/*
* SeedBag
*/
//uncomment when this is updated to match storage update
/*
/obj/item/weapon/seedbag
icon = 'icons/obj/hydroponics.dmi'
icon_state = "seedbag"
name = "Seed Bag"
desc = "A small satchel made for organizing seeds."
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 500; //the number of seeds it can carry.
slot_flags = SLOT_BELT
w_class = 1
var/list/item_quants = list()
/obj/item/weapon/seedbag/attack_self(mob/user as mob)
user.machine = src
interact(user)
/obj/item/weapon/seedbag/verb/toggle_mode()
set name = "Switch Bagging Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The bag now picks up all seeds in a tile at once."
if(0)
usr << "The bag now picks up one seed pouch at a time."
/obj/item/seeds/attackby(var/obj/item/O as obj, var/mob/user as mob)
..()
if (istype(O, /obj/item/weapon/seedbag))
var/obj/item/weapon/seedbag/S = O
if (S.mode == 1)
for (var/obj/item/seeds/G in locate(src.x,src.y,src.z))
if (S.contents.len < S.capacity)
S.contents += G;
if(S.item_quants[G.name])
S.item_quants[G.name]++
else
S.item_quants[G.name] = 1
else
user << "\blue The seed bag is full."
S.updateUsrDialog()
return
user << "\blue You pick up all the seeds."
else
if (S.contents.len < S.capacity)
S.contents += src;
if(S.item_quants[name])
S.item_quants[name]++
else
S.item_quants[name] = 1
else
user << "\blue The seed bag is full."
S.updateUsrDialog()
return
/obj/item/weapon/seedbag/interact(mob/user as mob)
var/dat = "Select an item:
"
if (contents.len == 0)
dat += "No seeds loaded!"
else
for (var/O in item_quants)
if(item_quants[O] > 0)
var/N = item_quants[O]
dat += "[capitalize(O)]:"
dat += " [N] "
dat += "Vend"
dat += "
"
dat += "
Unload All"
dat += ""
user << browse("