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vgstation13/code/game/objects/objs.dm
MadmanMartian 00cbab8f0f Comments out dorfify icon operations (#20717)
Was crashing the server
2018-11-14 15:40:04 -02:00

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var/global/list/reagents_to_log = list(FUEL, PLASMA, PACID, SACID, AMUTATIONTOXIN, MINDBREAKER, SPIRITBREAKER, CYANIDE, IMPEDREZENE, LUBE)
/obj
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/reliability = 100 //Used by SOME devices to determine how reliable they are.
var/crit_fail = 0
animate_movement = 2
var/throwforce = 1
var/siemens_coefficient = 0 // for electrical admittance/conductance (electrocution checks and shit) - 0 is not conductive, 1 is conductive - this is a range, not binary
var/sharpness = 0 //not a binary - rough guide is 0.8 cutting, 1 cutting well, 1.2 specifically sharp (knives, etc) 1.5 really sharp (scalpels, e-weapons)
var/sharpness_flags = 0 //Describe in which way this thing is sharp. Shouldn't sharpness be exclusive to obj/item?
var/heat_production = 0
var/source_temperature = 0
var/price = 0
var/in_use = 0 // 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!
var/damtype = "brute"
var/force = 0
//Should we alert about reagents that should be logged?
var/log_reagents = 1
var/list/mob/_using // All mobs dicking with us.
// Shit for mechanics. (MECH_*)
var/mech_flags=0
plane = OBJ_PLANE
var/defective = 0
var/quality = NORMAL //What level of quality this object is.
var/datum/material/material_type //What material this thing is made out of
var/event/on_use
var/sheet_type = /obj/item/stack/sheet/metal
var/sheet_amt = 1
var/can_take_pai = FALSE
var/obj/item/device/paicard/integratedpai = null
var/datum/delay_controller/pAImove_delayer = new(1, ARBITRARILY_LARGE_NUMBER)
var/pAImovement_delay = 0
// Can we wrench/weld this to a turf with a dense /obj on it?
var/can_affix_to_dense_turf=0
var/has_been_invisible_sprayed = FALSE
var/impactsound
// Whether this object can appear in holomaps
/obj/proc/supports_holomap()
return FALSE
/obj/proc/add_self_to_holomap()
var/turf/T = loc
if(istype(T) && ticker && ticker.current_state != GAME_STATE_PLAYING)
T.add_holomap(src)
/obj/New()
..()
on_use = new(owner=src)
/obj/Destroy()
for(var/mob/user in _using)
user.unset_machine()
if(src in processing_objects)
processing_objects -= src
if(integratedpai)
qdel(integratedpai)
integratedpai = null
if(on_use)
on_use.holder = null
qdel(on_use)
on_use = null
material_type = null //Don't qdel, they're held globally
..()
/obj/item/proc/is_used_on(obj/O, mob/user)
/obj/proc/install_pai(obj/item/device/paicard/P)
if(!P || !istype(P))
return 0
P.forceMove(src)
integratedpai = P
verbs += /obj/proc/remove_pai
/obj/attackby(obj/item/weapon/W, mob/user)
if(can_take_pai && istype(W, /obj/item/device/paicard))
if(integratedpai)
to_chat(user, "<span class = 'notice'>There's already a Personal AI inserted.</span>")
return
if(user.drop_item(W))
to_chat(user, "You insert \the [W] into a slot in \the [src].")
install_pai(W)
state_controls_pai(W)
playsound(src, 'sound/misc/cartridge_in.ogg', 25)
if(W)
INVOKE_EVENT(W.on_use, list("user" = user, "target" = src))
if(W.material_type)
W.material_type.on_use(W, src, user)
/obj/proc/state_controls_pai(obj/item/device/paicard/P) //text the pAI receives when is inserted into something. EXAMPLE: to_chat(P.pai, "Welcome to your new body")
if(P.pai)
return 1
return 0
/obj/proc/attack_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI clicks on the object, or uses the attack_self() hotkey
return
/obj/proc/swapkey_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the swap_hand() hotkey
return
/obj/proc/throwkey_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the toggle_throw_mode() hotkey
return
/obj/proc/dropkey_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the drop hotkey
return
/obj/proc/equipkey_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the equip hotkey
return
/obj/proc/intentright_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the cycle-intent-right hotkey
return
/obj/proc/intentleft_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the cycle-intent-left hotkey
return
/obj/proc/intenthelp_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the help intent hotkey
return
/obj/proc/intentdisarm_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the disarm intent hotkey
return
/obj/proc/intentgrab_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the grab intent hotkey
return
/obj/proc/intenthurt_integrated_pai(mob/living/silicon/pai/user) //called when integrated pAI uses the hurt intent hotkey
return
/obj/proc/pAImove(mob/living/silicon/pai/user, dir) //called when integrated pAI attempts to move
if(pAImove_delayer.blocked())
user.last_movement=world.time
return 0
else
delayNextpAIMove(getpAIMovementDelay())
if (user.client.prefs.stumble && ((world.time - user.last_movement) > 5) && getpAIMovementDelay() < 2)
delayNextpAIMove(3) //if set, delays the second step when a mob starts moving to attempt to make precise high ping movement easier
user.last_movement=world.time
return 1
/obj/proc/getpAIMovementDelay()
return pAImovement_delay
/obj/proc/delayNextpAIMove(var/delay, var/additive=0)
pAImove_delayer.delayNext(delay,additive)
/obj/proc/on_integrated_pai_click(mob/living/silicon/pai/user, var/atom/A)
if(istype(A,/obj/machinery)||(istype(A,/mob)&&user.secHUD))
A.attack_pai(user)
/obj/proc/remove_pai()
set name = "Remove pAI"
set category = "Object"
set src in range(1)
var/mob/M = usr
if(!M.Adjacent(src))
return
if(!M.dexterity_check())
to_chat(usr, "You don't have the dexterity to do this!")
return
if(M.incapacitated())
to_chat(M, "You can't do that while you're incapacitated!")
return
to_chat(M, "You eject \the [integratedpai] from \the [src].")
M.put_in_hands(eject_integratedpai_if_present())
playsound(src, 'sound/misc/cartridge_out.ogg', 25)
/obj/proc/eject_integratedpai_if_present()
if(integratedpai)
integratedpai.forceMove(get_turf(src))
verbs -= /obj/proc/remove_pai
var/obj/item/device/paicard/P = integratedpai
integratedpai = null
return P
return 0
/obj/recycle(var/datum/materials/rec)
if(..())
return 1
return w_type
/*
/obj/melt()
var/obj/effect/decal/slag/slag=locate(/obj/effect/decal/slag) in get_turf(src)
if(!slag)
slag = new(get_turf(src))
slag.slaggify(src)
*/
/obj/proc/is_conductor(var/siemens_min = 0.5)
if(src.siemens_coefficient >= siemens_min)
return 1
return
/obj/proc/cultify()
qdel(src)
/obj/proc/clockworkify()
return
/obj/proc/wrenchable()
return 0
/obj/proc/can_wrench_shuttle()
return 0
/obj/proc/is_sharp()
return sharpness
/obj/is_hot() //This returns the temperature of the object if possible
return source_temperature
/obj/thermal_energy_transfer()
if(is_hot())
return heat_production
return 0
/obj/proc/process()
set waitfor = FALSE
processing_objects.Remove(src)
//At some point, this proc should be changed to work like remove_air() below does.
//However, this would likely cause problems, such as CO2 buildup in mechs and spacepods, so I'm not doing it right now.
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
else
return null
/obj/remove_air(amount)
var/datum/gas_mixture/my_air = return_air()
return my_air?.remove(amount)
/obj/return_air()
if(loc)
return loc.return_air()
else
return null
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_vol)
if(breath_vol > 0)
var/datum/gas_mixture/G = return_air()
return G.remove_volume(breath_vol)
else
return null
/obj/proc/updateUsrDialog()
if(in_use)
var/is_in_use = 0
if(_using && _using.len)
var/list/nearby = viewers(1, src) + loc //List of nearby things includes the location - allows you to call this proc on items and such
for(var/mob/M in _using) // Only check things actually messing with us.
if (!M || !M.client)
_using.Remove(M)
continue
// AIs/Robots can do shit from afar.
if (isAI(M) || isrobot(M))
is_in_use = 1
src.attack_ai(M)
else if(!(M in nearby)) // NOT NEARBY
// check for TK users
if(M.mutations && M.mutations.len)
if(M_TK in M.mutations)
is_in_use = 1
src.attack_hand(M, TRUE) // The second param is to make sure brain damage on the user doesn't cause the UI to not update but the action to still happen.
else
// Remove.
_using.Remove(M)
continue
else // EVERYTHING FROM HERE DOWN MUST BE NEARBY
is_in_use = 1
attack_hand(M, TRUE)
in_use = is_in_use
/obj/proc/updateDialog()
// Check that people are actually using the machine. If not, don't update anymore.
if(in_use)
var/list/nearby = viewers(1, src)
var/is_in_use = 0
for(var/mob/M in _using) // Only check things actually messing with us.
// Not actually using the fucking thing?
if (!M || !M.client || M.machine != src)
_using.Remove(M)
continue
// Not robot or AI, and not nearby?
if(!isAI(M) && !isrobot(M) && !(M in nearby))
_using.Remove(M)
continue
is_in_use = 1
src.interact(M)
in_use = is_in_use
/obj/proc/interact(mob/user)
return
/obj/singularity_act()
if(flags & INVULNERABLE)
return
ex_act(1)
if(src)
qdel(src)
return 2
/obj/shuttle_act(datum/shuttle/S)
return qdel(src)
/obj/singularity_pull(S, current_size)
if(anchored)
if(current_size >= STAGE_FIVE)
anchored = 0
step_towards(src, S)
else
step_towards(src, S)
/obj/proc/multitool_menu(var/mob/user,var/obj/item/device/multitool/P)
return "<b>NO MULTITOOL_MENU!</b>"
/obj/proc/linkWith(var/mob/user, var/obj/buffer, var/link/context)
return 0
/obj/proc/unlinkFrom(var/mob/user, var/obj/buffer)
return 0
/obj/proc/canLink(var/obj/O, var/link/context)
return 0
/obj/proc/isLinkedWith(var/obj/O)
return 0
/obj/proc/getLink(var/idx)
return null
/obj/proc/canClone(var/obj/O)
return 0
/obj/proc/clone(var/obj/O)
return 0
/obj/proc/linkMenu(var/obj/O)
var/dat=""
if(canLink(O, list()))
dat += " <a href='?src=\ref[src];link=1'>\[Link\]</a> "
return dat
/obj/proc/format_tag(var/label,var/varname, var/act="set_tag")
var/value = vars[varname]
if(!value || value=="")
value="-----"
return "<b>[label]:</b> <a href=\"?src=\ref[src];[act]=[varname]\">[value]</a>"
/obj/proc/update_multitool_menu(mob/user as mob)
var/obj/item/device/multitool/P = get_multitool(user)
if(!istype(P))
return 0
// Cloning stuff goes here.
if(P.clone && P.buffer) // Cloning is on.
if(!canClone(P.buffer))
to_chat(user, "<span class='attack'>A red light flashes on \the [P]; you cannot clone to this device!</span>")
return
if(!clone(P.buffer))
to_chat(user, "<span class='attack'>A red light flashes on \the [P]; something went wrong when cloning to this device!</span>")
return
to_chat(user, "<span class='confirm'>A green light flashes on \the [P], confirming the device was cloned to.</span>")
return
var/dat = {"<html>
<head>
<title>[name] Configuration</title>
<style type="text/css">
html,body {
font-family:courier;
background:#999999;
color:#333333;
}
a {
color:#000000;
text-decoration:none;
border-bottom:1px solid black;
}
</style>
</head>
<body>
<h3>[name]</h3>
"}
dat += multitool_menu(user,P)
if(P)
if(P.buffer)
var/id = null
if(istype(P.buffer, /obj/machinery/telecomms))
var/obj/machinery/telecomms/buffer = P.buffer//Casting is better than using colons
id = buffer.id
else if(P.buffer.vars["id_tag"])//not doing in vars here incase the var is empty, it'd show ()
id = P.buffer:id_tag//sadly, : is needed
dat += "<p><b>MULTITOOL BUFFER:</b> [P.buffer] [id ? "([id])" : ""]"//If you can't into the ? operator, that will make it not display () if there's no ID.
dat += linkMenu(P.buffer)
if(P.buffer)
dat += "<a href='?src=\ref[src];flush=1'>\[Flush\]</a>"
dat += "</p>"
else
dat += "<p><b>MULTITOOL BUFFER:</b> <a href='?src=\ref[src];buffer=1'>\[Add Machine\]</a></p>"
dat += "</body></html>"
user << browse(dat, "window=mtcomputer")
user.set_machine(src)
onclose(user, "mtcomputer")
/obj/update_icon()
return
/mob/proc/unset_machine()
if(machine)
if(machine._using)
machine._using -= src
if(!machine._using.len)
machine._using = null
machine = null
/mob/proc/set_machine(const/obj/O)
unset_machine()
if(istype(O))
machine = O
if(!machine._using)
machine._using = new
machine._using += src
machine.in_use = 1
/** Returns 1 or 0 depending on whether the machine can be affixed to this position.
* Used to determine whether other density=1 things are on this tile.
* @param user Tool user
* @return bool Can affix here
*/
/obj/proc/canAffixHere(var/mob/user)
if(density==0 || can_affix_to_dense_turf)
return TRUE// Non-dense things just don't care. Same with can_affix_to_dense_turf=TRUE objects.
for(var/obj/other in loc) //ensure multiple things aren't anchored in one place
if(other.anchored == 1 && other.density == 1 && density && !anchored && !(other.flow_flags & ON_BORDER) && !(istype(other,/obj/structure/table)))
to_chat(user, "\The [other] is already anchored in this location.")
return FALSE // NOPE
return TRUE
/** Anchors shit to the deck via wrench.
* @param user The mob doing the wrenching
* @param time_to_wrench The time to complete the wrenchening
* @returns TRUE on success, FALSE on fail
*/
/obj/proc/wrenchAnchor(var/mob/user, var/time_to_wrench = 3 SECONDS) //proc to wrench an object that can be secured
if(!canAffixHere(user))
return FALSE
if(!anchored)
if(!istype(src.loc, /turf/simulated/floor)) //Prevent from anchoring shit to shuttles / space
if(istype(src.loc, /turf/simulated/shuttle) && !can_wrench_shuttle()) //If on the shuttle and not wrenchable to shuttle
to_chat(user, "<span class = 'notice'>You can't secure \the [src] to this!</span>")
return FALSE
if(istype(src.loc, /turf/space)) //if on a space tile
to_chat(user, "<span class = 'notice'>You can't secure \the [src] to space!</span>")
return FALSE
user.visible_message( "[user] begins to [anchored ? "unbolt" : "bolt"] \the [src] [anchored ? "from" : "to" ] the floor.",
"You begin to [anchored ? "unbolt" : "bolt"] \the [src] [anchored ? "from" : "to" ] the floor.")
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, src, time_to_wrench))
if(!canAffixHere(user))
return FALSE
anchored = !anchored
user.visible_message( "<span class='notice'>[user] [anchored ? "wrench" : "unwrench"]es \the [src] [anchored ? "in place" : "from its fixture"]</span>",
"<span class='notice'>[bicon(src)] You [anchored ? "wrench" : "unwrench"] \the [src] [anchored ? "in place" : "from its fixture"].</span>",
"<span class='notice'>You hear a ratchet.</span>")
return TRUE
return FALSE
/obj/item/proc/updateSelfDialog()
var/mob/M = src.loc
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/alter_health()
return 1
/obj/proc/hide(h)
return
/obj/proc/container_resist()
return
/obj/proc/can_pickup(mob/living/user)
return 0
/obj/proc/verb_pickup(mob/living/user)
return 0
/obj/proc/can_quick_store(var/obj/item/I) //proc used to check that the current object can store another through quick equip
return 0
/obj/proc/quick_store(var/obj/item/I) //proc used to handle quick storing
return 0
/**
* Called when a mob inside this obj's contents logs out.
*/
/obj/proc/on_logout(var/mob/M)
if(isobj(loc))
var/obj/location = loc
location.on_logout(M)
/**
* Called when a mob inside this obj's contents logs in.
*/
/obj/proc/on_login(var/mob/M)
if(isobj(loc))
var/obj/location = loc
location.on_login(M)
// Dummy to give items special techlist for the purposes of the Device Analyser, in case you'd ever need them to give them different tech levels depending on special checks.
/obj/proc/give_tech_list()
return null
/obj/acidable()
return !(flags & INVULNERABLE)
/obj/proc/t_scanner_expose()
if (level != LEVEL_BELOW_FLOOR)
return
if (invisibility == 101)
invisibility = 0
spawn(1 SECONDS)
var/turf/U = loc
if(istype(U) && U.intact)
invisibility = 101
/obj/proc/become_defective()
if(!defective)
defective = 1
desc += "\nIt doesn't look to be in the best shape."
/obj/proc/clumsy_check(var/mob/living/user)
if(istype(user))
return (M_CLUMSY in user.mutations)
return 0
//Proc that handles NPCs (gremlins) "tampering" with this object.
//Return NPC_TAMPER_ACT_FORGET if there's no interaction (the NPC won't try to tamper with this again)
//Return NPC_TAMPER_ACT_NOMSG if you don't want to create a visible_message
/obj/proc/npc_tamper_act(mob/living/L)
return NPC_TAMPER_ACT_FORGET
/obj/actual_send_to_future(var/duration)
var/turf/current_turf = get_turf(src)
var/datum/current_loc = loc
forceMove(null)
..()
if(!current_loc.gcDestroyed)
forceMove(current_loc)
else
forceMove(current_turf)
/obj/send_to_past(var/duration)
..()
var/static/list/resettable_vars = list(
"sharpness",
"integratedpai")
reset_vars_after_duration(resettable_vars, duration)
//Called when a mob in our locked atoms list kicks another object. Return 1 if successful, to abort the rest of the kicking action.
/obj/proc/onBuckledUserKick(var/mob/living/user, var/atom/A)
if(!anchored && !user.incapacitated() && user.has_limbs) //if you're buckled onto a non-anchored object (like office chairs) you harmlessly push yourself away with your legs
spawn() //return 1 first thing
var/movementdirection = turn(get_dir(src,A),180)
if(user.get_strength() > 1) //hulk KICK!
user.visible_message("<span class='danger'>[user] puts \his foot to \the [A] and kicks \himself away!</span>", \
"<span class='warning'>You put your foot to \the [A] and kick as hard as you can! [pick("RAAAAAAAARGH!", "HNNNNNNNNNGGGGGGH!", "GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", "AAAAAAARRRGH!")]</span>")
var/turf/T = get_edge_target_turf(src, movementdirection)
src.throw_at(T,8,20,fly_speed = 2)
else
user.visible_message("<span class='warning'>[user] kicks \himself away from \the [A].</span>", "<span class='notice'>You kick yourself away from \the [A]. Wee!</span>")
for(var/i in list(2,2,3,3))
set_glide_size(DELAY2GLIDESIZE(i))
if(!step(src, movementdirection))
change_dir(turn(movementdirection, 180)) //stop, but don't turn around when hitting a wall
break
change_dir(turn(movementdirection, 180)) //face away from where we're going
sleep(i)
return 1
/obj/make_invisible(var/source_define, var/time, var/include_clothing)
if(..() || !source_define)
return
alpha = 1
if(source_define == INVISIBLESPRAY)
has_been_invisible_sprayed = TRUE
if(ismob(loc))
var/mob/M = loc
M.regenerate_icons()
if(time > 0)
spawn(time)
alpha = initial(alpha)
has_been_invisible_sprayed = FALSE
if(ismob(loc))
var/mob/M = loc
M.regenerate_icons()
/obj/proc/gen_quality(var/modifier = 0)
var/material_mod = material_type ? material_type.quality_mod : 1
var/surrounding_mod = 1
/* - Probably better we find a better way of checking the quality of a room, like an area-level variable for room quality, and cleanliness
var/turf/T = get_turf(src)
for(var/dir in alldirs)
for(var/obj/I in get_step(T, dir))
if(I.quality > NORMAL || I.quality < NORMAL)
surrounding_mod *= I.quality/rand(1,3)
*/
var/initial_quality = round(((rand(1,3)*surrounding_mod)*material_mod)+modifier)
quality = Clamp(initial_quality, AWFUL, LEGENDARY)
/obj/proc/gen_description(mob/user)
var/material_mod = quality-GOOD>1 ? quality-GOOD : 0
var/additional_description
if(material_mod)
additional_description = "On \the [src] is a carving, it depicts:\n"
var/list/characters = list()
for(var/i = 1 to material_mod)
if(prob(50)) //We're gonna use an atom
var/atom/AM = pick(existing_typesof(/mob/living/simple_animal))
characters |= initial(AM.name)
else
var/strangething = pick("captain","clown","mime","\improper CMO","cargo technician","medical doctor","[user ? user : "stranger"]","octopus","changeling","\improper Nuclear Operative", "[pick("greyshirt", "greytide", "assistant")]", "xenomorph","catbeast","[user && user.mind && user.mind.heard_before.len ? pick(user.mind.heard_before) : "strange thing"]","Central Command","\improper Ian","[ticker.Bible_deity_name]","Nar-Sie","\improper Poly the Parrot","\improper Wizard","vox")
characters |= strangething
additional_description += "[i == material_mod ? " & a " : "[i > 1 ? ", a ": " A "]"][characters[i]]"
additional_description += ". They are in \the [pick("captains office","Space","mining outpost","vox outpost","a space station","[station_name()]","bar","kitchen","library","Science","void","Bluespace","Hell","Central Command")]"
if(material_mod > 2)
additional_description += ". They are [pick("[pick("fighting","robusting","attacking","beating up", "abusing")] [pick("each other", pick(characters))]","playing cards","firing lasers at [pick("something",pick(characters))]","crying","laughing","blank faced","screaming","cooking [pick("something", pick(characters))]", "eating [pick("something", pick(characters))]")]. "
if(characters.len > 1)
for(var/i in characters)
additional_description += "\The [i] is [pick("laughing","crying","screaming","naked","very naked","angry","jovial","manical","melting","fading away","making a plaintive gesture")]. "
additional_description += "The scene gives off a feeling of [pick("unease","empathy","fear","malice","dread","happiness","strangeness","insanity","drol")]. "
additional_description += "It is accented in hues of [pick("red","orange","yellow","green","blue","indigo","violet","white","black","cinnamon")]. "
if(additional_description)
desc = "[initial(desc)] \n [additional_description]"
/obj/proc/dorfify(var/datum/material/mat)
if(mat)
/*var/icon/original = icon(icon, icon_state) Icon operations keep making mustard gas
if(mat.color)
original.ColorTone(mat.color)
var/obj/item/I = src
if(istype(I))
var/icon/t_state
for(var/hand in list("left_hand", "right_hand"))
t_state = icon(I.inhand_states[hand], I.item_state)
t_state.ColorTone(mat.color)
I.inhand_states[hand] = t_state
else if(mat.color_matrix)
color = mat.color_matrix
icon = original*/
alpha = mat.alpha
material_type = mat
sheet_type = mat.sheettype
gen_quality()
if(quality > SUPERIOR)
gen_description()
if(!findtext(lowertext(name), lowertext(mat.name)))
name = "[quality == NORMAL ? "": "[lowertext(qualityByString[quality])] "][lowertext(mat.name)] [name]"
/obj/proc/check_uplink_validity()
return TRUE