/* * These absorb the functionality of the plant bag, ore satchel, etc. * They use the use_to_pickup, quick_gather, and quick_empty functions * that were already defined in weapon/storage, but which had been * re-implemented in other classes. * * Contains: * Trash Bag * Mining Satchel * Plant Bag * Sheet Snatcher * Cash Bag * * -Sayu */ // Generic non-item /obj/item/weapon/storage/bag allow_quick_gather = 1 allow_quick_empty = 1 display_contents_with_number = 0 // UNStABLE AS FuCK, turn on when it stops crashing clients use_to_pickup = 1 slot_flags = SLOT_BELT // ----------------------------- // Trash bag // ----------------------------- /obj/item/weapon/storage/bag/trash name = "trash bag" desc = "It's the heavy-duty black polymer kind. Time to take out the trash!" icon = 'icons/obj/janitor.dmi' icon_state = "trashbag0" item_state = "trashbag" w_class = 4 max_w_class = 2 storage_slots = 21 can_hold = list() // any cant_hold = list(/obj/item/weapon/disk/nuclear) /obj/item/weapon/storage/bag/trash/update_icon() if(contents.len == 0) icon_state = "trashbag0" else if(contents.len < 12) icon_state = "trashbag1" else if(contents.len < 21) icon_state = "trashbag2" else icon_state = "trashbag3" // ----------------------------- // Plastic Bag // ----------------------------- /obj/item/weapon/storage/bag/plasticbag name = "plastic bag" desc = "It's a very flimsy, very noisy alternative to a bag." icon = 'icons/obj/trash.dmi' icon_state = "plasticbag" item_state = "plasticbag" w_class = 4 max_w_class = 2 storage_slots = 21 can_hold = list() // any cant_hold = list(/obj/item/weapon/disk/nuclear) // ----------------------------- // Mining Satchel // ----------------------------- /obj/item/weapon/storage/bag/ore name = "mining satchel" desc = "This little bugger can be used to store and transport ores." icon = 'icons/obj/mining.dmi' icon_state = "satchel" slot_flags = SLOT_BELT | SLOT_POCKET w_class = 3 storage_slots = 50 max_storage_space = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class max_w_class = 3 can_hold = list(/obj/item/weapon/ore) // ----------------------------- // Plant bag // ----------------------------- /obj/item/weapon/storage/bag/plants name = "plant bag" icon = 'icons/obj/hydroponics_machines.dmi' icon_state = "plantbag" storage_slots = 50; //the number of plant pieces it can carry. max_storage_space = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class max_w_class = 3 w_class = 2 can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown) // ----------------------------- // Sheet Snatcher // ----------------------------- // Because it stacks stacks, this doesn't operate normally. // However, making it a storage/bag allows us to reuse existing code in some places. -Sayu /obj/item/weapon/storage/bag/sheetsnatcher name = "sheet snatcher" icon = 'icons/obj/mining.dmi' icon_state = "sheetsnatcher" desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet." var/capacity = 300; //the number of sheets it can carry. w_class = 3 allow_quick_empty = 1 // this function is superceded New() ..() //verbs -= /obj/item/weapon/storage/verb/quick_empty //verbs += /obj/item/weapon/storage/bag/sheetsnatcher/quick_empty can_be_inserted(obj/item/W as obj, stop_messages = 0) if(!istype(W,/obj/item/stack/material)) if(!stop_messages) usr << "The snatcher does not accept [W]." return 0 var/current = 0 for(var/obj/item/stack/material/S in contents) current += S.amount if(capacity == current)//If it's full, you're done if(!stop_messages) usr << "\red The snatcher is full." return 0 return 1 // Modified handle_item_insertion. Would prefer not to, but... handle_item_insertion(obj/item/W as obj, prevent_warning = 0) var/obj/item/stack/material/S = W if(!istype(S)) return 0 var/amount var/inserted = 0 var/current = 0 for(var/obj/item/stack/material/S2 in contents) current += S2.amount if(capacity < current + S.amount)//If the stack will fill it up amount = capacity - current else amount = S.amount for(var/obj/item/stack/material/sheet in contents) if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects sheet.amount += amount // they should only be removed through procs in this file, which split them up. S.amount -= amount inserted = 1 break if(!inserted || !S.amount) usr.remove_from_mob(S) usr.update_icons() //update our overlays if (usr.client && usr.s_active != src) usr.client.screen -= S S.dropped(usr) if(!S.amount) qdel(S) else S.loc = src orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) update_icon() return 1 // Sets up numbered display to show the stack size of each stored mineral // NOTE: numbered display is turned off currently because it's broken orient2hud(mob/user as mob) var/adjusted_contents = contents.len //Numbered contents display var/list/datum/numbered_display/numbered_contents if(display_contents_with_number) numbered_contents = list() adjusted_contents = 0 for(var/obj/item/stack/material/I in contents) adjusted_contents++ var/datum/numbered_display/D = new/datum/numbered_display(I) D.number = I.amount numbered_contents.Add( D ) var/row_num = 0 var/col_count = min(7,storage_slots) -1 if (adjusted_contents > 7) row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width. src.standard_orient_objs(row_num, col_count, numbered_contents) return // Modified quick_empty verb drops appropriate sized stacks quick_empty() var/location = get_turf(src) for(var/obj/item/stack/material/S in contents) while(S.amount) var/obj/item/stack/material/N = new S.type(location) var/stacksize = min(S.amount,N.max_amount) N.amount = stacksize S.amount -= stacksize if(!S.amount) qdel(S) // todo: there's probably something missing here orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) update_icon() // Instead of removing remove_from_storage(obj/item/W as obj, atom/new_location) var/obj/item/stack/material/S = W if(!istype(S)) return 0 //I would prefer to drop a new stack, but the item/attack_hand code // that calls this can't recieve a different object than you clicked on. //Therefore, make a new stack internally that has the remainder. // -Sayu if(S.amount > S.max_amount) var/obj/item/stack/material/temp = new S.type(src) temp.amount = S.amount - S.max_amount S.amount = S.max_amount return ..(S,new_location) // ----------------------------- // Sheet Snatcher (Cyborg) // ----------------------------- /obj/item/weapon/storage/bag/sheetsnatcher/borg name = "sheet snatcher 9000" desc = "" capacity = 500//Borgs get more because >specialization // ----------------------------- // Cash Bag // ----------------------------- /obj/item/weapon/storage/bag/cash name = "cash bag" icon = 'icons/obj/storage.dmi' icon_state = "cashbag" desc = "A bag for carrying lots of cash. It's got a big dollar sign printed on the front." storage_slots = 50; //the number of cash pieces it can carry. max_storage_space = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * cash.w_class max_w_class = 3 w_class = 2 can_hold = list(/obj/item/weapon/coin,/obj/item/weapon/spacecash)