Files
Bubberstation/code/modules/hydroponics/fermenting_barrel.dm
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00

225 lines
7.4 KiB
Plaintext

/obj/structure/fermenting_barrel
name = "wooden barrel"
desc = "A large wooden barrel. You can ferment fruits and such inside it, or just use it to hold reagents."
icon = 'icons/obj/structures.dmi'
icon_state = "barrel"
base_icon_state = "barrel"
resistance_flags = FLAMMABLE
obj_flags = UNIQUE_RENAME
density = TRUE
anchored = FALSE
pressure_resistance = 2 * ONE_ATMOSPHERE
max_integrity = 300
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 8)
/// Is the barrel currently opened?
var/open = FALSE
/// Can the barrel be opened?
var/can_open = TRUE
/// The amount of reagents that can be created from the contained products, used for validation
var/potential_volume = 0
/// Whether the fermentation is ongoing
var/fermenting = FALSE
/// The volume of the barrel sounds
var/sound_volume = 25
/// The sound of fermentation
var/datum/looping_sound/boiling/soundloop
/// Sound played when the lid is opened.
var/lid_open_sound = 'sound/items/handling/cardboard_box/cardboardbox_pickup.ogg'
/// Sound played when the lid is closed.
var/lid_close_sound = 'sound/effects/footstep/woodclaw2.ogg'
/obj/structure/fermenting_barrel/Initialize(mapload)
. = ..()
create_reagents(600, DRAINABLE)
soundloop = new(src, fermenting)
soundloop.volume = sound_volume
register_context()
RegisterSignals(src, list(
SIGNAL_ADDTRAIT(TRAIT_WAS_RENAMED),
SIGNAL_ADDTRAIT(TRAIT_HAS_LABEL),
SIGNAL_REMOVETRAIT(TRAIT_WAS_RENAMED),
SIGNAL_REMOVETRAIT(TRAIT_HAS_LABEL),
), PROC_REF(update_overlay_on_sig))
/obj/structure/fermenting_barrel/Destroy()
QDEL_NULL(soundloop)
return ..()
/obj/structure/fermenting_barrel/examine(mob/user)
. = ..()
if(open)
var/fruit_count = contents.len
if(fruit_count)
. += span_notice("It contains [fruit_count] fruit\s ready to be fermented.")
. += span_notice("[EXAMINE_HINT("Right-click")] to take them out of [src].")
. += span_notice("It is currently open, letting you fill it with fruits or reagents.")
else
. += span_notice("It is currently closed, letting it ferment fruits or draw reagents from its tap.")
/obj/structure/fermenting_barrel/attackby(obj/item/object, mob/user, list/modifiers, list/attack_modifiers)
if(open)
if(istype(object, /obj/item/food/grown) && insert_fruit(user, object))
balloon_alert(user, "added fruit")
return
if(istype(object, /obj/item/storage/bag/plants))
var/obj/item/storage/bag/plants/bag = object
var/inserted_fruits = 0
for(var/obj/item/food/grown/fruit in bag.contents)
if(!insert_fruit(user, fruit, bag))
break
inserted_fruits++
if(inserted_fruits)
balloon_alert(user, "added [inserted_fruits] fruit\s")
else if(object.is_refillable())
return //so we can refill them via their afterattack.
return ..()
/obj/structure/fermenting_barrel/attack_hand(mob/user, list/modifiers)
if(!can_open)
return
if(open)
open = FALSE
reagents.flags |= DRAINABLE
reagents.flags &= ~(REFILLABLE | TRANSPARENT)
playsound(src, lid_close_sound, sound_volume)
start_fermentation()
else
open = TRUE
reagents.flags &= ~(DRAINABLE)
reagents.flags |= REFILLABLE | TRANSPARENT
playsound(src, lid_open_sound, sound_volume)
stop_fermentation()
update_appearance(UPDATE_ICON)
/obj/structure/fermenting_barrel/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return .
if(!open)
return .
if(!length(contents))
balloon_alert(user, "empty!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
dump_contents()
balloon_alert(user, "emptied [src]")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/fermenting_barrel/wrench_act(mob/living/user, obj/item/tool)
if(default_unfasten_wrench(user, tool) == SUCCESSFUL_UNFASTEN)
return ITEM_INTERACT_SUCCESS
/obj/structure/fermenting_barrel/update_icon_state()
icon_state = open ? "barrel_open" : "barrel"
return ..()
/obj/structure/fermenting_barrel/proc/update_overlay_on_sig()
SIGNAL_HANDLER
update_appearance(UPDATE_ICON)
/obj/structure/fermenting_barrel/update_overlays()
. = ..()
if(HAS_TRAIT(src, TRAIT_WAS_RENAMED) || HAS_TRAIT(src, TRAIT_HAS_LABEL))
. += mutable_appearance(icon, "[base_icon_state]_overlay_label")
/obj/structure/fermenting_barrel/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = open ? "Close" : "Open"
if(open && length(contents))
context[SCREENTIP_CONTEXT_RMB] = "Empty"
return CONTEXTUAL_SCREENTIP_SET
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = anchored ? "Unanchor" : "Anchor"
else if(open && (istype(held_item, /obj/item/food/grown) || istype(held_item, /obj/item/storage/bag/plants)))
context[SCREENTIP_CONTEXT_LMB] = "Add to barrel"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/fermenting_barrel/dump_contents()
var/atom/drop_point = drop_location()
for(var/obj/item/food/grown/fruit as anything in contents)
fruit.forceMove(drop_point)
/// Adds the fruit to the barrel to queue the fermentation
/obj/structure/fermenting_barrel/proc/insert_fruit(mob/user, obj/item/food/grown/fruit, obj/item/storage/bag/plants/bag = null)
if(reagents.total_volume + potential_volume > reagents.maximum_volume)
balloon_alert(user, "it's full!")
return FALSE
if(!fruit.can_distill)
balloon_alert(user, "can't ferment this!")
return FALSE
if(bag && !bag.atom_storage.attempt_remove(fruit, src))
balloon_alert(user, "can't take from bag!")
return FALSE
else if (!user.transferItemToLoc(fruit, src))
balloon_alert(user, "can't take fruit!")
return FALSE
potential_volume += fruit.reagents.total_volume
return TRUE
/// Starts the fermentation process
/obj/structure/fermenting_barrel/proc/start_fermentation()
if(fermenting)
return
if(open)
return
if(reagents.total_volume >= reagents.maximum_volume)
return
if(!(locate(/obj/item/food) in contents))
return
fermenting = TRUE
soundloop.start()
START_PROCESSING(SSobj, src)
/// Ferments the next found fruit into wine
/obj/structure/fermenting_barrel/proc/process_fermentation()
if(!fermenting)
return
if(open)
return stop_fermentation()
if(reagents.total_volume >= reagents.maximum_volume)
return stop_fermentation()
var/obj/item/food/grown/fruit = locate(/obj/item/food/grown) in contents
if(!fruit)
return stop_fermentation()
fruit.ferment()
potential_volume -= fruit.reagents.total_volume
fruit.reagents.trans_to(reagents, fruit.reagents.total_volume)
qdel(fruit)
/// Stops the fermentation process
/obj/structure/fermenting_barrel/proc/stop_fermentation()
fermenting = FALSE
soundloop.stop()
STOP_PROCESSING(SSobj, src)
/obj/structure/fermenting_barrel/process(seconds_per_tick)
process_fermentation()
/// Lil gunpowder barrel fer pirates since it's a nice reagent holder
/obj/structure/fermenting_barrel/gunpowder
name = "gunpowder barrel"
desc = "A large wooden barrel for holding gunpowder. You'll need to take from this to load the cannons."
can_open = FALSE
/obj/structure/fermenting_barrel/gunpowder/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/gunpowder, 500)
/// Medieval pirates can have a barrel as a treat
/obj/structure/fermenting_barrel/thermite
name = "thermite barrel"
desc = "A large wooden barrel for holding thermite. Use this to make a big flipping hole on walls."
can_open = FALSE
/obj/structure/fermenting_barrel/thermite/Initialize(mapload)
. = ..()
reagents.add_reagent(/datum/reagent/thermite, 500)