Files
Paradise/code/game/machinery/recycler.dm
T
404f11fa4c Feature: Clown recycler, a new Cmag effect (#28233)
* banana touched recycler

* 2 returns

* droppable clothing

* no more clown genes

* foghorn sound effect

* ITS HARMLESS

* review

* Update code/datums/spells/banana_touch.dm

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

* Update code/datums/spells/banana_touch.dm

oh theyre 2

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

---------

Signed-off-by: Toastical <vnndvp@gmail.com>
Co-authored-by: Toastical <toastical@toaster.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2025-02-10 02:56:18 +00:00

252 lines
8.0 KiB
Plaintext

#define SAFETY_COOLDOWN 100
#define SOUND_COOLDOWN (0.5 SECONDS)
/obj/machinery/recycler
name = "recycler"
desc = "A large crushing machine used to recycle small items inefficiently. There are lights on the side."
icon = 'icons/obj/recycling.dmi'
icon_state = "grinder-o0"
layer = MOB_LAYER+1 // Overhead
anchored = TRUE
density = TRUE
damage_deflection = 15
var/emergency_mode = FALSE // Temporarily stops machine if it detects a mob
var/icon_name = "grinder-o"
var/blood = FALSE
var/eat_dir = WEST
var/amount_produced = 1
var/crush_damage = 1000
var/eat_victim_items = TRUE
var/item_recycle_sound = 'sound/machines/recycler.ogg'
/// For admin fun, var edit always_gib to TRUE (1)
var/always_gib = FALSE
/// The last time we played a consumption sound.
var/last_consumption_sound
/obj/machinery/recycler/Initialize(mapload)
. = ..()
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_URANIUM, MAT_BANANIUM, MAT_TRANQUILLITE, MAT_TITANIUM, MAT_PLASTIC, MAT_BLUESPACE), 0, TRUE, null, null, null, TRUE)
component_parts = list()
component_parts += new /obj/item/circuitboard/recycler(null)
component_parts += new /obj/item/stock_parts/matter_bin(null)
component_parts += new /obj/item/stock_parts/manipulator(null)
RefreshParts()
update_icon(UPDATE_ICON_STATE)
/obj/machinery/recycler/RefreshParts()
var/amt_made = 0
var/mat_mod = 0
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
mat_mod = 2 * B.rating
mat_mod *= 50000
for(var/obj/item/stock_parts/manipulator/M in component_parts)
amt_made = 25 * M.rating //% of materials salvaged
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = mat_mod
amount_produced = min(100, amt_made)
/obj/machinery/recycler/examine(mob/user)
. = ..()
. += "<span class='notice'>The power light is [(stat & NOPOWER) ? "<b>off</b>" : "<b>on</b>"]."
. += "The operation light is [emergency_mode ? "<b>off</b>. [src] has detected a forbidden object with its sensors, and has shut down temporarily." : "<b>on</b>. [src] is active."]"
if(HAS_TRAIT(src, TRAIT_CMAGGED))
. += "The safety sensor light is <font color=red>R</font><font color=green>G</font><font color=blue>B</font>.</span>"
else
. += "The safety sensor light is [emagged ? "<b>off</b>!" : "<b>on</b>."]</span>"
. += "The recycler current accepts items from [dir2text(eat_dir)]."
/obj/machinery/recycler/power_change()
if(!..())
return
update_icon(UPDATE_ICON_STATE)
/obj/machinery/recycler/crowbar_act(mob/user, obj/item/I)
if(default_deconstruction_crowbar(user, I))
return TRUE
/obj/machinery/recycler/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
panel_open = !panel_open
update_icon(UPDATE_OVERLAYS)
/obj/machinery/recycler/update_overlays()
. = ..()
if(panel_open)
. += "grinder-oOpen"
/obj/machinery/recycler/wrench_act(mob/user, obj/item/I)
if(default_unfasten_wrench(user, I, time = 6 SECONDS))
return TRUE
/obj/machinery/recycler/cmag_act(mob/user)
if(emagged)
to_chat(user, "<span class='warning'>The board is completely fried.</span>")
return FALSE
if(!HAS_TRAIT(src, TRAIT_CMAGGED))
ADD_TRAIT(src, TRAIT_CMAGGED, CLOWN_EMAG)
if(emergency_mode)
emergency_mode = FALSE
update_icon(UPDATE_ICON_STATE)
playsound(src, "sparks", 75, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
to_chat(user, "<span class='notice'>You use the jestographic sequencer on [src].</span>")
return TRUE
/obj/machinery/recycler/emag_act(mob/user)
if(HAS_TRAIT(src, TRAIT_CMAGGED))
to_chat(user, "<span class='warning'>The access panel is coated in yellow ooze...</span>")
return FALSE
if(!emagged)
emagged = TRUE
if(emergency_mode)
emergency_mode = FALSE
update_icon(UPDATE_ICON_STATE)
playsound(src, "sparks", 75, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
to_chat(user, "<span class='notice'>You use the cryptographic sequencer on [src].</span>")
return TRUE
/obj/machinery/recycler/update_icon_state()
var/is_powered = !(stat & (BROKEN|NOPOWER))
if(emergency_mode)
is_powered = FALSE
icon_state = icon_name + "[is_powered]" + "[(blood ? "bld" : "")]" // add the blood tag at the end
// This is purely for admin possession !FUN!.
/obj/machinery/recycler/Bump(atom/movable/AM)
..()
if(AM)
Bumped(AM)
/obj/machinery/recycler/Bumped(atom/movable/AM)
if(stat & (BROKEN|NOPOWER))
return
if(!anchored)
return
if(emergency_mode)
return
var/move_dir = get_dir(loc, AM.loc)
if(move_dir == eat_dir)
eat(AM)
/obj/machinery/recycler/proc/eat(atom/AM0, sound = 1)
var/list/to_eat = list(AM0)
if(isitem(AM0))
to_eat += AM0.GetAllContents()
var/items_recycled = 0
for(var/i in to_eat)
var/atom/movable/AM = i
if(QDELETED(AM))
continue
else if(isliving(AM))
if(emagged)
crush_living(AM)
else if(HAS_TRAIT(src, TRAIT_CMAGGED))
bananafication(AM)
else
emergency_stop(AM)
else if(isitem(AM))
recycle_item(AM)
items_recycled++
else
playsound(loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
AM.forceMove(loc)
if(items_recycled && sound && (last_consumption_sound + SOUND_COOLDOWN) < world.time)
playsound(loc, item_recycle_sound, 100, 0)
last_consumption_sound = world.time
/obj/machinery/recycler/proc/recycle_item(obj/item/I)
I.forceMove(loc)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/material_amount = materials.get_item_material_amount(I)
if(!material_amount)
qdel(I)
return
materials.insert_item(I, multiplier = (amount_produced / 100))
qdel(I)
materials.retrieve_all()
/obj/machinery/recycler/proc/emergency_stop(mob/living/L)
playsound(loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
emergency_mode = TRUE
update_icon(UPDATE_ICON_STATE)
L.loc = loc
addtimer(CALLBACK(src, PROC_REF(reboot)), SAFETY_COOLDOWN)
/obj/machinery/recycler/proc/reboot()
playsound(loc, 'sound/machines/ping.ogg', 50, 0)
emergency_mode = FALSE
update_icon(UPDATE_ICON_STATE)
/obj/machinery/recycler/proc/bananafication(mob/living/L)
L.loc = loc
if(!iscarbon(L))
playsound(loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
return
var/mob/living/carbon/human/victim = L
playsound(src, 'sound/items/AirHorn.ogg', 100, TRUE, -1)
victim.bananatouched_harmless()
/obj/machinery/recycler/proc/crush_living(mob/living/L)
L.loc = loc
if(issilicon(L))
playsound(loc, 'sound/items/welder.ogg', 50, 1)
else
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
var/gib = TRUE
// By default, the emagged recycler will gib all non-carbons. (human simple animal mobs don't count)
if(iscarbon(L))
gib = FALSE
if(L.stat == CONSCIOUS)
L.say("ARRRRRRRRRRRGH!!!")
add_mob_blood(L)
if(!blood && !issilicon(L))
blood = TRUE
update_icon(UPDATE_ICON_STATE)
// Remove and recycle the equipped items
if(eat_victim_items)
for(var/obj/item/I in L.get_equipped_items(TRUE))
if(L.drop_item_to_ground(I))
eat(I, sound = 0)
// Instantly lie down, also go unconscious from the pain, before you die.
L.Paralyse(10 SECONDS)
if(gib || always_gib)
L.gib()
else if(emagged)
L.adjustBruteLoss(crush_damage)
/obj/machinery/recycler/AltClick(mob/user)
if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
return
eat_dir = turn(eat_dir, 90)
to_chat(user, "<span class='notice'>[src] will now accept items from [dir2text(eat_dir)].</span>")
/obj/machinery/recycler/deathtrap
name = "dangerous old crusher"
emagged = TRUE
crush_damage = 120
/obj/item/paper/recycler
name = "paper - 'garbage duty instructions'"
info = "<h2>New Assignment</h2> You have been assigned to collect garbage from trash bins, located around the station. The crewmembers will put their trash into it and you will collect the said trash.<br><br>There is a recycling machine near your closet, inside maintenance; use it to recycle the trash for a small chance to get useful minerals. Then deliver these minerals to cargo or engineering. You are our last hope for a clean station, do not screw this up!"
#undef SOUND_COOLDOWN
#undef SAFETY_COOLDOWN