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About The Pull Request
Adds a skillchip to the chef's vendor. This vendor allows the chef to kiss their food to deliver a chef's kiss.
Chef's kissing your food will add the "love" reagent to the food, which makes people much happier when they eat it. Be careful, overdosing on love can cause heart attacks.
Refactors microwaving.
Separates microwaving out of the edible component and makes it its own element, like grillable and bakeable.
Also removes some magic numbers from microwave code.
Code improvements all around baking and grilling code.
Refactors edible component inheritance.
Inheriting the edible component is now a viable way to cleanly add food types, flags, and callbacks. This makes it much much easier to change the values of an edible item without adding hacky signals / procs / getcomponent.
Why It's Good For The Game
Emergent chef gameplay.
Being able to further enhance your food with mood buffs.
Better code.
Changelog
cl Melbert
add: Chefs can now make food with love. They can purchase a skillchip from their vendor which enhances their kiss emote. Using your kiss on food you create will add a special reagent to it which makes it nicer.
refactor: Separated Microwavable from the Edible component, refactored microwave act to accompany this
refactor: Refactored how grilled items are generated
refactor: Refactored how silver slime food items are generated
refactor: Refactored how edible items inherit new edible statuses
code: Removed some magic numbers from microwaves
code: General code improvements for grillable / bakeable / etc
/cl
241 lines
8.8 KiB
Plaintext
241 lines
8.8 KiB
Plaintext
/obj/item/reagent_containers
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name = "Container"
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desc = "..."
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icon = 'icons/obj/medical/chemical.dmi'
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icon_state = null
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w_class = WEIGHT_CLASS_TINY
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var/amount_per_transfer_from_this = 5
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var/list/possible_transfer_amounts = list(5,10,15,20,25,30)
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/// Where we are in the possible transfer amount list.
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var/amount_list_position = 1
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var/volume = 30
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var/reagent_flags
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var/list/list_reagents = null
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var/spawned_disease = null
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var/disease_amount = 20
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var/spillable = FALSE
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var/list/fill_icon_thresholds = null
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var/fill_icon_state = null // Optional custom name for reagent fill icon_state prefix
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/// The icon file to take fill icon appearances from
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var/fill_icon = 'icons/obj/reagentfillings.dmi'
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/obj/item/reagent_containers/Initialize(mapload, vol)
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. = ..()
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if(isnum(vol) && vol > 0)
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volume = vol
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create_reagents(volume, reagent_flags)
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if(spawned_disease)
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var/datum/disease/F = new spawned_disease()
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var/list/data = list("viruses"= list(F))
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reagents.add_reagent(/datum/reagent/blood, disease_amount, data)
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add_initial_reagents()
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/obj/item/reagent_containers/examine()
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. = ..()
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if(possible_transfer_amounts.len > 1)
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. += span_notice("Left-click or right-click in-hand to increase or decrease its transfer amount.")
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else if(possible_transfer_amounts.len)
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. += span_notice("Left-click or right-click in-hand to view its transfer amount.")
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/obj/item/reagent_containers/create_reagents(max_vol, flags)
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. = ..()
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RegisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), .proc/on_reagent_change)
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RegisterSignal(reagents, COMSIG_PARENT_QDELETING, .proc/on_reagents_del)
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/obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, params)
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if (!user.combat_mode)
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return
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return ..()
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/obj/item/reagent_containers/proc/on_reagents_del(datum/reagents/reagents)
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SIGNAL_HANDLER
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UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_PARENT_QDELETING))
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return NONE
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/obj/item/reagent_containers/proc/add_initial_reagents()
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if(list_reagents)
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reagents.add_reagent_list(list_reagents)
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/obj/item/reagent_containers/attack_self(mob/user)
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change_transfer_amount(user, FORWARD)
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/obj/item/reagent_containers/attack_self_secondary(mob/user)
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change_transfer_amount(user, BACKWARD)
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/obj/item/reagent_containers/proc/mode_change_message(mob/user)
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return
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/obj/item/reagent_containers/proc/change_transfer_amount(mob/user, direction = FORWARD)
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var/list_len = length(possible_transfer_amounts)
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if(!list_len)
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return
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switch(direction)
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if(FORWARD)
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amount_list_position = (amount_list_position % list_len) + 1
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if(BACKWARD)
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amount_list_position = (amount_list_position - 1) || list_len
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else
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CRASH("change_transfer_amount() called with invalid direction value")
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amount_per_transfer_from_this = possible_transfer_amounts[amount_list_position]
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balloon_alert(user, "transferring [amount_per_transfer_from_this]u")
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mode_change_message(user)
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/obj/item/reagent_containers/pre_attack_secondary(atom/target, mob/living/user, params)
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if(HAS_TRAIT(target, DO_NOT_SPLASH))
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return ..()
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if(!user.combat_mode)
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return ..()
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if (try_splash(user, target))
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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return ..()
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/// Tries to splash the target. Used on both right-click and normal click when in combat mode.
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/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
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if (!spillable)
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return FALSE
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if (!reagents?.total_volume)
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return FALSE
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var/punctuation = ismob(target) ? "!" : "."
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var/reagent_text
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user.visible_message(
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span_danger("[user] splashes the contents of [src] onto [target][punctuation]"),
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span_danger("You splash the contents of [src] onto [target][punctuation]"),
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ignored_mobs = target,
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)
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if (ismob(target))
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var/mob/target_mob = target
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target_mob.show_message(
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span_userdanger("[user] splash the contents of [src] onto you!"),
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MSG_VISUAL,
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span_userdanger("You feel drenched!"),
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)
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for(var/datum/reagent/reagent as anything in reagents.reagent_list)
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reagent_text += "[reagent] ([num2text(reagent.volume)]),"
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var/mob/thrown_by = thrownby?.resolve()
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if(isturf(target) && reagents.reagent_list.len && thrown_by)
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log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]")
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message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] at [ADMIN_VERBOSEJMP(target)].")
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reagents.expose(target, TOUCH)
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log_combat(user, target, "splashed", reagent_text)
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reagents.clear_reagents()
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return TRUE
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/obj/item/reagent_containers/proc/canconsume(mob/eater, mob/user)
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if(!iscarbon(eater))
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return FALSE
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var/mob/living/carbon/C = eater
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var/covered = ""
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if(C.is_mouth_covered(head_only = 1))
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covered = "headgear"
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else if(C.is_mouth_covered(mask_only = 1))
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covered = "mask"
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if(covered)
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var/who = (isnull(user) || eater == user) ? "your" : "[eater.p_their()]"
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to_chat(user, span_warning("You have to remove [who] [covered] first!"))
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return FALSE
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return TRUE
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/*
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* 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)
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*/
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/obj/item/reagent_containers/on_accidental_consumption(mob/living/carbon/M, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
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M.losebreath += 2
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reagents?.trans_to(M, min(15, reagents.total_volume / rand(5,10)), transfered_by = user, methods = INGEST)
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if(source_item?.reagents)
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reagents.trans_to(source_item, min(source_item.reagents.total_volume / 2, reagents.total_volume / 5), transfered_by = user, methods = TOUCH)
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return ..()
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/obj/item/reagent_containers/fire_act(exposed_temperature, exposed_volume)
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reagents.expose_temperature(exposed_temperature)
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..()
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/obj/item/reagent_containers/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum, do_splash = TRUE)
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. = ..()
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if(do_splash)
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SplashReagents(hit_atom, TRUE)
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/obj/item/reagent_containers/proc/bartender_check(atom/target)
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. = FALSE
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var/mob/thrown_by = thrownby?.resolve()
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if(target.CanPass(src, get_dir(target, src)) && thrown_by && HAS_TRAIT(thrown_by, TRAIT_BOOZE_SLIDER))
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. = TRUE
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/obj/item/reagent_containers/proc/SplashReagents(atom/target, thrown = FALSE, override_spillable = FALSE)
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if(!reagents || !reagents.total_volume || (!spillable && !override_spillable))
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return
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var/mob/thrown_by = thrownby?.resolve()
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if(ismob(target) && target.reagents)
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if(thrown)
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reagents.total_volume *= rand(5,10) * 0.1 //Not all of it makes contact with the target
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var/mob/M = target
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var/R
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target.visible_message(span_danger("[M] is splashed with something!"), \
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span_userdanger("[M] is splashed with something!"))
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for(var/datum/reagent/A in reagents.reagent_list)
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R += "[A.type] ([num2text(A.volume)]),"
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if(thrown_by)
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log_combat(thrown_by, M, "splashed", R)
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reagents.expose(target, TOUCH)
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else if(bartender_check(target) && thrown)
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visible_message(span_notice("[src] lands onto the [target.name] without spilling a single drop."))
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return
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else
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if(isturf(target) && reagents.reagent_list.len && thrown_by)
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log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]", "in [AREACOORD(target)]")
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thrown_by.log_message("splashed (thrown) [english_list(reagents.reagent_list)] on [target].", LOG_ATTACK)
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message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [ADMIN_VERBOSEJMP(target)].")
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visible_message(span_notice("[src] spills its contents all over [target]."))
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reagents.expose(target, TOUCH)
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if(QDELETED(src))
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return
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reagents.clear_reagents()
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/obj/item/reagent_containers/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver)
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reagents.expose_temperature(1000)
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return ..() | COMPONENT_MICROWAVE_SUCCESS
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/obj/item/reagent_containers/fire_act(temperature, volume)
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reagents.expose_temperature(temperature)
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/// Updates the icon of the container when the reagents change. Eats signal args
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/obj/item/reagent_containers/proc/on_reagent_change(datum/reagents/holder, ...)
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SIGNAL_HANDLER
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update_appearance()
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return NONE
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/obj/item/reagent_containers/update_overlays()
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. = ..()
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if(!fill_icon_thresholds)
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return
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if(!reagents.total_volume)
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return
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var/fill_name = fill_icon_state? fill_icon_state : icon_state
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var/mutable_appearance/filling = mutable_appearance(fill_icon, "[fill_name][fill_icon_thresholds[1]]")
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var/percent = round((reagents.total_volume / volume) * 100)
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for(var/i in 1 to fill_icon_thresholds.len)
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var/threshold = fill_icon_thresholds[i]
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var/threshold_end = (i == fill_icon_thresholds.len)? INFINITY : fill_icon_thresholds[i+1]
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if(threshold <= percent && percent < threshold_end)
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filling.icon_state = "[fill_name][fill_icon_thresholds[i]]"
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filling.color = mix_color_from_reagents(reagents.reagent_list)
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. += filling
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