Files
Aurora.3/code/game/objects/items/glassjar.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

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/obj/item/glass_jar
name = "glass jar"
desc = "A small empty jar."
icon = 'icons/obj/items.dmi'
icon_state = "jar"
w_class = 2
matter = list("glass" = 200)
flags = NOBLUDGEON
var/list/accept_mobs = list(/mob/living/simple_animal/lizard, /mob/living/simple_animal/mouse)
var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
/obj/item/glass_jar/New()
..()
update_icon()
/obj/item/glass_jar/afterattack(var/atom/A, var/mob/user, var/proximity)
if(!proximity || contains)
return
if(istype(A, /mob))
var/accept = 0
for(var/D in accept_mobs)
if(istype(A, D))
accept = 1
if(!accept)
user << "[A] doesn't fit into \the [src]."
return
var/mob/L = A
user.visible_message("<span class='notice'>[user] scoops [L] into \the [src].</span>", "<span class='notice'>You scoop [L] into \the [src].</span>")
L.forceMove(src)
contains = 2
update_icon()
return
else if(istype(A, /obj/effect/spider/spiderling))
var/obj/effect/spider/spiderling/S = A
user.visible_message("<span class='notice'>[user] scoops [S] into \the [src].</span>", "<span class='notice'>You scoop [S] into \the [src].</span>")
S.forceMove(src)
STOP_PROCESSING(SSprocessing, S) // No growing inside jars
contains = 3
update_icon()
return
/obj/item/glass_jar/attack_self(var/mob/user)
switch(contains)
if(1)
for(var/obj/O in src)
O.loc = user.loc
user << "<span class='notice'>You take money out of \the [src].</span>"
contains = 0
update_icon()
return
if(2)
for(var/mob/M in src)
M.loc = user.loc
user.visible_message("<span class='notice'>[user] releases [M] from \the [src].</span>", "<span class='notice'>You release [M] from \the [src].</span>")
contains = 0
update_icon()
return
if(3)
for(var/obj/effect/spider/spiderling/S in src)
S.loc = user.loc
user.visible_message("<span class='notice'>[user] releases [S] from \the [src].</span>", "<span class='notice'>You release [S] from \the [src].</span>")
START_PROCESSING(SSprocessing, S) // They can grow after being let out though
contains = 0
update_icon()
return
/obj/item/glass_jar/attackby(var/obj/item/W, var/mob/user)
if(istype(W, /obj/item/weapon/spacecash))
if(contains == 0)
contains = 1
if(contains != 1)
return
var/obj/item/weapon/spacecash/S = W
user.visible_message("<span class='notice'>[user] puts [S.worth] [S.worth > 1 ? "credits" : "credit"] into \the [src].</span>")
user.drop_from_inventory(S)
S.forceMove(src)
update_icon()
/obj/item/glass_jar/update_icon() // Also updates name and desc
underlays.Cut()
overlays.Cut()
switch(contains)
if(0)
name = initial(name)
desc = initial(desc)
if(1)
name = "tip jar"
desc = "A small jar with money inside."
for(var/obj/item/weapon/spacecash/S in src)
var/image/money = image(S.icon, S.icon_state)
money.pixel_x = rand(-2, 3)
money.pixel_y = rand(-6, 6)
money.transform *= 0.6
underlays += money
for (var/A in S.overlays)
underlays += A
if(2)
for(var/mob/M in src)
var/image/victim = image(M.icon, M.icon_state)
victim.pixel_y = 6
underlays += victim
name = "glass jar with [M]"
desc = "A small jar with [M] inside."
if(3)
for(var/obj/effect/spider/spiderling/S in src)
var/image/victim = image(S.icon, S.icon_state)
underlays += victim
name = "glass jar with [S]"
desc = "A small jar with [S] inside."
return