Files
Aurora.3/code/modules/reagents/reagent_containers/glass.dm
Alberyk c4479586c1 Ports material and makeshift armor from Polaris (#3968)
-adds support to material clothing, already used by rings and makeshift weapon
-adds makeshift armor that you can craft using buckets for helmets and material sheets to make the plates
-adds a wooden bucket that can be crafted using planks also ported from polaris
-adds icon_has_variants to some sheets, adding sprites to them from tg
-fixes bronze being just a place holder
-adds sheet types to bronze and titanium
2017-12-23 21:12:39 +02:00

293 lines
9.1 KiB
Plaintext

////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass
name = " "
var/base_name = " "
desc = " "
icon = 'icons/obj/chemical.dmi'
icon_state = "null"
item_state = "null"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60)
volume = 60
accuracy = 0.1
w_class = 2
flags = OPENCONTAINER
unacidable = 1 //glass doesn't dissolve in acid
var/label_text = ""
var/list/can_be_placed_into = list(
/obj/machinery/chem_master/,
/obj/machinery/chemical_dispenser,
/obj/machinery/reagentgrinder,
/obj/structure/table,
/obj/structure/closet,
/obj/structure/sink,
/obj/item/weapon/storage,
/obj/machinery/atmospherics/unary/cryo_cell,
/obj/machinery/dna_scannernew,
/obj/item/weapon/grenade/chem_grenade,
/mob/living/bot/medbot,
/obj/machinery/computer/pandemic,
/obj/item/weapon/storage/secure/safe,
/obj/machinery/iv_drip,
/obj/machinery/disease2/incubator,
/obj/machinery/disposal,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/retaliate/goat,
/obj/machinery/computer/centrifuge,
/obj/machinery/sleeper,
/obj/machinery/smartfridge/,
/obj/machinery/biogenerator,
/obj/machinery/constructable_frame,
/obj/machinery/radiocarbon_spectrometer,
/obj/item/weapon/storage/part_replacer
)
/obj/item/weapon/reagent_containers/glass/Initialize()
. = ..()
base_name = name
/obj/item/weapon/reagent_containers/glass/examine(var/mob/user)
if(!..(user, 2))
return
if(reagents && reagents.reagent_list.len)
user << "<span class='notice'>It contains [round(reagents.total_volume, accuracy)] units of liquid.</span>"
for(var/datum/reagent/T in reagents.reagent_list)
if(T.reagent_state == SOLID)
user << "<span class='notice'>You see something solid in the beaker.</span>"
break // to stop multiple messages of this
else
user << "<span class='notice'>It is empty.</span>"
if(!is_open_container())
user << "<span class='notice'>Airtight lid seals it completely.</span>"
/obj/item/weapon/reagent_containers/glass/attack_self()
..()
if(is_open_container())
usr << "<span class = 'notice'>You put the lid on \the [src].</span>"
flags ^= OPENCONTAINER
else
usr << "<span class = 'notice'>You take the lid off \the [src].</span>"
flags |= OPENCONTAINER
update_icon()
/obj/item/weapon/reagent_containers/glass/AltClick(var/mob/user)
set_APTFT()
/obj/item/weapon/reagent_containers/glass/afterattack(var/obj/target, var/mob/user, var/flag)
if(!is_open_container() || !flag)
return
for(var/type in can_be_placed_into)
if(istype(target, type))
return
if(standard_splash_mob(user, target))
return
if(standard_dispenser_refill(user, target))
return
if(standard_pour_into(user, target))
return
if(reagents && reagents.total_volume)
user << "<span class='notice'>You splash the solution onto [target].</span>"
reagents.splash(target, reagents.total_volume)
return
/obj/item/weapon/reagent_containers/glass/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/storage/part_replacer))
if(!reagents || !reagents.total_volume)
return ..()
if(istype(W, /obj/item/weapon/pen) || istype(W, /obj/item/device/flashlight/pen))
var/tmp_label = sanitizeSafe(input(user, "Enter a label for [name]", "Label", label_text), MAX_NAME_LEN)
if(length(tmp_label) > 10)
user << "<span class='notice'>The label can be at most 10 characters long.</span>"
else
user << "<span class='notice'>You set the label to \"[tmp_label]\".</span>"
label_text = tmp_label
update_name_label()
/obj/item/weapon/reagent_containers/glass/proc/update_name_label()
if(label_text == "")
name = base_name
else
name = "[base_name] ([label_text])"
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker"
item_state = "beaker"
matter = list("glass" = 500)
/obj/item/weapon/reagent_containers/glass/beaker/Initialize()
. = ..()
desc += " Can hold up to [volume] units."
/obj/item/weapon/reagent_containers/glass/beaker/on_reagent_change()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/pickup(mob/user)
..()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/dropped(mob/user)
..()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/attack_hand()
..()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/update_icon()
cut_overlays()
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10")
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) filling.icon_state = "[icon_state]-10"
if(10 to 24) filling.icon_state = "[icon_state]10"
if(25 to 49) filling.icon_state = "[icon_state]25"
if(50 to 74) filling.icon_state = "[icon_state]50"
if(75 to 79) filling.icon_state = "[icon_state]75"
if(80 to 90) filling.icon_state = "[icon_state]80"
if(91 to INFINITY) filling.icon_state = "[icon_state]100"
filling.color = reagents.get_color()
add_overlay(filling)
if (!is_open_container())
add_overlay("lid_[initial(icon_state)]")
/obj/item/weapon/reagent_containers/glass/beaker/large
name = "large beaker"
desc = "A large beaker."
icon_state = "beakerlarge"
matter = list("glass" = 5000)
volume = 120
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60,120)
flags = OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/noreact
name = "cryostasis beaker"
desc = "A cryostasis beaker that allows for chemical storage without reactions."
icon_state = "beakernoreact"
matter = list("glass" = 500)
volume = 60
amount_per_transfer_from_this = 10
flags = OPENCONTAINER | NOREACT
/obj/item/weapon/reagent_containers/glass/beaker/bluespace
name = "bluespace beaker"
desc = "A bluespace beaker, powered by experimental bluespace technology."
icon_state = "beakerbluespace"
matter = list("glass" = 5000)
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,60,120,300)
flags = OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
desc = "A small glass vial."
icon_state = "vial"
matter = list("glass" = 250)
volume = 30
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25)
flags = OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone/Initialize()
. = ..()
reagents.add_reagent("cryoxadone", 30)
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/sulphuric
/obj/item/weapon/reagent_containers/glass/beaker/sulphuric/Initialize()
. = ..()
reagents.add_reagent("sacid", 60)
update_icon()
/obj/item/weapon/reagent_containers/glass/bucket
desc = "It's a bucket."
name = "bucket"
icon = 'icons/obj/janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
accuracy = 1
matter = list(DEFAULT_WALL_MATERIAL = 200)
w_class = 3.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60,120)
volume = 120
flags = OPENCONTAINER
unacidable = 0
/obj/item/weapon/reagent_containers/glass/bucket/attackby(var/obj/D, mob/user as mob)
if(isprox(D))
user << "You add [D] to [src]."
qdel(D)
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
user.drop_from_inventory(src)
qdel(src)
return
else if(istype(D, /obj/item/weapon/wirecutters))
to_chat(user, "<span class='notice'>You cut a big hole in \the [src] with \the [D].</span>")
user.put_in_hands(new /obj/item/clothing/head/helmet/bucket)
user.drop_from_inventory(src)
qdel(src)
return
else if(istype(D, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "<span class='warning'>\The [src] is empty!</span>"
else
reagents.trans_to_obj(D, 5)
user << "<span class='notice'>You wet \the [D] in \the [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
else
return ..()
/obj/item/weapon/reagent_containers/glass/bucket/update_icon()
cut_overlays()
if (!is_open_container())
add_overlay("lid_[initial(icon_state)]")
obj/item/weapon/reagent_containers/glass/bucket/wood
desc = "An old wooden bucket."
name = "wooden bucket"
icon = 'icons/obj/janitor.dmi'
icon_state = "woodbucket"
item_state = "woodbucket"
matter = list("wood" = 50)
/obj/item/weapon/reagent_containers/glass/bucket/wood/attackby(var/obj/D, mob/user as mob)
if(isprox(D))
user << "This wooden bucket doesn't play well with electronics."
return
else if(istype(D, /obj/item/weapon/material/hatchet))
to_chat(user, "<span class='notice'>You cut a big hole in \the [src] with \the [D].</span>")
user.put_in_hands(new /obj/item/clothing/head/helmet/bucket/wood)
user.drop_from_inventory(src)
qdel(src)
return
else if(istype(D, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "<span class='warning'>\The [src] is empty!</span>"
else
reagents.trans_to_obj(D, 5)
user << "<span class='notice'>You wet \the [D] in \the [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
else
return ..()