mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
258 lines
8.8 KiB
Plaintext
258 lines
8.8 KiB
Plaintext
/obj/item/extinguisher
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name = "fire extinguisher"
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desc = "A traditional red fire extinguisher."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "fire_extinguisher0"
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item_state = "fire_extinguisher"
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hitsound = 'sound/weapons/smash.ogg'
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flags_1 = CONDUCT_1
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throwforce = 10
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 2
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throw_range = 7
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force = 10
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materials = list(MAT_METAL = 90)
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attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
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dog_fashion = /datum/dog_fashion/back
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resistance_flags = FIRE_PROOF
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var/max_water = 50
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var/last_use = 1
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var/chem = "water"
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var/safety = TRUE
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var/refilling = FALSE
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var/tanktype = /obj/structure/reagent_dispensers/watertank
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var/sprite_name = "fire_extinguisher"
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var/power = 5 //Maximum distance launched water will travel
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var/precision = FALSE //By default, turfs picked from a spray are random, set to 1 to make it always have at least one water effect per row
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var/cooling_power = 2 //Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled
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/obj/item/extinguisher/mini
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name = "pocket fire extinguisher"
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desc = "A light and compact fibreglass-framed model fire extinguisher."
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icon_state = "miniFE0"
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item_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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flags_1 = null //doesn't CONDUCT_1
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throwforce = 2
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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materials = list(MAT_METAL = 50, MAT_GLASS = 40)
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max_water = 30
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sprite_name = "miniFE"
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dog_fashion = null
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/obj/item/extinguisher/mini/family
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name = "pocket fire extinguisher"
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desc = "A old fashen pocket fire extinguisher that has been modified with a larger water tank, and a small high-power sprayer. It feels cool to the touch and has a small humming to it..."
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icon_state = "miniFE0"
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item_state = "miniFE"
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throwforce = 1
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w_class = WEIGHT_CLASS_SMALL
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force = 2
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max_water = 40
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power = 7
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cooling_power = 3
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/obj/item/extinguisher/Initialize()
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. = ..()
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create_reagents(max_water, AMOUNT_VISIBLE)
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reagents.add_reagent(chem, max_water)
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/obj/item/extinguisher/advanced
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name = "advanced fire extinguisher"
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desc = "Used to stop thermonuclear fires from spreading inside your engine."
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icon_state = "foam_extinguisher0"
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//item_state = "foam_extinguisher" needs sprite
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dog_fashion = null
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chem = "firefighting_foam"
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tanktype = /obj/structure/reagent_dispensers/foamtank
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sprite_name = "foam_extinguisher"
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precision = TRUE
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/obj/item/extinguisher/proc/refill()
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create_reagents(max_water, AMOUNT_VISIBLE)
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reagents.add_reagent(chem, max_water)
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/obj/item/extinguisher/suicide_act(mob/living/carbon/user)
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if (!safety && (reagents.total_volume >= 1))
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user.visible_message("<span class='suicide'>[user] puts the nozzle to [user.p_their()] mouth. It looks like [user.p_theyre()] trying to extinguish the spark of life!</span>")
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afterattack(user,user)
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return OXYLOSS
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else if (safety && (reagents.total_volume >= 1))
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user.visible_message("<span class='warning'>[user] puts the nozzle to [user.p_their()] mouth... The safety's still on!</span>")
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return SHAME
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else
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user.visible_message("<span class='warning'>[user] puts the nozzle to [user.p_their()] mouth... [src] is empty!</span>")
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return SHAME
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/obj/item/extinguisher/attack_self(mob/user)
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safety = !safety
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src.icon_state = "[sprite_name][!safety]"
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to_chat(user, "The safety is [safety ? "on" : "off"].")
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return
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/obj/item/extinguisher/attack(mob/M, mob/user)
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if(user.a_intent == INTENT_HELP && !safety) //If we're on help intent and going to spray people, don't bash them.
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/attack_obj(obj/O, mob/living/user)
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if(AttemptRefill(O, user))
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refilling = TRUE
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/examine(mob/user)
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..()
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to_chat(user, "The safety is [safety ? "on" : "off"].")
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if(reagents.total_volume)
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to_chat(user, "<span class='notice'>Alt-click to empty it.</span>")
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/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
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if(istype(target, tanktype) && target.Adjacent(user))
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var/safety_save = safety
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safety = TRUE
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if(reagents.total_volume == reagents.maximum_volume)
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to_chat(user, "<span class='warning'>\The [src] is already full!</span>")
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safety = safety_save
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return 1
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var/obj/structure/reagent_dispensers/W = target //will it work?
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var/transferred = W.reagents.trans_to(src, max_water)
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if(transferred > 0)
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to_chat(user, "<span class='notice'>\The [src] has been refilled by [transferred] units.</span>")
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playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6)
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for(var/datum/reagent/water/R in reagents.reagent_list)
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R.cooling_temperature = cooling_power
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else
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to_chat(user, "<span class='warning'>\The [W] is empty!</span>")
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safety = safety_save
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return 1
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else
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return 0
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/obj/item/extinguisher/afterattack(atom/target, mob/user , flag)
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. = ..()
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// Make it so the extinguisher doesn't spray yourself when you click your inventory items
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if (target.loc == user)
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return
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//TODO; Add support for reagents in water.
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if(refilling)
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refilling = FALSE
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return
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if (!safety)
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if (src.reagents.total_volume < 1)
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to_chat(usr, "<span class='warning'>\The [src] is empty!</span>")
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return
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if (world.time < src.last_use + 12)
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return
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src.last_use = world.time
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playsound(src.loc, 'sound/effects/extinguish.ogg', 75, 1, -3)
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var/direction = get_dir(src,target)
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if(user.buckled && isobj(user.buckled) && !user.buckled.anchored)
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var/obj/B = user.buckled
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var/movementdirection = turn(direction,180)
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addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_chair, B, movementdirection), 1)
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else user.newtonian_move(turn(direction, 180))
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//Get all the turfs that can be shot at
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var/turf/T = get_turf(target)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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if(precision)
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var/turf/T3 = get_step(T1, turn(direction, 90))
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var/turf/T4 = get_step(T2,turn(direction, -90))
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the_targets.Add(T3,T4)
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var/list/water_particles=list()
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for(var/a=0, a<5, a++)
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var/obj/effect/particle_effect/water/W = new /obj/effect/particle_effect/water(get_turf(src))
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var/my_target = pick(the_targets)
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water_particles[W] = my_target
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// If precise, remove turf from targets so it won't be picked more than once
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if(precision)
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the_targets -= my_target
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var/datum/reagents/R = new/datum/reagents(5)
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W.reagents = R
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R.my_atom = W
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reagents.trans_to(W,1)
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//Make em move dat ass, hun
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addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_particles, water_particles), 2)
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//Particle movement loop
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/obj/item/extinguisher/proc/move_particles(var/list/particles, var/repetition=0)
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//Check if there's anything in here first
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if(!particles || particles.len == 0)
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return
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// Second loop: Get all the water particles and make them move to their target
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for(var/obj/effect/particle_effect/water/W in particles)
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var/turf/my_target = particles[W]
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if(!W)
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continue
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step_towards(W,my_target)
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if(!W.reagents)
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continue
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W.reagents.reaction(get_turf(W))
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for(var/A in get_turf(W))
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W.reagents.reaction(A)
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if(W.loc == my_target)
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break
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if(repetition < power)
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repetition++
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addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_particles, particles, repetition), 2)
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//Chair movement loop
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/obj/item/extinguisher/proc/move_chair(var/obj/B, var/movementdirection, var/repetition=0)
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step(B, movementdirection)
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var/timer_seconds
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switch(repetition)
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if(0 to 2)
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timer_seconds = 1
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if(3 to 4)
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timer_seconds = 2
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if(5 to 8)
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timer_seconds = 3
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else
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return
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repetition++
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addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_chair, B, movementdirection, repetition), timer_seconds)
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/obj/item/extinguisher/screwdriver_act(mob/user, obj/item/tool)
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if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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return
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EmptyExtinguisher(user)
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/obj/item/extinguisher/proc/EmptyExtinguisher(var/mob/user)
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if(loc == user && reagents.total_volume)
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reagents.clear_reagents()
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var/turf/T = get_turf(loc)
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if(isopenturf(T))
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var/turf/open/theturf = T
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theturf.MakeSlippery(TURF_WET_WATER, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
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user.visible_message("[user] empties out \the [src] onto the floor using the release valve.", "<span class='info'>You quietly empty out \the [src] using its release valve.</span>")
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//firebot assembly
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/obj/item/extinguisher/attackby(obj/O, mob/user, params)
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if(istype(O, /obj/item/bodypart/l_arm/robot) || istype(O, /obj/item/bodypart/r_arm/robot))
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to_chat(user, "<span class='notice'>You add [O] to [src].</span>")
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qdel(O)
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qdel(src)
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user.put_in_hands(new /obj/item/bot_assembly/firebot)
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else
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..()
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