic(mob/user)
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// Nada
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/obj/Destroy()
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if(!ismachinery(src))
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if(!speed_process)
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STOP_PROCESSING(SSobj, src) // TODO: Have a processing bitflag to reduce on unnecessary loops through the processing lists
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else
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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//user: The mob that is suiciding
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//damagetype: The type of damage the item will inflict on the user
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//BRUTELOSS = 1
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//FIRELOSS = 2
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//TOXLOSS = 4
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//OXYLOSS = 8
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//SHAME = 16
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//OBLITERATION = 32
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//Output a creative message and then return the damagetype done
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/obj/proc/suicide_act(mob/user)
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return FALSE
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/obj/assume_air(datum/gas_mixture/giver)
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if(loc)
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return loc.assume_air(giver)
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else
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return null
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/obj/remove_air(amount)
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if(loc)
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return loc.remove_air(amount)
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else
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return null
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/obj/return_air()
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RETURN_TYPE(/datum/gas_mixture)
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if(loc)
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return loc.return_air()
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else
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return null
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/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
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//Return: (NONSTANDARD)
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// null if object handles breathing logic for lifeform
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// datum/air_group to tell lifeform to process using that breath return
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//DEFAULT: Take air from turf to give to have mob process
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if(breath_request > 0)
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var/datum/gas_mixture/environment = return_air()
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var/breath_percentage = BREATH_VOLUME / environment.return_volume()
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return remove_air(environment.total_moles() * breath_percentage)
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else
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return null
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/obj/proc/updateUsrDialog()
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if(in_use)
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var/is_in_use = FALSE
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var/list/nearby = viewers(1, src)
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for(var/mob/M in nearby)
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if(M.client && M.machine == src)
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is_in_use = TRUE
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src.attack_hand(M)
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if(isAI(usr) || isrobot(usr))
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if(!(usr in nearby))
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if(usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = TRUE
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src.attack_ai(usr)
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// check for TK users
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if(ishuman(usr))
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if(istype(usr.l_hand, /obj/item/tk_grab) || istype(usr.r_hand, /obj/item/tk_grab/))
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if(!(usr in nearby))
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if(usr.client && usr.machine == src)
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is_in_use = TRUE
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src.attack_hand(usr)
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in_use = is_in_use
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/obj/proc/updateDialog()
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// Check that people are actually using the machine. If not, don't update anymore.
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if(in_use)
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var/list/nearby = viewers(1, src)
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var/is_in_use = FALSE
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for(var/mob/M in nearby)
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if(M.client && M.machine == src)
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is_in_use = TRUE
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src.interact(M)
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var/ai_in_use = AutoUpdateAI(src)
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if(!ai_in_use && !is_in_use)
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in_use = FALSE
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/obj/proc/interact(mob/user)
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return
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/mob/proc/unset_machine()
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if(machine)
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UnregisterSignal(machine, COMSIG_PARENT_QDELETING)
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machine.on_unset_machine(src)
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machine = null
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//called when the user unsets the machine.
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/atom/movable/proc/on_unset_machine(mob/user)
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return
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/mob/proc/set_machine(obj/O)
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if(src.machine)
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unset_machine()
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src.machine = O
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if(istype(O))
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O.in_use = TRUE
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RegisterSignal(O, COMSIG_PARENT_QDELETING, PROC_REF(unset_machine))
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/obj/item/proc/updateSelfDialog()
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var/mob/M = src.loc
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if(istype(M) && M.client && M.machine == src)
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src.attack_self(M)
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/obj/proc/hide(h)
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return
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/obj/proc/hear_talk(mob/M, list/message_pieces)
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return
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/obj/proc/hear_message(mob/M, text)
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return
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/obj/proc/default_welder_repair(mob/user, obj/item/I) //Returns TRUE if the object was successfully repaired. Fully repairs an object (setting BROKEN to FALSE), default repair time = 40
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if(obj_integrity >= max_integrity)
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to_chat(user, "<span class='notice'>[src] does not need repairs.</span>")
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return
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if(I.tool_behaviour != TOOL_WELDER)
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return
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if(!I.tool_use_check(user, 0))
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return
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var/time = max(50 * (1 - obj_integrity / max_integrity), 5)
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WELDER_ATTEMPT_REPAIR_MESSAGE
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if(I.use_tool(src, user, time, volume = I.tool_volume))
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WELDER_REPAIR_SUCCESS_MESSAGE
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obj_integrity = max_integrity
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update_icon()
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return TRUE
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/obj/proc/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
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if(!anchored && !isfloorturf(loc))
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user.visible_message("<span class='warning'>A floor must be present to secure [src]!</span>")
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return FALSE
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if(I.tool_behaviour != TOOL_WRENCH)
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return FALSE
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if(!I.tool_use_check(user, 0))
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return FALSE
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if(!(flags & NODECONSTRUCT))
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to_chat(user, "<span class='notice'>Now [anchored ? "un" : ""]securing [name].</span>")
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if(I.use_tool(src, user, time, volume = I.tool_volume))
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to_chat(user, "<span class='notice'>You've [anchored ? "un" : ""]secured [name].</span>")
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anchored = !anchored
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return TRUE
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return FALSE
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/obj/water_act(volume, temperature, source, method = REAGENT_TOUCH)
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. = ..()
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extinguish()
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acid_level = 0
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/obj/singularity_pull(S, current_size)
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..()
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if(!anchored || current_size >= STAGE_FIVE)
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step_towards(src, S)
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/obj/proc/container_resist(mob/living)
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return
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/obj/proc/on_mob_move(dir, mob/user)
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return
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/obj/proc/makeSpeedProcess()
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if(speed_process)
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return
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speed_process = TRUE
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STOP_PROCESSING(SSobj, src)
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START_PROCESSING(SSfastprocess, src)
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/obj/proc/makeNormalProcess()
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if(!speed_process)
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return
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speed_process = FALSE
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START_PROCESSING(SSobj, src)
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STOP_PROCESSING(SSfastprocess, src)
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/obj/vv_get_dropdown()
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. = ..()
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.["Delete all of type"] = "?_src_=vars;delall=[UID()]"
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if(!speed_process)
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.["Make speed process"] = "?_src_=vars;makespeedy=[UID()]"
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else
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.["Make normal process"] = "?_src_=vars;makenormalspeed=[UID()]"
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.["Modify armor values"] = "?_src_=vars;modifyarmor=[UID()]"
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/obj/proc/check_uplink_validity()
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return TRUE
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/obj/proc/cult_conceal() //Called by cult conceal spell
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return
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/obj/proc/cult_reveal() //Called by cult reveal spell and chaplain's bible
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return
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/// Set whether the item should be sharp or not
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/obj/proc/set_sharpness(new_sharp_val)
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if(sharp == new_sharp_val)
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return
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sharp = new_sharp_val
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SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_SHARPNESS)
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if(!sharp && new_sharp_val)
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AddComponent(/datum/component/surgery_initiator)
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/obj/proc/force_eject_occupant(mob/target)
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// This proc handles safely removing occupant mobs from the object if they must be teleported out (due to being SSD/AFK, by admin teleport, etc) or transformed.
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// In the event that the object doesn't have an overriden version of this proc to do it, log a runtime so one can be added.
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CRASH("Proc force_eject_occupant() is not overridden on a machine containing a mob.")
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/obj/hit_by_thrown_mob(mob/living/C, datum/thrownthing/throwingdatum, damage, mob_hurt, self_hurt)
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damage *= 0.75 //Define this probably somewhere, we want objects to hurt less than walls, unless special impact effects.
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playsound(src, 'sound/weapons/punch1.ogg', 35, 1)
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if(mob_hurt) //Density check probably not needed, one should only bump into something if it is dense, and blob tiles are not dense, because of course they are not.
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return
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C.visible_message("<span class='danger'>[C] slams into [src]!</span>", "<span class='userdanger'>You slam into [src]!</span>")
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C.take_organ_damage(damage)
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if(!self_hurt)
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take_damage(damage, BRUTE)
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if(issilicon(C))
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C.Weaken(3 SECONDS)
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else
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C.KnockDown(3 SECONDS)
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