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https://github.com/Bubberstation/Bubberstation.git
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DONE Leather gloves now have heat protection like black gloves (to allow removing lights bulbs/tubes)
DONE Plants require 4 light, mushrooms only 2 DONE Harvesting should report how many items were harvested (whether plantbag is used or not) DONE Plantbag should have a mode to only pick up one kind of plant at a time. Trash and ore bags too. DONE 1 unit of mutagen should cause non-species mutations. (Radium too) DONE Uranium should be like radium but even weaker
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@@ -180,19 +180,23 @@
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if(istype(W,/obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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if(S.use_to_pickup)
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if(S.collection_mode) //Mode is set to collect all items on a tile and we clicked on a valid one.
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if(S.collection_mode) //Mode is set to collect multiple items on a tile and we clicked on a valid one.
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if(isturf(src.loc))
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var/list/rejections = list()
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var/success = 0
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var/failure = 0
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for(var/obj/item/I in src.loc)
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if(S.collection_mode == 2 && !istype(I,src.type)) // We're only picking up items of the target type
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failure = 1
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continue
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if(I.type in rejections) // To limit bag spamming: any given type only complains once
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continue
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if(!S.can_be_inserted(I)) // Note can_be_inserted still makes noise when the answer is no
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rejections += I.type // therefore full bags are still a little spammy
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failure = 1
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continue
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success = 1
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S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
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if(success && !failure)
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@@ -20,7 +20,7 @@
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var/display_contents_with_number //Set this to make the storage item group contents of the same type and display them as a number.
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var/allow_quick_empty //Set this variable to allow the object to have the 'empty' verb, which dumps all the contents on the floor.
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var/allow_quick_gather //Set this variable to allow the object to have the 'toggle mode' verb, which quickly collects all items from a tile.
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var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile
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var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile, 2 = pick all of a type
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/obj/item/weapon/storage/MouseDrop(obj/over_object)
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@@ -351,8 +351,10 @@
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set name = "Switch Gathering Method"
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set category = "Object"
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collection_mode = !collection_mode
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collection_mode = (collection_mode+1)%3
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switch (collection_mode)
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if(2)
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usr << "[src] now picks up all items of a single type at once."
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if(1)
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usr << "[src] now picks up all items in a tile at once."
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if(0)
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@@ -42,8 +42,12 @@
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item_color = "medical" //Exists for washing machines. Is not different from latex gloves in any way.
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/obj/item/clothing/gloves/botanic_leather
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desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
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desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm."
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name = "botanist's leather gloves"
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icon_state = "leather"
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item_state = "ggloves"
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permeability_coefficient = 0.9
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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heat_protection = HANDS
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max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
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@@ -58,6 +58,18 @@ obj/machinery/hydroponics/process()
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if(nutrilevel <= 0 && myseed.plant_type != 1)
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adjustHealth(-rand(1,3))
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//Photosynthesis/////////////////////////////////////////////////////////
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// Lack of light hurts non-mushrooms
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if(isturf(loc))
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var/turf/currentTurf = loc
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var/lightAmt = currentTurf.lighting_lumcount
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if(myseed.plant_type == 2) // Mushroom
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if(lightAmt < 2)
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adjustHealth(-1)
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else // Non-mushroom
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if(lightAmt < 4)
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adjustHealth(-2)
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//Water//////////////////////////////////////////////////////////////////
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// Drink random amount of water
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adjustWater(-rand(1,6))
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@@ -349,8 +361,8 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
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// Beakers, bottles, buckets, etc. Can't use is_open_container though.
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if(istype(reagent_source, /obj/item/weapon/reagent_containers/glass/))
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playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
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// There needs to be a good amount of mutagen to actually work
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// Requires 5 mutagen to possibly change species.
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if(S.has_reagent("mutagen", 5))
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switch(rand(100))
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if(91 to 100) plantdies()
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@@ -361,6 +373,11 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(11 to 20) mutateweed()
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if(1 to 10) mutatepest()
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else user << "Nothing happens..."
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// 2 or 1 units is enough to change the yield and other stats.
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else if(S.has_reagent("mutagen", 2))
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hardmutate()
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else if(S.has_reagent("mutagen", 1))
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mutate()
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// Antitoxin binds shit pretty well. So the tox goes significantly down
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if(S.has_reagent("anti_toxin", 1))
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@@ -463,10 +480,7 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
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adjustNutri(round(S.get_reagent_amount("nutriment")*1))
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// Poor man's mutagen.
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if(S.has_reagent("radium", 1))
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adjustHealth(-round(S.get_reagent_amount("radium")*1.5))
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adjustToxic(round(S.get_reagent_amount("radium")*2))
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if(S.has_reagent("radium", 10))
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if(S.has_reagent("radium", 10) || S.has_reagent("uranium", 10))
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switch(rand(100))
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if(91 to 100) plantdies()
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if(81 to 90) mutatespecie()
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@@ -476,6 +490,14 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(11 to 20) mutateweed()
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if(1 to 10) mutatepest()
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else user << "Nothing happens..."
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// Can change the yield and other stats, but requires more than mutagen
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else if(S.has_reagent("radium", 4) || S.has_reagent("uranium", 5))
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hardmutate()
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else if(S.has_reagent("radium", 2) || S.has_reagent("uranium", 3))
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mutate()
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else if(S.has_reagent("radium", 1) || S.has_reagent("uranium", 1))
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adjustHealth(-round(S.get_reagent_amount("radium")*1.5))
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adjustToxic(round(S.get_reagent_amount("radium")*2))
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// The best stuff there is. For testing/debugging.
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if(S.has_reagent("adminordrazine", 1))
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@@ -812,10 +834,12 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
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/obj/machinery/hydroponics/proc/update_tray(mob/user = usr)
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harvest = 0
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lastproduce = age
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if((yieldmod * myseed.yield) <= 0)
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if(istype(myseed,/obj/item/seeds/replicapod/))
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user << "You harvest from the [myseed.plantname]."
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else if((yieldmod * myseed.yield) <= 0)
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user << "\red You fail to harvest anything useful."
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else
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user << "You harvest from the [myseed.plantname]."
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user << "You harvest [yieldmod * myseed.yield] items from the [myseed.plantname]."
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if(myseed.oneharvest)
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del(myseed)
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planted = 0
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@@ -415,7 +415,7 @@
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if(istype(W,/obj/item/weapon/storage/bag/ore))
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var/obj/item/weapon/storage/bag/ore/S = W
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if(S.collection_mode)
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if(S.collection_mode == 1)
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for(var/obj/item/weapon/ore/O in src.contents)
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O.attackby(W,user)
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return
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