Files
vgstation13/code/game/machinery/bots/cleanbot.dm
SECBATON GRIFFON 0a37d67dc2 Fixes a ton of sentence starts with non capitalised improper nouns. (#37099)
* Fixes capitalisation on throwing stuff in disposals

* in fact, fixes it for everything

* even more

* outta here
2024-09-16 22:37:36 -05:00

439 lines
15 KiB
Plaintext

//Cleanbot assembly
/obj/item/weapon/bucket_sensor
desc = "It's a bucket. With a sensor attached."
name = "proxy bucket"
icon = 'icons/obj/aibots.dmi'
icon_state = "bucket_proxy"
force = 3.0
throwforce = 10.0
throw_speed = 2
throw_range = 5
w_class = W_CLASS_MEDIUM
flags = 0
var/created_name = "Cleanbot"
//Cleanbot
//Patrols the station, looking for mess to clean
/obj/machinery/bot/cleanbot
name = "Cleanbot"
desc = "A little cleaning robot, he looks so excited!"
icon = 'icons/obj/aibots.dmi'
icon_state = "cleanbot0"
icon_initial = "cleanbot"
density = 0
anchored = 0
//weight = 1.0E7
health = 25
maxHealth = 25
var/cleaning = 0
var/screwloose = 0
var/oddbutton = 0
var/blood = 1
var/crayon = 0
var/list/blacklisted_targets = list()
req_access = list(access_janitor)
bot_flags = BOT_PATROL|BOT_BEACON|BOT_CONTROL
auto_patrol = TRUE
//for attack code
var/coolingdown = FALSE
var/attackcooldown = 5 SECONDS // for admin cancer
locked = FALSE
can_take_pai = TRUE
commanding_radios = list(/obj/item/radio/integrated/signal/bot/janitor)
/obj/machinery/bot/cleanbot/New()
..()
cleanbot_list.Add(src)
src.get_targets()
src.icon_state = "[src.icon_initial][src.on]"
src.botcard = new /obj/item/weapon/card/id(src)
var/datum/job/janitor/J = new/datum/job/janitor
src.botcard.access = J.get_access()
/obj/machinery/bot/cleanbot/Destroy()
cleanbot_list.Remove(src)
..()
/obj/machinery/bot/cleanbot/turn_on()
. = ..()
src.icon_state = "[src.icon_initial][src.on]"
src.updateUsrDialog()
/obj/machinery/bot/cleanbot/turn_off()
..()
if(!isnull(src.target) && isturf(target))
var/turf/T = target
T.targetted_by = null
src.target = null
old_targets = list()
src.icon_state = "[src.icon_initial][src.on]"
path = list()
patrol_path = list()
src.updateUsrDialog()
/obj/machinery/bot/cleanbot/attack_hand(mob/user as mob)
. = ..()
if (.)
return
usr.set_machine(src)
interact(user)
/obj/machinery/bot/cleanbot/interact(mob/user as mob)
var/dat
dat += text({"
<TT><B>Automatic Station Cleaner v1.0</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [src.locked ? "locked" : "unlocked"]<BR>
Maintenance panel is [src.open ? "opened" : "closed"]"},
text("<A href='?src=\ref[src];operation=start'>[src.on ? "On" : "Off"]</A>"))
if(!src.locked || issilicon(user))
dat += text({"<BR>Cleans Blood: []<BR>"}, text("<A href='?src=\ref[src];operation=blood'>[src.blood ? "Yes" : "No"]</A>"))
dat += text({"<BR>Cleans Crayon: []<BR>"}, text("<A href='?src=\ref[src];operation=crayon'>[src.crayon ? "Yes" : "No"]</A>"))
dat += text({"<BR>Patrol station: []<BR>"}, text("<A href='?src=\ref[src];operation=patrol'>[src.auto_patrol ? "Yes" : "No"]</A>"))
// dat += text({"<BR>Beacon frequency: []<BR>"}, text("<A href='?src=\ref[src];operation=freq'>[src.beacon_freq]</A>"))
if(src.open && !src.locked)
dat += text({"
Odd looking screw twiddled: []<BR>
Weird button pressed: []"},
text("<A href='?src=\ref[src];operation=screw'>[src.screwloose ? "Yes" : "No"]</A>"),
text("<A href='?src=\ref[src];operation=oddbutton'>[src.oddbutton ? "Yes" : "No"]</A>"))
user << browse("<HEAD><TITLE>Cleaner v1.0 controls</TITLE></HEAD>[dat]", "window=autocleaner")
onclose(user, "autocleaner")
return
/obj/machinery/bot/cleanbot/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
src.add_fingerprint(usr)
switch(href_list["operation"])
if("start")
if (src.on)
turn_off()
else
turn_on()
if(BLOOD)
src.blood = !src.blood
src.get_targets()
src.updateUsrDialog()
if("crayon")
src.crayon = !src.crayon
src.get_targets()
src.updateUsrDialog()
if("patrol")
src.auto_patrol =!src.auto_patrol
src.patrol_path = list()
src.updateUsrDialog()
if("freq")
var/freq = text2num(input("Select frequency for navigation beacons", "Frequnecy", num2text(beacon_freq / 10))) * 10
if (freq > 0)
src.beacon_freq = freq
src.updateUsrDialog()
if("screw")
src.screwloose = !src.screwloose
to_chat(usr, "<span class='notice>You twiddle the screw.</span>")
src.updateUsrDialog()
if("oddbutton")
src.oddbutton = !src.oddbutton
to_chat(usr, "<span class='notice'>You press the weird button.</span>")
src.updateUsrDialog()
/obj/machinery/bot/cleanbot/attackby(obj/item/weapon/W, mob/user)
if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if(allowed(usr) && !open && !emagged)
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] [src]'s behaviour controls.</span>")
updateUsrDialog()
else
if(emagged)
to_chat(user, "<span class='warning'>ERROR</span>")
else if(open)
to_chat(user, "<span class='warning'>Please close the access panel before locking it.</span>")
else
to_chat(user, "<span class='notice'>[src] doesn't seem to respect your authority.</span>")
else
return ..()
/obj/machinery/bot/cleanbot/emag_act(mob/user)
..()
if(open && !locked)
if(user)
to_chat(user, "<span class='notice'>The [src] buzzes and beeps.</span>")
src.oddbutton = 1
src.screwloose = 1
/obj/machinery/bot/cleanbot/can_path()
return !cleaning
/obj/machinery/bot/cleanbot/process_bot()
if(can_abandon_target())
find_target()
decay_oldtargets()
if (!screwloose && !oddbutton && prob(5))
visible_message("<span class='notice'>[src] makes an excited beeping booping sound!</span>")
if (screwloose && prob(5))
if (istype(loc, /turf/simulated))
var/turf/simulated/T = loc
T.wet(800)
if(oddbutton && prob(5))
visible_message("<span class='warning'>Something flies out of \the [src]! He seems to be acting oddly.</span>")
add_oldtarget(get_turf(new /obj/effect/decal/cleanable/blood/gibs(loc)), -1) //So we don't target our own gib)
/obj/machinery/bot/cleanbot/target_selection()
for(var/turf/T in view(7, src))
if(istype(T, /turf/space))
continue
for(var/obj/effect/decal/cleanable/C in T)
if(!is_type_in_list(C, blacklisted_targets) && !T.has_dense_content() && !T.targetted_by && !(T in old_targets))
target = T
add_oldtarget(T)
T.targetted_by = src
return
/obj/machinery/bot/cleanbot/at_path_target()
clean(target)
remove_oldtarget(target)
target = null
return ..()
/obj/machinery/bot/cleanbot/proc/get_targets() //This seems slightly wasteful, but it will only be called approximately once every six rounds so whatever
blacklisted_targets = list()
if(!src.blood)
blacklisted_targets += (/obj/effect/decal/cleanable/blood)
if(!src.crayon)
blacklisted_targets += (/obj/effect/decal/cleanable/crayon)
/obj/machinery/bot/cleanbot/proc/clean(var/turf/target_turf)
target = null
anchored = 1
icon_state = "[src.icon_initial]-c"
visible_message("<span class='warning'>[src] begins to clean up the [target_turf].</span>")
cleaning = 1
if (istype(target_turf, /turf/simulated))
var/turf/simulated/F = target_turf
if (F.advanced_graffiti)
F.overlays -= F.advanced_graffiti_overlay
F.advanced_graffiti_overlay = null
qdel(F.advanced_graffiti)
for(var/obj/effect/decal/cleanable/C in target_turf)
if(!(is_type_in_list(C,blacklisted_targets)))
qdel(C)
sleep(5)
src.cleaning = 0
icon_state = "[src.icon_initial][on]"
anchored = 0
/obj/machinery/bot/cleanbot/explode()
src.on = 0
src.visible_message("<span class='danger'>[src] blows apart!</span>", 1)
var/turf/Tsec = get_turf(src)
new /obj/item/weapon/reagent_containers/glass/bucket(Tsec)
new /obj/item/device/assembly/prox_sensor(Tsec)
if (prob(50))
new /obj/item/robot_parts/l_arm(Tsec)
spark(src)
eject_integratedpai_if_present()
qdel(src)
/obj/machinery/bot/cleanbot/return_status()
if (cleaning)
return "Cleaning"
if (target)
return "Moving"
if (auto_patrol)
return "Patrolling"
return ..()
/obj/machinery/bot/cleanbot/roomba
desc = "A small, plate-like cleaning robot. It looks quite concerned."
icon_state = "roombot0"
icon_initial = "roombot"
var/armed = 0
/obj/machinery/bot/cleanbot/roomba/attackby(var/obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/kitchen/utensil/fork) && !armed && user.a_intent != I_HURT)
if(user.drop_item(W))
qdel(W)
to_chat(user, "<span class='notice'>You attach \the [W] to \the [src]. It looks increasingly concerned about its current situation.</span>")
armed++
else if(istype(W, /obj/item/weapon/lighter) && armed == 1 && user.a_intent != I_HURT)
if(user.drop_item(W))
qdel(W)
to_chat(user, "<span class='notice'>You attach \the [W] to \the [src]. It appears to roll its sensor in disappointment before carrying on with its work.</span>")
armed++
icon_state = "roombot_battle[on]"
icon_initial = "roombot_battle"
else if (istype(W, /obj/item/clothing/head/maidhat))
var/obj/machinery/bot/cleanbot/roomba/meido/M = new(get_turf(src))
if(name != initial(name))
M.name = name
else
name = "maidbot"
M.install_pai(eject_integratedpai_if_present())
to_chat(user, "<span class='notice'>You attach \the [W] to \the [src]. It makes a soft booping noise and its light blinks excitedly for a moment.</span>")
qdel(src)
else
. = ..()
/obj/machinery/bot/cleanbot/roomba/Crossed(atom/A)
if(isliving(A))
var/mob/living/L = A
annoy(L)
..()
/obj/machinery/bot/cleanbot/proc/attack_cooldown()
coolingdown = TRUE
spawn(attackcooldown)
coolingdown = FALSE
/obj/machinery/bot/cleanbot/roomba/proc/annoy(var/mob/living/L)
if(coolingdown == FALSE)
switch(armed)
if(1)
L.visible_message("<span class = 'warning'>\The [src] [pick("prongs","pokes","pricks")] \the [L]", "<span class = 'warning'>The little shit, \the [src], stabs you with its attached fork!</span>")
var/damage = rand(1,5)
L.adjustBruteLoss(damage)
if(2)
L.visible_message("<span class = 'warning'>\The [src] prongs and singes \the [L]</span>", "<span class = 'warning'>The little shit, \the [src], singes and stabs you with its attached fork and lighter!</span>")
var/damage = rand(3,12)
L.adjustBruteLoss(damage)
L.adjustFireLoss(damage/2)
attack_cooldown()
/obj/item/weapon/bucket_sensor/attackby(var/obj/item/W, mob/user as mob)
..()
if(istype(W, /obj/item/robot_parts/l_arm) || istype(W, /obj/item/robot_parts/r_arm))
if(user.drop_item(W))
qdel(W)
var/turf/T = get_turf(src.loc)
var/obj/machinery/bot/cleanbot/A = new /obj/machinery/bot/cleanbot(T)
A.name = src.created_name
to_chat(user, "<span class='notice'>You add the robot arm to the bucket and sensor assembly. Beep boop!</span>")
user.drop_from_inventory(src)
qdel(src)
else if(istype(W, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = W
if(M.amount >= 5)
if(user.drop_item(M))
M.use(5)
var/turf/T = get_turf(loc)
var/obj/machinery/bot/cleanbot/A = new /obj/machinery/bot/cleanbot/roomba(T)
A.name = created_name
to_chat(user, "<span class='notice'>You add the metal sheets onto and around the bucket and sensor assembly. Beep boop!</span>")
user.drop_from_inventory(src)
qdel(src)
else if (istype(W, /obj/item/weapon/pen))
var/t = copytext(stripped_input(user, "Enter new robot name", src.name, src.created_name),1,MAX_NAME_LEN)
if (!t)
return
if (!in_range(src, usr) && src.loc != usr)
return
src.created_name = t
/*
* pAI SHIT, it uses the pAI framework in objs.dm. Check that code for further information
*/
/obj/machinery/bot/cleanbot/on_integrated_pai_click(mob/living/silicon/pai/user, atom/target)
if(!Adjacent(target))
return
if(istype(target,/obj/effect/decal/cleanable))
user.simple_message("<span class='notice'>You scrub \the [target.name] out.</span>",
"<span class='warning'>You destroy [pick("an artwork","a valuable artwork","a rare piece of art","a rare piece of modern art")].</span>")
qdel(target)
else if(istype(target,/turf/simulated))
var/turf/simulated/T = target
var/list/cleanables = list()
for(var/obj/effect/decal/cleanable/CC in T)
if(!istype(CC) || !CC)
continue
cleanables += CC
for(var/obj/effect/decal/cleanable/CC in get_turf(user)) //Get all nearby decals drawn on this wall and erase them
if(CC.on_wall == target)
cleanables += CC
if (istype(T, /turf/simulated/floor))
var/turf/simulated/floor/F = T
F.overlays -= F.advanced_graffiti_overlay
F.advanced_graffiti_overlay = null
qdel(F.advanced_graffiti)
cleanables += "advanced graffiti"
if(!cleanables.len)
user.simple_message("<span class='notice'>You fail to clean anything.</span>",
"<span class='notice'>There is nothing for you to vandalize.</span>")
return
cleanables = shuffle(cleanables)
var/obj/effect/decal/cleanable/C
for(var/obj/effect/decal/cleanable/d in cleanables)
if(d && istype(d))
C = d
break
user.simple_message("<span class='notice'>You scrub \the [C.name] out.</span>",
"<span class='warning'>You destroy [pick("an artwork","a valuable artwork","a rare piece of art","a rare piece of modern art")].</span>")
qdel(C)
else
user.simple_message("<span class='notice'>You clean \the [target.name].</span>",
"<span class='warning'>You [pick("deface","ruin","stain")] \the [target.name].</span>")
target.clean_act(CLEANLINESS_SPACECLEANER)
return
/obj/machinery/bot/cleanbot/state_controls_pai(obj/item/device/paicard/P)
if(..())
to_chat(P.pai, "<span class='info'><b>Welcome to your new body. Remember: you're a pAI inside a cleanbot, so get cleaning.</b></span>")
to_chat(P.pai, "<span class='info'>- Click on something: Scrub it clean.</span>")
to_chat(P.pai, "<span class='info'>If you want to exit the cleanbot, somebody has to right-click you and press 'Remove pAI'.</span>")
/obj/machinery/bot/cleanbot/roomba/meido
name = "maidbot"
desc = "A small, plate-like cleaning robot. It looks quite concerned. This one has a frilly headband attached to the top."
icon_state = "maidbot0"
icon_initial = "maidbot"
armed = 0
/obj/machinery/bot/cleanbot/roomba/meido/attackby(var/obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/kitchen/utensil/fork) || istype(W, /obj/item/weapon/lighter))
to_chat(user, "<span class='notice'>\The [src] buzzes and recoils at \the [W]. Perhaps it would prefer something more refined?</span>")
return
else if (istype(W, /obj/item/clothing/head/maidhat))
to_chat(user, "<span class='notice'>\The [src] is already wearing one of those!</span>")
return
else if(W.type == /obj/item/weapon/kitchen/utensil/knife/large && !armed && user.a_intent != I_HURT)
if(user.drop_item(W))
qdel(W)
to_chat(user, "<span class='notice'>\The [src] extends a tiny arm from a hidden compartment and grasps \the [W]. Its light blinks excitedly for a moment before returning to normal.</span>")
armed++
icon_state = "maidbot_battle[on]"
icon_initial = "maidbot_battle"
else
. = ..()
/obj/machinery/bot/cleanbot/roomba/meido/annoy(var/mob/living/L)
if(!coolingdown && armed)
L.visible_message("<span class = 'warning'>\The [src] [pick("jabs","stabs","pokes")] \the [L]", "<span class = 'warning'>The little shit, \the [src], stabs you with its knife!</span>")
L.adjustBruteLoss(rand(4,8))
attack_cooldown()