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My original plan was to just implement materials into crafting so that items would inherit the materials of their components, allowing for some interesting stuff if the material flags of the item allow it. However to my dismay crafting is a pile of old tech debt, starting from the old `del_reqs` and `CheckParts` which still contain lines about old janky bandaids that are no longer in use nor reachable, up to the `customizable_reagent_holder` component which has some harddel issues when your custom food is sliced, and items used in food recipes not being deleted and instead stored inside the result with no purpose as well as other inconsistencies like stack recipes that transfer materials having counterparts in the UI that don't do that. EDIT: Several things have come up while working on this, so I apologise that it ended up changing over 100+ files. I managed to atomize some of the changes, but it's a bit tedious. EDIT: TLDR because I was told this section is too vague and there's too much going on. This PR: - Improves the dated crafting code (not the UI). - replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion` with `atom/on_craft_completion`. - Reqs used in food recipes are now deleted by default and not stored inside the result (they did nothing). - Renames the customizable_reagent_holder comp and improves it (No harddels/ref issues). - Adds a unit test that tries to craft all recipes to see what's wrong (it skips some of the much more specific reqs for now). - In the unit test is also the code to make sure materials of the crafted item and a non-crafted item of the same type are roughly the same, so far only applied to food. - Some mild material/food refactoring around the fact that food item code has been changed to support materials. Improving the backbone of the crafting system. Also materials and food code. 🆑 refactor: Refactored crafting backend. Report possible pesky bugs. balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge different because of code standardization. /🆑
351 lines
14 KiB
Plaintext
351 lines
14 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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/// The maximum amount of reagents per transfer that will be moved out of this reagent container.
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var/amount_per_transfer_from_this = 5
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/// 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
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var/has_variable_transfer_amount = TRUE
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/// The different possible amounts of reagent to transfer out of the container
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var/list/possible_transfer_amounts = list(5,10,15,20,25,30)
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/// The maximum amount of reagents this container can hold
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var/volume = 30
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/// 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
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var/reagent_flags
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/// A list of what initial reagents this container should spawn with
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var/list/list_reagents = null
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/// The purity of the spawned reagents in list_reagents. Default purity if `null`
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var/list_reagents_purity = null
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/// If this container should spawn with a disease type inside of it
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var/spawned_disease = null
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/// How much of a disease specified in spawned_disease should this container spawn with
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var/disease_amount = 20
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/// If the reagents inside of this container will splash out when the container tries to splash onto someone or something
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var/spillable = FALSE
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/**
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* The different thresholds at which the reagent fill overlay will change. See medical/reagent_fillings.dmi.
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*
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* Should be a list of integers which correspond to a reagent unit threshold.
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* If null, no automatic fill overlays are generated.
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*
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* For example, list(0) will mean it will gain a the overlay with any reagents present. This overlay is "overlayname0".
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* list(0, 10) whill have two overlay options, for 0-10 units ("overlayname0") and 10+ units ("overlayname10").
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*/
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var/list/fill_icon_thresholds = null
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/// The optional custom name for the reagent fill icon_state prefix
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/// If not set, uses the current icon state.
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var/fill_icon_state = null
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/// The icon file to take fill icon appearances from
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var/fill_icon = 'icons/obj/medical/reagent_fillings.dmi'
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///The sound this container makes when picked up, dropped if there is liquid inside.
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var/reagent_container_liquid_sound = null
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///If we want to the contrast of the reagent overlay if the reagent mix color is very dark.
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var/adjust_color_contrast = FALSE
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/obj/item/reagent_containers/apply_fantasy_bonuses(bonus)
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. = ..()
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if(reagents)
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reagents.maximum_volume = modify_fantasy_variable("maximum_volume", reagents.maximum_volume, bonus * 10, minimum = 5)
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volume = modify_fantasy_variable("maximum_volume_beaker", volume, bonus * 10, minimum = 5)
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/obj/item/reagent_containers/remove_fantasy_bonuses(bonus)
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if(reagents)
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reagents.maximum_volume = reset_fantasy_variable("maximum_volume", reagents.maximum_volume)
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volume = reset_fantasy_variable("maximum_volume_beaker", volume)
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return ..()
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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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AddElement(/datum/element/reagents_exposed_on_fire)
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/obj/item/reagent_containers/examine(mob/user)
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. = ..()
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if(has_variable_transfer_amount)
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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. It is currently set to [amount_per_transfer_from_this] units.")
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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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if(isliving(user) && HAS_TRAIT(user, TRAIT_REMOTE_TASTING))
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var/mob/living/living_user = user
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living_user.taste_container(reagents)
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/obj/item/reagent_containers/create_reagents(max_vol, flags)
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. = ..()
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RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(on_reagent_change))
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/obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, list/modifiers, list/attack_modifiers)
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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/add_initial_reagents()
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if(list_reagents)
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reagents.add_reagent_list(list_reagents, added_purity = list_reagents_purity)
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/obj/item/reagent_containers/attack_self(mob/user)
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if(has_variable_transfer_amount)
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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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if(has_variable_transfer_amount)
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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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var/index = possible_transfer_amounts.Find(amount_per_transfer_from_this) || 1
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switch(direction)
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if(FORWARD)
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index = (index % list_len) + 1
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if(BACKWARD)
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index = (index - 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[index]
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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, list/modifiers, list/attack_modifiers)
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if(HAS_TRAIT(target, TRAIT_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, called when right-clicking with a reagent container.
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/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
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if (!spillable || reagent_flags & SMART_CAP)
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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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SEND_SIGNAL(target, COMSIG_ATOM_SPLASHED)
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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] splashes 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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playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
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var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash")
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if(isturf(target))
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splash_animation.icon_state = "splash_floor"
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splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
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target.flick_overlay_view(splash_animation, 1 SECONDS)
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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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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/as_carbon = eater
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var/covered = ""
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if(as_carbon.is_mouth_covered(ITEM_SLOT_HEAD))
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covered = "headgear"
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else if(as_carbon.is_mouth_covered(ITEM_SLOT_MASK))
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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)), transferred_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), transferred_by = user, methods = TOUCH)
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return ..()
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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, throwingdatum)
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/obj/item/reagent_containers/proc/bartender_check(atom/target, mob/thrown_by)
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. = FALSE
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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, datum/thrownthing/throwingdatum, override_spillable = FALSE)
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if(!reagents || !reagents.total_volume || (!spillable && !override_spillable) || reagent_flags & SMART_CAP)
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return
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var/mob/thrown_by = throwingdatum?.get_thrower()
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if(ismob(target) && target.reagents)
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var/splash_multiplier = 1
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if(throwingdatum)
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splash_multiplier *= (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/turf/target_turf = get_turf(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, splash_multiplier)
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reagents.expose(target_turf, TOUCH, (1 - splash_multiplier)) // 1 - splash_multiplier because it's what didn't hit the target
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target_turf.add_liquid_from_reagents(reagents, reagent_multiplier = (1 - splash_multiplier)) // SKYRAT EDIT ADDITION - liquid spills (molotov buff) (huge)
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else if(throwingdatum && bartender_check(target, thrown_by))
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visible_message(span_notice("[src] lands onto \the [target] without spilling a single drop."))
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return
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else
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//SKYRAT EDIT CHANGE START - liquid spills on non-mobs
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if(target.can_liquid_spill_on_hit())
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target.add_liquid_from_reagents(reagents, thrown_from = src, thrown_to = target)
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if(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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log_game("[key_name(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [AREACOORD(target)].")
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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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else
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reagents.expose(target, TOUCH)
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//SKYRAT EDIT END
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visible_message("<span class='notice'>[src] spills its contents all over [target].</span>")
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if(QDELETED(src))
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return
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playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
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var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash")
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if(isturf(target))
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splash_animation.icon_state = "splash_floor"
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splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
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target.flick_overlay_view(splash_animation, 1.0 SECONDS)
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reagents.clear_reagents()
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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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/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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if(!adjust_color_contrast)
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filling.color = mix_color_from_reagents(reagents.reagent_list)
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. += filling
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return
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var/list/mix_colors = rgb2num(mix_color_from_reagents(reagents.reagent_list))
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//reagent color red
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var/float_r = mix_colors[1] / 255
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//reagent color green
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var/float_g = mix_colors[2] / 255
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//reagent color blue
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var/float_b = mix_colors[3] / 255
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//reagent color alpha
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var/float_a = mix_colors.len > 3 ? mix_colors[4] / 255 : 1
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//value, used to make modifications depending on if our reagent color is light or dark.
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var/float_v = (float_r + float_g + float_b) / 3
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//max result of float_b - float_v is 0.6666 so we multiply with 1.5 to get something close to 1 at max blueness.
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var/blue_mod = max(float_b - float_v, 0) * 1.5
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//red multiplier
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var/red_scale = 1.6
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//green_multiplier
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var/green_scale = 1.5
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//blue scale
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var/blue_scale = 1.1 * (1 + 0.60 * blue_mod)
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//additive red - modifies red across the board by val * 255
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var/red_base = -0.07 - (0.035 * float_v)
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//additive green - modifies green across the board by val * 255
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var/green_base = -0.06 - (0.03 * float_v)
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//additive blue - modifies blue across the board by val * 255
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var/blue_base = 0.10 - (0.050 * float_v) - (0.40 * blue_mod)
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var/list/reagent_color_and_contrast_matrix = list(
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//Red - RR, RG, RB, RA
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float_r * red_scale, 0, 0, 0,
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//Green - GR - GG - GB - GA
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0, float_g * green_scale, 0, 0,
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///Blue - BR, BG, BB, BA
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0.25 * blue_mod, 0.33 * blue_mod, float_b * blue_scale, 0,
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//Alpha - AR, AG, AB, AA
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0, 0, 0, float_a,
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//Constant - CR, CG, CB, CA
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red_base, green_base, blue_base, 0)
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filling.color = reagent_color_and_contrast_matrix
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. += filling
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/obj/item/reagent_containers/dropped(mob/user, silent)
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. = ..()
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if(reagent_container_liquid_sound && reagents.total_volume > 0)
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playsound(src, reagent_container_liquid_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)
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/obj/item/reagent_containers/equipped(mob/user, slot, initial = FALSE)
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. = ..()
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if(!initial && (slot & ITEM_SLOT_HANDS) && reagent_container_liquid_sound && reagents.total_volume > 0)
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playsound(src, reagent_container_liquid_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)
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/obj/item/reagent_containers/used_in_craft(atom/result, datum/crafting_recipe/current_recipe)
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. = ..()
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// If consumed in crafting, we should dump contents out before qdeling them.
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if(!is_type_in_list(src, current_recipe.parts))
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reagents.expose(loc, TOUCH)
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