/obj/item/reagent_containers name = "Container" desc = "..." icon = 'icons/obj/medical/chemical.dmi' icon_state = null w_class = WEIGHT_CLASS_TINY /// The maximum amount of reagents per transfer that will be moved out of this reagent container. var/amount_per_transfer_from_this = 5 /// Does this container allow changing transfer amounts at all, the container can still have only one possible transfer value in possible_transfer_amounts at some point even if this is true var/has_variable_transfer_amount = TRUE /// The different possible amounts of reagent to transfer out of the container var/list/possible_transfer_amounts = list(5,10,15,20,25,30) /// The maximum amount of reagents this container can hold var/volume = 30 /// Reagent flags, a few examples being if the container is open or not, if its transparent, if you can inject stuff in and out of the container, and so on var/reagent_flags /// A list of what initial reagents this container should spawn with var/list/list_reagents = null /// If this container should spawn with a disease type inside of it var/spawned_disease = null /// How much of a disease specified in spawned_disease should this container spawn with var/disease_amount = 20 /// If the reagents inside of this container will splash out when the container tries to splash onto someone or something var/spillable = FALSE /** * The different thresholds at which the reagent fill overlay will change. See medical/reagent_fillings.dmi. * * Should be a list of integers which correspond to a reagent unit threshold. * If null, no automatic fill overlays are generated. * * For example, list(0) will mean it will gain a the overlay with any reagents present. This overlay is "overlayname0". * list(0, 10) whill have two overlay options, for 0-10 units ("overlayname0") and 10+ units ("overlayname10"). */ var/list/fill_icon_thresholds = null /// The optional custom name for the reagent fill icon_state prefix /// If not set, uses the current icon state. var/fill_icon_state = null /// The icon file to take fill icon appearances from var/fill_icon = 'icons/obj/medical/reagent_fillings.dmi' ///The sound this container makes when picked up, dropped if there is liquid inside. var/reagent_container_liquid_sound = null /obj/item/reagent_containers/apply_fantasy_bonuses(bonus) . = ..() if(reagents) reagents.maximum_volume = modify_fantasy_variable("maximum_volume", reagents.maximum_volume, bonus * 10, minimum = 5) volume = modify_fantasy_variable("maximum_volume_beaker", volume, bonus * 10, minimum = 5) /obj/item/reagent_containers/remove_fantasy_bonuses(bonus) if(reagents) reagents.maximum_volume = reset_fantasy_variable("maximum_volume", reagents.maximum_volume) volume = reset_fantasy_variable("maximum_volume_beaker", volume) return ..() /obj/item/reagent_containers/Initialize(mapload, vol) . = ..() if(isnum(vol) && vol > 0) volume = vol create_reagents(volume, reagent_flags) if(spawned_disease) var/datum/disease/F = new spawned_disease() var/list/data = list("viruses"= list(F)) reagents.add_reagent(/datum/reagent/blood, disease_amount, data) add_initial_reagents() /obj/item/reagent_containers/examine(mob/user) . = ..() if(has_variable_transfer_amount) if(possible_transfer_amounts.len > 1) . += span_notice("Left-click or right-click in-hand to increase or decrease its transfer amount.") else if(possible_transfer_amounts.len) . += span_notice("Left-click or right-click in-hand to view its transfer amount.") if(isliving(user) && HAS_TRAIT(user, TRAIT_REMOTE_TASTING)) var/mob/living/living_user = user living_user.taste(reagents) /obj/item/reagent_containers/create_reagents(max_vol, flags) . = ..() RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change)) RegisterSignal(reagents, COMSIG_QDELETING, PROC_REF(on_reagents_del)) /obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, params) if (!user.combat_mode) return return ..() /obj/item/reagent_containers/proc/on_reagents_del(datum/reagents/reagents) SIGNAL_HANDLER UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_QDELETING)) return NONE /obj/item/reagent_containers/proc/add_initial_reagents() if(list_reagents) reagents.add_reagent_list(list_reagents) /obj/item/reagent_containers/attack_self(mob/user) if(has_variable_transfer_amount) change_transfer_amount(user, FORWARD) /obj/item/reagent_containers/attack_self_secondary(mob/user) if(has_variable_transfer_amount) change_transfer_amount(user, BACKWARD) /obj/item/reagent_containers/proc/mode_change_message(mob/user) return /obj/item/reagent_containers/proc/change_transfer_amount(mob/user, direction = FORWARD) var/list_len = length(possible_transfer_amounts) if(!list_len) return var/index = possible_transfer_amounts.Find(amount_per_transfer_from_this) || 1 switch(direction) if(FORWARD) index = (index % list_len) + 1 if(BACKWARD) index = (index - 1) || list_len else CRASH("change_transfer_amount() called with invalid direction value") amount_per_transfer_from_this = possible_transfer_amounts[index] balloon_alert(user, "transferring [amount_per_transfer_from_this]u") mode_change_message(user) /obj/item/reagent_containers/pre_attack_secondary(atom/target, mob/living/user, params) if(HAS_TRAIT(target, TRAIT_DO_NOT_SPLASH)) return ..() if(!user.combat_mode) return ..() if (try_splash(user, target)) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN return ..() /// Tries to splash the target. Used on both right-click and normal click when in combat mode. /obj/item/reagent_containers/proc/try_splash(mob/user, atom/target) if (!spillable) return FALSE if (!reagents?.total_volume) return FALSE var/punctuation = ismob(target) ? "!" : "." var/reagent_text user.visible_message( span_danger("[user] splashes the contents of [src] onto [target][punctuation]"), span_danger("You splash the contents of [src] onto [target][punctuation]"), ignored_mobs = target, ) SEND_SIGNAL(target, COMSIG_ATOM_SPLASHED) if (ismob(target)) var/mob/target_mob = target target_mob.show_message( span_userdanger("[user] splashes the contents of [src] onto you!"), MSG_VISUAL, span_userdanger("You feel drenched!"), ) playsound(target, 'sound/effects/slosh.ogg', 25, TRUE) var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash") if(isturf(target)) splash_animation.icon_state = "splash_floor" splash_animation.color = mix_color_from_reagents(reagents.reagent_list) target.flick_overlay_view(splash_animation, 1 SECONDS) for(var/datum/reagent/reagent as anything in reagents.reagent_list) reagent_text += "[reagent] ([num2text(reagent.volume)])," var/mob/thrown_by = thrownby?.resolve() if(isturf(target) && reagents.reagent_list.len && thrown_by) log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]") message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] at [ADMIN_VERBOSEJMP(target)].") reagents.expose(target, TOUCH) log_combat(user, target, "splashed", reagent_text) reagents.clear_reagents() return TRUE /obj/item/reagent_containers/proc/canconsume(mob/eater, mob/user) if(!iscarbon(eater)) return FALSE var/mob/living/carbon/C = eater var/covered = "" if(C.is_mouth_covered(ITEM_SLOT_HEAD)) covered = "headgear" else if(C.is_mouth_covered(ITEM_SLOT_MASK)) covered = "mask" if(covered) var/who = (isnull(user) || eater == user) ? "your" : "[eater.p_their()]" to_chat(user, span_warning("You have to remove [who] [covered] first!")) return FALSE return TRUE /* * On accidental consumption, transfer a portion of the reagents to the eater and the item it's in, then continue to the base proc (to deal with shattering glass containers) */ /obj/item/reagent_containers/on_accidental_consumption(mob/living/carbon/M, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE) M.losebreath += 2 reagents?.trans_to(M, min(15, reagents.total_volume / rand(5,10)), transferred_by = user, methods = INGEST) if(source_item?.reagents) reagents.trans_to(source_item, min(source_item.reagents.total_volume / 2, reagents.total_volume / 5), transferred_by = user, methods = TOUCH) return ..() /obj/item/reagent_containers/fire_act(exposed_temperature, exposed_volume) reagents.expose_temperature(exposed_temperature) ..() /obj/item/reagent_containers/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum, do_splash = TRUE) . = ..() if(do_splash) SplashReagents(hit_atom, TRUE) /obj/item/reagent_containers/proc/bartender_check(atom/target) . = FALSE var/mob/thrown_by = thrownby?.resolve() if(target.CanPass(src, get_dir(target, src)) && thrown_by && HAS_TRAIT(thrown_by, TRAIT_BOOZE_SLIDER)) . = TRUE /obj/item/reagent_containers/proc/SplashReagents(atom/target, thrown = FALSE, override_spillable = FALSE) if(!reagents || !reagents.total_volume || (!spillable && !override_spillable)) return var/mob/thrown_by = thrownby?.resolve() if(ismob(target) && target.reagents) var/splash_multiplier = 1 if(thrown) splash_multiplier *= (rand(5,10) * 0.1) //Not all of it makes contact with the target var/mob/M = target var/turf/target_turf = get_turf(target) var/R target.visible_message(span_danger("[M] is splashed with something!"), \ span_userdanger("[M] is splashed with something!")) for(var/datum/reagent/A in reagents.reagent_list) R += "[A.type] ([num2text(A.volume)])," if(thrown_by) log_combat(thrown_by, M, "splashed", R) reagents.expose(target, TOUCH, splash_multiplier) reagents.expose(target_turf, TOUCH, (1 - splash_multiplier)) // 1 - splash_multiplier because it's what didn't hit the target target_turf.add_liquid_from_reagents(reagents, reagent_multiplier = (1 - splash_multiplier)) // SKYRAT EDIT ADDITION - liquid spills (molotov buff) (huge) else if(bartender_check(target) && thrown) visible_message(span_notice("[src] lands onto the [target.name] without spilling a single drop.")) return else //SKYRAT EDIT CHANGE START - liquid spills on non-mobs if(target.can_liquid_spill_on_hit()) target.add_liquid_from_reagents(reagents, thrown_from = src, thrown_to = target) if(reagents.reagent_list.len && thrown_by) log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]", "in [AREACOORD(target)]") log_game("[key_name(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [AREACOORD(target)].") message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [ADMIN_VERBOSEJMP(target)].") else reagents.expose(target, TOUCH) //SKYRAT EDIT END visible_message("[src] spills its contents all over [target].") if(QDELETED(src)) return playsound(target, 'sound/effects/slosh.ogg', 25, TRUE) var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash") if(isturf(target)) splash_animation.icon_state = "splash_floor" splash_animation.color = mix_color_from_reagents(reagents.reagent_list) target.flick_overlay_view(splash_animation, 1.0 SECONDS) reagents.clear_reagents() /obj/item/reagent_containers/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset) reagents.expose_temperature(1000) return ..() | COMPONENT_MICROWAVE_SUCCESS /// Updates the icon of the container when the reagents change. Eats signal args /obj/item/reagent_containers/proc/on_reagent_change(datum/reagents/holder, ...) SIGNAL_HANDLER update_appearance() return NONE /obj/item/reagent_containers/update_overlays() . = ..() if(!fill_icon_thresholds) return if(!reagents.total_volume) return var/fill_name = fill_icon_state ? fill_icon_state : icon_state var/mutable_appearance/filling = mutable_appearance(fill_icon, "[fill_name][fill_icon_thresholds[1]]") var/percent = round((reagents.total_volume / volume) * 100) for(var/i in 1 to fill_icon_thresholds.len) var/threshold = fill_icon_thresholds[i] var/threshold_end = (i == fill_icon_thresholds.len) ? INFINITY : fill_icon_thresholds[i+1] if(threshold <= percent && percent < threshold_end) filling.icon_state = "[fill_name][fill_icon_thresholds[i]]" filling.color = mix_color_from_reagents(reagents.reagent_list) . += filling /obj/item/reagent_containers/dropped(mob/user, silent) . = ..() if(reagent_container_liquid_sound && reagents.total_volume > 0) playsound(src, reagent_container_liquid_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE) /obj/item/reagent_containers/equipped(mob/user, slot, initial = FALSE) . = ..() if((slot & ITEM_SLOT_HANDS) && reagent_container_liquid_sound && reagents.total_volume > 0) playsound(src, reagent_container_liquid_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)