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Bubberstation/code/modules/reagents/reagent_containers.dm
phil235 f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00

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/obj/item/weapon/reagent_containers
name = "Container"
desc = "..."
icon = 'icons/obj/chemical.dmi'
icon_state = null
w_class = 1
var/amount_per_transfer_from_this = 5
var/list/possible_transfer_amounts = list(5,10,15,20,25,30)
var/volume = 30
var/list/list_reagents = null
var/spawned_disease = null
var/disease_amount = 20
var/spillable = 0
/obj/item/weapon/reagent_containers/New(location, vol = 0)
..()
if (isnum(vol) && vol > 0)
volume = vol
create_reagents(volume)
if(spawned_disease)
var/datum/disease/F = new spawned_disease(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", disease_amount, data)
if(list_reagents)
reagents.add_reagent_list(list_reagents)
/obj/item/weapon/reagent_containers/attack_self(mob/user)
if(possible_transfer_amounts.len)
var/i=0
for(var/A in possible_transfer_amounts)
i++
if(A == amount_per_transfer_from_this)
if(i<possible_transfer_amounts.len)
amount_per_transfer_from_this = possible_transfer_amounts[i+1]
else
amount_per_transfer_from_this = possible_transfer_amounts[1]
user << "<span class='notice'>[src]'s transfer amount is now [amount_per_transfer_from_this] units.</span>"
return
/obj/item/weapon/reagent_containers/attack(mob/M, mob/user, def_zone)
if(user.a_intent == "harm")
return ..()
/obj/item/weapon/reagent_containers/afterattack(obj/target, mob/user , flag)
return
/obj/item/weapon/reagent_containers/proc/reagentlist(obj/item/weapon/reagent_containers/snack) //Attack logs for regents in pills
var/data
if(snack.reagents.reagent_list && snack.reagents.reagent_list.len) //find a reagent list if there is and check if it has entries
for (var/datum/reagent/R in snack.reagents.reagent_list) //no reagents will be left behind
data += "[R.id]([R.volume] units); " //Using IDs because SOME chemicals(I'm looking at you, chlorhydrate-beer) have the same names as other chemicals.
return data
else return "No reagents"
/obj/item/weapon/reagent_containers/proc/canconsume(mob/eater, mob/user)
if(!iscarbon(eater))
return 0
var/mob/living/carbon/C = eater
var/covered = ""
if(C.is_mouth_covered(head_only = 1))
covered = "headgear"
else if(C.is_mouth_covered(mask_only = 1))
covered = "mask"
if(covered)
var/who = (isnull(user) || eater == user) ? "your" : "[eater.p_their()]"
user << "<span class='warning'>You have to remove [who] [covered] first!</span>"
return 0
return 1
/obj/item/weapon/reagent_containers/ex_act()
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_ex_act()
if(!qdeleted(src))
..()
/obj/item/weapon/reagent_containers/fire_act(exposed_temperature, exposed_volume)
reagents.chem_temp += 30
reagents.handle_reactions()
..()
/obj/item/weapon/reagent_containers/throw_impact(atom/target)
. = ..()
if(!reagents || !reagents.total_volume || !spillable)
return
if(ismob(target) && target.reagents)
reagents.total_volume *= rand(5,10) * 0.1 //Not all of it makes contact with the target
var/mob/M = target
var/R
target.visible_message("<span class='danger'>[M] has been splashed with something!</span>", \
"<span class='userdanger'>[M] has been splashed with something!</span>")
for(var/datum/reagent/A in reagents.reagent_list)
R += A.id + " ("
R += num2text(A.volume) + "),"
if(thrownby)
add_logs(thrownby, M, "splashed", R)
reagents.reaction(target, TOUCH)
else if((target.CanPass(src, get_turf(src))) && thrownby && thrownby.mind && thrownby.mind.assigned_role == "Bartender")
visible_message("<span class='notice'>[src] lands onto the [target.name] without spilling a single drop.</span>")
return
else
visible_message("<span class='notice'>[src] spills its contents all over [target].</span>")
reagents.reaction(target, TOUCH)
if(qdeleted(src))
return
reagents.clear_reagents()