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Aurora.3/code/modules/reagents/reagent_containers.dm
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260f744906 Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-18 14:33:48 +00:00

359 lines
12 KiB
Plaintext

/obj/item/reagent_containers
name = "Container"
desc = "..."
icon = 'icons/obj/chemical.dmi'
icon_state = null
w_class = WEIGHT_CLASS_SMALL
recyclable = TRUE
var/amount_per_transfer_from_this = 5
var/possible_transfer_amounts = list(5,10,15,25,30)
var/volume = 30
var/filling_states // List of percentages full that have icons
var/accuracy = 1
var/fragile = 0 // If nonzero, above what force do we shatter?
var/shatter_sound = SFX_BREAK_GLASS
var/material/shatter_material = MATERIAL_GLASS //slight typecasting abuse here, gets converted to a material in initializee
var/can_be_placed_into = list(
/obj/machinery/chem_master,
/obj/machinery/chem_heater,
/obj/machinery/chemical_dispenser,
/obj/structure/reagent_dispensers,
/obj/machinery/reagentgrinder,
/obj/structure/table,
/obj/structure/closet,
/obj/structure/sink,
/obj/item/storage,
/obj/machinery/atmospherics/unary/cryo_cell,
/obj/machinery/dna_scannernew,
/obj/item/grenade/chem_grenade,
/mob/living/bot/medbot,
/obj/item/storage/secure/safe,
/obj/machinery/iv_drip,
/obj/machinery/disposal,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/retaliate/goat,
/obj/machinery/sleeper,
/obj/machinery/smartfridge,
/obj/machinery/biogenerator,
/obj/machinery/constructable_frame,
/obj/machinery/radiocarbon_spectrometer,
/obj/item/storage/part_replacer,
/obj/structure/cart/storage/janitorialcart
)
//The above list a misnomer. This basically means that anything in this list has their own way of handling reagent transfers and should be ignored in afterattack.
/obj/item/reagent_containers/verb/set_APTFT() //set amount_per_transfer_from_this
set name = "Set transfer amount"
set category = "Object"
set src in range(0)
var/N = tgui_input_list(usr, "Select the amount to transfer from this. ", "[src]", possible_transfer_amounts, amount_per_transfer_from_this)
if(N)
amount_per_transfer_from_this = N
/obj/item/reagent_containers/Initialize(mapload)
. = ..()
if(!possible_transfer_amounts)
src.verbs -= /obj/item/reagent_containers/verb/set_APTFT
create_reagents(volume)
shatter_material = SSmaterials.get_material_by_name(shatter_material)
/obj/item/reagent_containers/attack_self(mob/user)
return
/obj/item/reagent_containers/proc/get_filling_state()
var/percent = round((reagents.total_volume / volume) * 100)
var/list/increments = cached_number_list_decode(filling_states)
if(!length(increments))
return
var/last_increment = increments[1]
for(var/increment in increments)
if(percent < increment)
break
last_increment = increment
return last_increment
/obj/item/reagent_containers/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(ismob(loc))
return
if(fragile && (throwingdatum.speed >= fragile))
shatter()
if(atom_flags && ATOM_FLAG_NO_REACT)
return
if(!reagents)
return
reagents.apply_force(throwingdatum.speed)
/obj/item/reagent_containers/proc/shatter(var/obj/item/W, var/mob/user)
if(reagents?.total_volume)
reagents.splash(src.loc, reagents.total_volume) // splashes the mob holding it or the turf it's on
audible_message(SPAN_WARNING("\The [src] shatters with a resounding crash!"), SPAN_WARNING("\The [src] breaks."))
playsound(src, shatter_sound, 70, 1)
shatter_material.place_shard(loc)
qdel(src)
/obj/item/reagent_containers/attackby(obj/item/attacking_item, mob/user)
if(istype(attacking_item, /obj/item/reagent_containers/food/snacks))
var/obj/item/reagent_containers/food/snacks/dipped = attacking_item
dipped.attempt_apply_coating(src, user)
return
if(!(attacking_item.item_flags & ITEM_FLAG_NO_BLUDGEON) && (user.a_intent == I_HURT) && fragile && (attacking_item.force > fragile))
if(do_after(user, 1 SECOND, src))
if(!QDELETED(src))
visible_message(SPAN_WARNING("[user] smashes [src] with \a [attacking_item]!"))
user.do_attack_animation(src)
shatter(attacking_item, user)
return TRUE
return ..()
/obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, target_zone)
if(can_operate(target_mob) && do_surgery(target_mob, user, src))
return
if(!reagents.total_volume && user.a_intent == I_HURT)
return ..()
/obj/item/reagent_containers/afterattack(var/atom/target, var/mob/user, var/proximity, var/params)
if(!proximity || (!is_open_container() && !is_pour_container()))
return
if(is_type_in_list(target,can_be_placed_into))
return
if(standard_feed_mob(user,target))
return
if(standard_splash_mob(user, target))
return
if(standard_pour_into(user, target))
SStgui.update_uis(target)
return
if(standard_splash_obj(user, target))
return
if(istype(target, /obj/item))
var/obj/item/O = target
if(!(O.item_flags & ITEM_FLAG_NO_BLUDGEON) && reagents)
reagents.apply_force(O.force)
return ..()
/obj/item/reagent_containers/proc/get_temperature()
return reagents.get_temperature()
/obj/item/reagent_containers/proc/reagentlist() // For attack logs
return reagents.get_reagents()
/obj/item/reagent_containers/proc/standard_dispenser_refill(var/mob/user, var/obj/structure/reagent_dispensers/target)
if(!istype(target))
return 0
if(!target.reagents || !target.reagents.total_volume)
to_chat(user, SPAN_NOTICE("[target] is empty."))
return 1
if(!REAGENTS_FREE_SPACE(reagents))
to_chat(user, SPAN_NOTICE("[src] is full."))
return 1
var/trans = target.reagents.trans_to_obj(src, target.amount_per_transfer_from_this)
to_chat(user, SPAN_NOTICE("You fill [src] with [trans] units of the contents of [target]."))
return 1
/obj/item/reagent_containers/proc/standard_splash_obj(var/mob/user, var/target)
if(user.a_intent != I_HURT)
return
if(!reagents.total_volume)
return
user.visible_message(SPAN_DANGER("\The [target] has been splashed with something by \the [user]!"),
SPAN_WARNING("You splash the solution onto \the [target]."))
reagents.splash(target, reagents.total_volume)
return
// This goes into afterattack
/obj/item/reagent_containers/proc/standard_splash_mob(var/mob/user, var/mob/target)
if(!istype(target))
return
if(user.a_intent != I_HURT)
return 0
if(!reagents.total_volume)
to_chat(user, SPAN_NOTICE("[src] is empty."))
return 1
if(target.reagents && !REAGENTS_FREE_SPACE(target.reagents))
to_chat(user, SPAN_NOTICE("[target] is full."))
return 1
var/contained = reagentlist()
var/temperature = reagents.get_temperature()
var/temperature_text = "Temperature: ([temperature]K/[temperature]C)"
target.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been splashed with [name] by [user.name] ([user.ckey]). Reagents: [contained] [temperature_text].</font>"
user.attack_log += "\[[time_stamp()]\] <span class='warning'>Used the [name] to splash [target.name] ([target.key]). Reagents: [contained] [temperature_text].</span>"
msg_admin_attack("[user.name] ([user.ckey]) splashed [target.name] ([target.key]) with [name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",ckey=key_name(user),ckey_target=key_name(target))
user.visible_message(SPAN_DANGER("\The [target] has been splashed with something by \the [user]!"),
SPAN_WARNING("You splash the solution onto \the [target]."))
reagents.splash(target, min(120,reagents.total_volume) ) //Splash Limit
if (istype(target, /mob/living/silicon/robot))
var/mob/living/silicon/robot/R = target
R.spark_system.queue()
return 1
/obj/item/reagent_containers/proc/self_feed_message(var/mob/user)
user.visible_message(SPAN_NOTICE("\The [user] drinks from \the [src]."), SPAN_NOTICE("You drink from \the [src]."))
/obj/item/reagent_containers/proc/other_feed_message_start(var/mob/user, var/mob/target)
user.visible_message(SPAN_WARNING("\The [user] is trying to feed \the [target] \the [src]!"), SPAN_WARNING("You start trying to feed \the [target] \the [src]!"))
/obj/item/reagent_containers/proc/other_feed_message_finish(var/mob/user, var/mob/target)
user.visible_message(SPAN_WARNING("\The [user] has fed \the [target] \the [src]!"), SPAN_WARNING("You have fed \the [target] \the [src]."))
/obj/item/reagent_containers/proc/feed_sound(var/mob/user)
playsound(user.loc, 'sound/items/drink.ogg', rand(10, 50), 1)
/obj/item/reagent_containers/proc/standard_feed_mob(var/mob/user, var/mob/living/target) // This goes into attack
if(!istype(target))
return 0
if(user.a_intent == I_HURT)
return 0
if(!reagents.total_volume)
to_chat(user, SPAN_NOTICE("\The [src] is empty."))
return 1
if(target.isSynthetic() && !isipc(target))
return FALSE
//var/types = target.find_type()
var/mob/living/carbon/human/H
if(istype(target, /mob/living/carbon/human))
H = target
if(target == user)
if(istype(user, /mob/living/carbon/human))
H = user
if(!H.can_drink(src))
return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) //puts a limit on how fast people can eat/drink things
self_feed_message(user)
reagents.trans_to_mob(user, min(10,amount_per_transfer_from_this), CHEM_INGEST) //A sane limiter. So you don't go drinking 300u all at once.
SEND_SIGNAL(src, COMSIG_CONTAINER_DRANK, user)
feed_sound(user)
return TRUE
else
if(istype(target, /mob/living/carbon/human))
H = target
if(!H.check_has_mouth())
to_chat(user, "Where do you intend to put \the [src]? \The [H] doesn't have a mouth!")
return
var/obj/item/blocked = H.check_mouth_coverage()
if(blocked)
to_chat(user, SPAN_WARNING("\The [blocked] is in the way!"))
return
if(isanimal(target))
var/mob/living/simple_animal/C = target
if(C.can_be_milked)
return
other_feed_message_start(user, target)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(!do_mob(user, target))
return
other_feed_message_finish(user, target)
var/contained = reagentlist()
target.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been fed [name] by [user.name] ([user.ckey]). Reagents: [contained]</font>"
user.attack_log += "\[[time_stamp()]\] <span class='warning'>Fed [name] by [target.name] ([target.ckey]). Reagents: [contained]</span>"
msg_admin_attack("[key_name(user)] fed [key_name(target)] with [name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",ckey=key_name(user),ckey_target=key_name(target))
reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_INGEST)
feed_sound(user)
return 1
/obj/item/reagent_containers/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
. = ..()
if(ishuman(over))
var/mob/living/carbon/human/H = over
if(usr != H)
return
if(!H.can_drink())
return
if(!(H.l_hand == src) && !(H.r_hand == src))
return
if(!reagents.total_volume)
to_chat(H, SPAN_NOTICE("\The [src] is empty."))
return
if(H.isSynthetic() && !isipc(H))
return
visible_message(SPAN_NOTICE("[H] starts chugging from \the [src]!"))
var/chugs = 0
while(reagents.total_volume)
if(do_after(H, 1.5 SECONDS))
chugs++
reagents.trans_to_mob(H, min(10, amount_per_transfer_from_this), CHEM_INGEST)
if(!(H.species.flags & NO_BREATHE))
if(chugs > 3)
if(H.losebreath < 6)
H.losebreath += 1
H.adjustOxyLoss(1)
feed_sound(H)
else
break
if(chugs > 3)
if(!(H.species.flags & NO_BREATHE))
H.visible_message(SPAN_NOTICE("[H] finishes chugging, exhausted..."), SPAN_NOTICE("You finish chugging, exhausted..."))
H.emote("gasp")
return
/obj/item/reagent_containers/proc/standard_pour_into(var/mob/user, var/atom/target) // This goes into afterattack and yes, it's atom-level
if(!target.reagents)
return 0
// Ensure we don't splash beakers and similar containers.
if(!target.is_open_container())
if(target.atom_flags & ATOM_FLAG_DISPENSER && istype(target, /obj/item/reagent_containers))
var/obj/item/reagent_containers/dispenser = target
return dispenser.standard_pour_into(user, src)
to_chat(user, SPAN_NOTICE("\The [target] is closed."))
return 1
// Otherwise don't care about splashing.
else if(!target.is_open_container())
return 0
if(!reagents.total_volume)
if(force) // bash people!
return 0
to_chat(user, SPAN_NOTICE("[src] is empty."))
return 1
if(!REAGENTS_FREE_SPACE(target.reagents))
to_chat(user, SPAN_NOTICE("[target] is full."))
return 1
var/trans = reagents.trans_to(target, amount_per_transfer_from_this)
to_chat(user, SPAN_NOTICE("You transfer [trans] units of the solution to [target]."))
on_pour(target)
return 1
/obj/item/reagent_containers/proc/on_pour(atom/target)
playsound(src, SFX_POUR, 25, 1)