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Bubberstation/code/datums/components/grillable.dm
Qustinnus c6570b3671 [READY] Kitchen Rework part 1: I just want to griddle! (#55319)
This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.

Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!

In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.
2020-12-13 16:54:15 -08:00

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/datum/component/grillable
///Result atom type of grilling this object
var/atom/cook_result
///Amount of time required to cook the food
var/required_cook_time = 2 MINUTES
///Is this a positive grill result?
var/positive_result = TRUE
///Time spent cooking so far
var/current_cook_time = 0
///Are we currently grilling?
var/currently_grilling = FALSE
///Do we use the large steam sprite?
var/use_large_steam_sprite = FALSE
/datum/component/grillable/Initialize(cook_result, required_cook_time, positive_result, use_large_steam_sprite)
. = ..()
if(!isitem(parent)) //Only items support grilling at the moment
return COMPONENT_INCOMPATIBLE
src.cook_result = cook_result
src.required_cook_time = required_cook_time
src.positive_result = positive_result
src.use_large_steam_sprite = use_large_steam_sprite
RegisterSignal(parent, COMSIG_ITEM_GRILLED, .proc/OnGrill)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/OnExamine)
///Ran every time an item is grilled by something
/datum/component/grillable/proc/OnGrill(datum/source, atom/used_grill, delta_time = 1)
SIGNAL_HANDLER
. = COMPONENT_HANDLED_GRILLING
current_cook_time += delta_time * 10 //turn it into ds
if(current_cook_time >= required_cook_time)
FinishGrilling(used_grill)
else if(!currently_grilling) //We havn't started grilling yet
StartGrilling(used_grill)
///Ran when an object starts grilling on something
/datum/component/grillable/proc/StartGrilling(atom/grill_source)
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/OnMoved)
RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/AddGrilledItemOverlay)
var/atom/A = parent
A.update_icon()
///Ran when an object finished grilling
/datum/component/grillable/proc/FinishGrilling(atom/grill_source)
var/atom/original_object = parent
var/atom/grilled_result = new cook_result(original_object.loc)
grilled_result.pixel_x = original_object.pixel_x
grilled_result.pixel_y = original_object.pixel_y
grill_source.visible_message("<span class='[positive_result ? "notice" : "warning"]'>[parent] turns into \a [grilled_result]!</span>")
SEND_SIGNAL(parent, COMSIG_GRILL_COMPLETED, grilled_result)
currently_grilling = FALSE
qdel(parent)
///Ran when an object almost finishes grilling
/datum/component/grillable/proc/OnExamine(atom/A, mob/user, list/examine_list)
SIGNAL_HANDLER
if(!current_cook_time) //Not grilled yet
return
if(positive_result)
if(current_cook_time <= required_cook_time * 0.75)
examine_list += "<span class='notice'>[parent] probably needs to be cooked a bit longer!</span>"
else if(current_cook_time <= required_cook_time)
examine_list += "<span class='notice'>[parent] seems to be almost finished cooking!</span>"
else
examine_list += "<span class='danger'>[parent] should probably not be cooked for much longer!</span>"
///Ran when an object moves from the grill
/datum/component/grillable/proc/OnMoved(atom/A, atom/OldLoc, Dir, Forced)
SIGNAL_HANDLER
currently_grilling = FALSE
UnregisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS)
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
A.update_icon()
/datum/component/grillable/proc/AddGrilledItemOverlay(datum/source, list/overlays)
SIGNAL_HANDLER
overlays += mutable_appearance('icons/effects/steam.dmi', "[use_large_steam_sprite ? "steam_triple" : "steam_single"]", ABOVE_OBJ_LAYER)