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VOREStation/code/game/objects/items/glassjar.dm
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Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -05:00

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#define JAR_NOTHING 0
#define JAR_MONEY 1
#define JAR_ANIMAL 2
#define JAR_SPIDER 3
/obj/item/glass_jar
name = "glass jar"
desc = "A small empty jar."
icon = 'icons/obj/items.dmi'
icon_state = "jar"
w_class = ITEMSIZE_SMALL
matter = list(MAT_GLASS = 200)
flags = NOBLUDGEON
var/list/accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse, /mob/living/simple_mob/animal/sif/leech, /mob/living/simple_mob/animal/sif/frostfly, /mob/living/simple_mob/animal/sif/glitterfly)
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
drop_sound = 'sound/items/drop/glass.ogg'
pickup_sound = 'sound/items/pickup/glass.ogg'
///If we can fill it with water
var/can_fill = FALSE
///If we are filled with water.
var/filled = FALSE
/obj/item/glass_jar/Initialize(mapload)
. = ..()
update_icon()
/obj/item/glass_jar/afterattack(var/atom/A, var/mob/user, var/proximity)
if(!proximity || contains)
return
if(can_fill && !filled)
if(istype(A, /obj/structure/sink) || istype(A, /turf/simulated/floor/water))
if(contains && user.a_intent == I_HELP)
to_chat(user, span_warning("That probably isn't the best idea."))
return
to_chat(user, span_notice("You fill \the [src] with water!"))
filled = TRUE
update_icon()
return
if(istype(A, /mob))
var/accept = 0
for(var/D in accept_mobs)
if(istype(A, D))
accept = 1
if(!accept)
to_chat(user, "[A] doesn't fit into \the [src].")
return
var/mob/L = A
user.visible_message(span_notice("[user] scoops [L] into \the [src]."), span_notice("You scoop [L] into \the [src]."))
L.loc = src
contains = JAR_ANIMAL
update_icon()
return
else if(istype(A, /obj/effect/spider/spiderling))
var/obj/effect/spider/spiderling/S = A
user.visible_message(span_notice("[user] scoops [S] into \the [src]."), span_notice("You scoop [S] into \the [src]."))
S.loc = src
STOP_PROCESSING(SSobj, S) // No growing inside jars
contains = JAR_SPIDER
update_icon()
return
/obj/item/glass_jar/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
//For the fish jars
if(can_fill && filled)
if(contains == JAR_ANIMAL)
if(user.a_intent == I_HELP)
to_chat(user, span_notice("Maybe you shouldn't empty the water..."))
return
else
filled = FALSE
user.visible_message(span_warning("[user] dumps out \the [src]'s water!"))
update_icon()
return
else
user.visible_message(span_notice("[user] dumps \the [src]'s water."))
filled = FALSE
update_icon()
return
switch(contains)
if(JAR_MONEY)
for(var/obj/O in src)
O.loc = user.loc
to_chat(user, span_notice("You take money out of \the [src]."))
contains = JAR_NOTHING
update_icon()
return
if(JAR_ANIMAL)
for(var/mob/M in src)
M.loc = user.loc
user.visible_message(span_notice("[user] releases [M] from \the [src]."), span_notice("You release [M] from \the [src]."))
contains = JAR_NOTHING
update_icon()
return
if(JAR_SPIDER)
for(var/obj/effect/spider/spiderling/S in src)
S.loc = user.loc
user.visible_message(span_notice("[user] releases [S] from \the [src]."), span_notice("You release [S] from \the [src]."))
START_PROCESSING(SSobj, S) // They can grow after being let out though
contains = JAR_NOTHING
update_icon()
return
/obj/item/glass_jar/attackby(var/obj/item/W, var/mob/user)
if(istype(W, /obj/item/spacecash))
if(contains == JAR_NOTHING)
contains = JAR_MONEY
if(contains != JAR_MONEY)
return
var/obj/item/spacecash/S = W
user.visible_message(span_notice("[user] puts [S.worth] [S.worth > 1 ? "thalers" : "thaler"] into \the [src]."))
user.drop_from_inventory(S)
S.loc = src
update_icon()
/obj/item/glass_jar/update_icon() // Also updates name and desc
underlays.Cut()
cut_overlays()
if(filled)
underlays += image(icon, "[icon_state]_water")
switch(contains)
if(JAR_NOTHING)
name = initial(name)
desc = initial(desc)
if(JAR_MONEY)
if(can_fill)
name = "tip tank"
else
name = "tip jar"
desc = "A [name] with money inside."
for(var/obj/item/spacecash/S in src)
var/image/money = image(S.icon, S.icon_state)
money.pixel_x = rand(-2, 3)
money.pixel_y = rand(-6, 6)
money.transform *= 0.6
underlays += money
if(JAR_ANIMAL)
//tank
if(can_fill)
for(var/mob/M in src)
var/image/victim = image(M.icon, M.icon_state)
var/initial_x_scale = M.icon_scale_x
var/initial_y_scale = M.icon_scale_y
M.adjust_scale(0.7)
victim.appearance = M.appearance
M.adjust_scale(initial_x_scale, initial_y_scale)
victim.pixel_y = 4
underlays += victim
name = "[name] with [M]"
desc = "A large [name] with [M] inside."
else
for(var/mob/M in src)
var/image/victim = image(M.icon, M.icon_state)
victim.pixel_y = 6
victim.color = M.color
if(M.plane == PLANE_LIGHTING_ABOVE) // This will only show up on the ground sprite, due to the HuD being over it, so we need both images.
var/image/victim_glow = image(M.icon, M.icon_state)
victim_glow.pixel_y = 6
victim_glow.color = M.color
underlays += victim_glow
underlays += victim
name = "glass jar with [M]"
desc = "A small jar with [M] inside."
if(JAR_SPIDER)
for(var/obj/effect/spider/spiderling/S in src)
var/image/victim = image(S.icon, S.icon_state)
underlays += victim
if(can_fill)
name = "[name] with [S]"
desc = "A large tank with [S] inside."
else
name = "glass jar with [S]"
desc = "A small jar with [S] inside."
underlays += victim
if(filled)
desc = "[desc] It contains water."
/obj/item/glass_jar/fish
name = "glass tank"
desc = "A large glass tank."
can_fill = TRUE
w_class = ITEMSIZE_NORMAL
accept_mobs = list(/mob/living/simple_mob/animal/passive/lizard, /mob/living/simple_mob/animal/passive/mouse, /mob/living/simple_mob/animal/sif/leech, /mob/living/simple_mob/animal/sif/frostfly, /mob/living/simple_mob/animal/sif/glitterfly, /mob/living/simple_mob/animal/passive/fish)
/obj/item/glass_jar/fish/plastic
name = "plastic tank"
desc = "A large plastic tank."
matter = list(MAT_PLASTIC = 4000)
#undef JAR_NOTHING
#undef JAR_MONEY
#undef JAR_ANIMAL
#undef JAR_SPIDER