Files
VOREStation/code/modules/fishing/fishing_net.dm
T
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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/obj/item/material/fishing_net
name = "fishing net"
desc = "A crude fishing net."
icon = 'icons/obj/items.dmi'
icon_state = "net"
item_state = "net"
description_info = "This object can be used to capture certain creatures easily, most commonly fish. \
It has a reach of two tiles, and can be emptied by activating it in-hand. \
This version will not keep creatures inside in stasis, and will be heavier if it contains a mob."
var/empty_state = "net"
var/contain_state = "net_full"
w_class = ITEMSIZE_SMALL
flags = NOBLUDGEON
slowdown = 0.5
reach = 2
default_material = MAT_CLOTH
var/list/accepted_mobs = list(/mob/living/simple_mob/animal/passive/fish)
///Var for attack_self chain
var/special_handling = FALSE
/obj/item/material/fishing_net/Initialize(mapload)
. = ..()
update_icon()
/obj/item/material/fishing_net/afterattack(var/atom/A, var/mob/user, var/proximity)
if(get_dist(get_turf(src), A) > reach)
return
if(istype(A, /turf))
var/mob/living/Target
for(var/type in accepted_mobs)
Target = locate(type) in A.contents
if(Target)
afterattack(Target, user, proximity)
break
if(istype(A, /mob))
var/accept = FALSE
for(var/D in accepted_mobs)
if(istype(A, D))
accept = TRUE
for(var/atom/At in src.contents)
if(isliving(At))
to_chat(user, span_notice("Your net is already holding something!"))
accept = FALSE
if(!accept)
to_chat(user, span_filter_notice("[A] can't be trapped in \the [src]."))
return
var/mob/L = A
user.visible_message(span_notice("[user] snatches [L] with \the [src]."), span_notice("You snatch [L] with \the [src]."))
L.forceMove(src)
update_icon()
update_weight()
return
return ..()
/obj/item/material/fishing_net/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
if(special_handling)
return FALSE
for(var/mob/M in src)
M.forceMove(get_turf(src))
user.visible_message(span_notice("[user] releases [M] from \the [src]."), span_notice("You release [M] from \the [src]."))
for(var/obj/item/I in src)
I.forceMove(get_turf(src))
user.visible_message(span_notice("[user] dumps \the [I] out of \the [src]."), span_notice("You dump \the [I] out of \the [src]."))
update_icon()
update_weight()
return
/obj/item/material/fishing_net/attackby(var/obj/item/W, var/mob/user)
if(contents)
for(var/mob/living/L in contents)
if(prob(25))
L.attackby(W, user)
..()
/obj/item/material/fishing_net/update_icon() // Also updates name and desc
underlays.Cut()
cut_overlays()
..()
name = initial(name)
desc = initial(desc)
var/contains_mob = FALSE
for(var/mob/M in src)
var/image/victim = image(M.icon, M.icon_state)
underlays += victim
name = "filled net"
desc = "A net with [M] inside."
contains_mob = TRUE
if(contains_mob)
icon_state = contain_state
else
icon_state = empty_state
return
/obj/item/material/fishing_net/proc/update_weight()
if(icon_state == contain_state) // Let's not do a for loop just to see if a mob is in here.
slowdown = initial(slowdown) * 2
reach = 1
else
slowdown = initial(slowdown)
reach = initial(reach)
/obj/item/material/fishing_net/butterfly_net
name = "butterfly net"
desc = "A butterfly net, it can be used to catch small critters, such as butterflies, but perhaps also friends?"
icon = 'icons/obj/items.dmi'
icon_state = "butterfly_net"
item_state = "butterfly_net"
description_info = "This object can be used to capture certain creatures easily, most commonly butterflies. \
It can be emptied by activating it in-hand."
empty_state = "butterfly_net"
contain_state = "butterfly_net_full"
w_class = ITEMSIZE_SMALL
flags = NOBLUDGEON
reach = 1
default_material = MAT_CLOTH
accepted_mobs = list(/mob/living/simple_mob/animal/sif/glitterfly, /mob/living/carbon/human)
special_handling = TRUE
/obj/item/material/fishing_net/butterfly_net/afterattack(var/atom/A, var/mob/user, var/proximity)
if(get_dist(get_turf(src), A) > reach)
return
if(istype(A, /turf))
var/mob/living/Target
for(var/type in accepted_mobs)
Target = locate(type) in A.contents
if(Target)
afterattack(Target, user, proximity)
break
if(istype(A, /mob))
var/accept = FALSE
for(var/D in accepted_mobs)
if(istype(A, D))
var/mob/M = A
if(ishuman(M) && M.size_multiplier > 0.5)
accept = FALSE
else if(A == user)
accept = FALSE
else
accept = TRUE
for(var/atom/At in src.contents)
if(isliving(At))
to_chat(user, span_notice("Your net is already holding something!"))
accept = FALSE
if(!accept)
to_chat(user, span_filter_notice("[A] can't be trapped in \the [src]."))
return
var/mob/L = A
user.visible_message(span_notice("[user] snatches [L] with \the [src]."), span_notice("You snatch [L] with \the [src]."))
L.forceMove(src)
playsound(src, 'sound/effects/plop.ogg', 50, 1)
update_icon()
update_weight()
return
return ..()
/obj/item/material/fishing_net/butterfly_net/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
for(var/mob/living/M in src)
if(!user.get_inactive_hand()) //Check if the inactive hand is empty
M.forceMove(get_turf(src))
M.attempt_to_scoop(user)
user.visible_message(span_notice("[user] scoops [M] out from \the [src]."), span_notice("You pull [M] from \the [src]."))
else
M.forceMove(get_turf(src))
user.visible_message(span_notice("[user] releases [M] from \the [src]."), span_notice("You release [M] from \the [src]."))
for(var/obj/item/I in src)
I.forceMove(get_turf(src))
user.visible_message(span_notice("[user] dumps \the [I] out of \the [src]."), span_notice("You dump \the [I] out of \the [src]."))
update_icon()
update_weight()
return
/obj/item/material/fishing_net/butterfly_net/container_resist(mob/living/M)
if(prob(20))
if(isdisposalpacket(loc))
M.forceMove(loc)
else
M.forceMove(get_turf(src))
to_chat(M, span_warning("You climb out of \the [src]."))
update_icon()
update_weight()
else
to_chat(M, span_warning("You fail to escape \the [src]."))
/obj/item/material/fishing_net/butterfly_net/update_icon() // Also updates name and desc
underlays.Cut()
cut_overlays()
name = initial(name)
desc = initial(desc)
var/contains_mob = FALSE
for(var/mob/M in src)
name = "filled butterfly net"
desc = "A net with [M] inside."
contains_mob = TRUE
if(contains_mob)
icon_state = contain_state
else
icon_state = empty_state
return
/datum/crafting_recipe/butterfly_net
name = "butterfly net"
result = /obj/item/material/fishing_net/butterfly_net
reqs = list(
list(/obj/item/stack/material/cloth = 2)
)
time = 20
category = CAT_MISC