0741b1977f
* Don't initialize the atom_colours list on atoms until it's actually needed * Moved bloody_hands var to mob/living/carbon/human instead * Added COMSIG_COMPONENT_CLEAN_RADIATION signal to reduce moms spaghetti The shower and suit storage unit now calls this signal instead of either doing it manually or doing it via the washed proc * Cleaned up carbon washing, renamed washed to wash * The wash proc now doesn't take the washer as first arg because that wasn't used anywhere * The wash strength is no longer optional * Carbons now overrides the wash proc instead of using the signal * Properly check for obscuredness before washing any equipped items * Properly wash all items and bloody hands etc * Added clean_lips proc for humans for cleaning any lipstick * Cleaned up washing. Washy stuff now calls wash instead of calling the clean signal directly * Renamed is_cleanable to ismopable, gives this category a more fitting purpose. Many things beyond floor decals are cleanable. It is now also determined using the atom layer instead to make it more generic. * Properly utilize the is_cleanable define * Added wash override for turfs where they also wash any mopables on the same tile * Space cleaner and cleaning element etc now simply washes the mob instead of doing its own manual cleaning on ~some~ equipped items * Non-component washables now simply override wash instead of registering for the clean signal * Fixed some left over clean signal registers not returning true * Added clean_strength var to space cleaner * Moved human wash proc next to the other washing procs * Also wash glasses and mask if not obscured when washing face * Fixed attempting to "scoop up" cleanable decals using a rag * Fixed plasmaman spacehelm icon not updating when washed Also removed a duplicated worn_overlays proc * Fixed head icon not updating when washing lipstick * Moved radioactive clean signal register to where it should be * Added atom radiate VV verb for debugging * Redesigned the CLEAN constants into a more sensible flags setup This makes it more dynamic, cleaning apparatuses can clean more specific than just a cleaning strength. * CLEAN_TYPE_* flags indicate a specific cleanable, such as blood, fingerprints or disease * CLEAN_* consts consist of a combination of cleaning types to make cleaning apparatuses have a consistent behaviour on what they clean * Fixed broken rad removal logic in showers * Apply suggestions from code review Co-authored-by: Rohesie <rohesie@gmail.com> * Removed unneccesary bool from sink code * Fixed wrongly named variable in turf wash * Renamed bloody_hands to blood_in_hands Co-authored-by: Rohesie <rohesie@gmail.com>
94 lines
2.8 KiB
Plaintext
94 lines
2.8 KiB
Plaintext
/datum/component/thermite
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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var/amount
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var/burn_require
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var/overlay
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var/static/list/blacklist = typecacheof(list(
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/turf/open/lava,
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/turf/open/space,
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/turf/open/water,
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/turf/open/chasm)
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)
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var/static/list/immunelist = typecacheof(list(
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/turf/closed/wall/mineral/diamond,
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/turf/closed/indestructible,
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/turf/open/indestructible)
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)
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var/static/list/resistlist = typecacheof(
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/turf/closed/wall/r_wall
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)
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/datum/component/thermite/Initialize(_amount)
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if(!istype(parent, /turf) || blacklist[parent.type])
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return COMPONENT_INCOMPATIBLE
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if(immunelist[parent.type])
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amount = 0 //Yeah the overlay can still go on it and be cleaned but you arent burning down a diamond wall
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else
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amount = _amount
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if(resistlist[parent.type])
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burn_require = 50
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else
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burn_require = 30
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var/turf/master = parent
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overlay = mutable_appearance('icons/effects/effects.dmi', "thermite")
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master.add_overlay(overlay)
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RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean_react)
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/attackby_react)
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RegisterSignal(parent, COMSIG_ATOM_FIRE_ACT, .proc/flame_react)
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/datum/component/thermite/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT)
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UnregisterSignal(parent, COMSIG_PARENT_ATTACKBY)
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UnregisterSignal(parent, COMSIG_ATOM_FIRE_ACT)
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/datum/component/thermite/Destroy()
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var/turf/master = parent
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master.cut_overlay(overlay)
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return ..()
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/datum/component/thermite/InheritComponent(datum/component/thermite/newC, i_am_original, _amount)
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if(!i_am_original)
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return
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if(newC)
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amount += newC.amount
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else
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amount += _amount
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/datum/component/thermite/proc/thermite_melt(mob/user)
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var/turf/master = parent
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master.cut_overlay(overlay)
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playsound(master, 'sound/items/welder.ogg', 100, TRUE)
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var/obj/effect/overlay/thermite/fakefire = new(master)
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addtimer(CALLBACK(src, .proc/burn_parent, fakefire, user), min(amount * 0.35 SECONDS, 20 SECONDS))
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UnregisterFromParent()
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/datum/component/thermite/proc/burn_parent(var/datum/fakefire, mob/user)
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var/turf/master = parent
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if(!QDELETED(fakefire))
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qdel(fakefire)
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if(user)
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master.add_hiddenprint(user)
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if(amount >= burn_require)
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master = master.Melt()
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master.burn_tile()
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qdel(src)
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/datum/component/thermite/proc/clean_react(datum/source, strength)
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//Thermite is just some loose powder, you could probably clean it with your hands. << todo?
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qdel(src)
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return TRUE
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/datum/component/thermite/proc/flame_react(datum/source, exposed_temperature, exposed_volume)
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if(exposed_temperature > 1922) // This is roughly the real life requirement to ignite thermite
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thermite_melt()
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/datum/component/thermite/proc/attackby_react(datum/source, obj/item/thing, mob/user, params)
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if(thing.get_temperature())
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thermite_melt(user)
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