/datum/reagent var/name = "Reagent" var/id = "reagent" var/description = "A non-descript chemical." var/datum/reagents/holder = null var/reagent_state = SOLID var/list/data = null var/volume = 0 var/metabolism = REM // This would be 0.2 normally var/ingest_met = 0 var/touch_met = 0 var/dose = 0 var/max_dose = 0 var/overdose = 0 var/scannable = 0 // Shows up on health analyzers. var/affects_dead = 0 var/glass_icon_state = null var/glass_name = null var/glass_desc = null var/glass_center_of_mass = null var/color = "#000000" var/color_weight = 1 /datum/reagent/proc/remove_self(var/amount) // Shortcut holder.remove_reagent(id, amount) // This doesn't apply to skin contact - this is for, e.g. extinguishers and sprays. The difference is that reagent is not directly on the mob's skin - it might just be on their clothing. /datum/reagent/proc/touch_mob(var/mob/M, var/amount) return /datum/reagent/proc/touch_obj(var/obj/O, var/amount) // Acid melting, cleaner cleaning, etc return /datum/reagent/proc/touch_turf(var/turf/T, var/amount) // Cleaner cleaning, lube lubbing, etc, all go here return /datum/reagent/proc/on_mob_life(var/mob/living/carbon/M, var/alien, var/location) // Currently, on_mob_life is called on carbons. Any interaction with non-carbon mobs (lube) will need to be done in touch_mob. if(!istype(M)) return if(!affects_dead && M.stat == DEAD) return if(overdose && (dose > overdose) && (location != CHEM_TOUCH)) overdose(M, alien) var/removed = metabolism if(ingest_met && (location == CHEM_INGEST)) removed = ingest_met if(touch_met && (location == CHEM_TOUCH)) removed = touch_met removed = min(removed, volume) max_dose = max(volume, max_dose) dose = min(dose + removed, max_dose) if(removed >= (metabolism * 0.1) || removed >= 0.1) // If there's too little chemical, don't affect the mob, just remove it switch(location) if(CHEM_BLOOD) affect_blood(M, alien, removed) if(CHEM_INGEST) affect_ingest(M, alien, removed) if(CHEM_TOUCH) affect_touch(M, alien, removed) remove_self(removed) return /datum/reagent/proc/affect_blood(var/mob/living/carbon/M, var/alien, var/removed) return /datum/reagent/proc/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) affect_blood(M, alien, removed * 0.5) return /datum/reagent/proc/affect_touch(var/mob/living/carbon/M, var/alien, var/removed) return /datum/reagent/proc/overdose(var/mob/living/carbon/M, var/alien) // Overdose effect. Doesn't happen instantly. M.adjustToxLoss(REM) return /datum/reagent/proc/initialize_data(var/newdata) // Called when the reagent is created. if(!isnull(newdata)) data = newdata return /datum/reagent/proc/mix_data(var/newdata, var/newamount) // You have a reagent with data, and new reagent with its own data get added, how do you deal with that? return /datum/reagent/proc/get_data() // Just in case you have a reagent that handles data differently. if(data && istype(data, /list)) return data.Copy() else if(data) return data return null /datum/reagent/Destroy() // This should only be called by the holder, so it's already handled clearing its references ..() holder = null /* DEPRECATED - TODO: REMOVE EVERYWHERE */ /datum/reagent/proc/reaction_turf(var/turf/target) touch_turf(target) /datum/reagent/proc/reaction_obj(var/obj/target) touch_obj(target) /datum/reagent/proc/reaction_mob(var/mob/target) touch_mob(target) /datum/reagent/woodpulp name = "Wood Pulp" id = "woodpulp" description = "A mass of wood fibers." reagent_state = LIQUID color = "#B97A57"