Files
Bubberstation/code/game/objects/items/RSF.dm
John Willard 4a274a6e4b [MDB IGNORE] Refactors drinks and fixes a lot of food problems (#69081)
* Makes condiments their own subtype, fixes geese, prepares for merging

* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink

* fully removes Food subtype

* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.

This doesn't compile yet, but I do want to make sure my progress is well tracked.

* remove copypaste code, changes soda cans

* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme

Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.

* Moves all icons into a single drinks dmi

I'm not that great at icon stuff, hopefully I didn't forget/break anything.

* Turns juices into their own subtype

This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.

* fixes compile issues, adds updatepaths

* a better updatepaths

* updates the damn maps now

* properly names the updatepath

* how did that get there

* i suck at handling merge conflicts

* how am i this bad

* code improvement and soda fix

* more fixes

* Don't be a timer

Ports from old food bottles to trans the reagents, rather than add a timer to.

* Merge conflicts and fixes bottle smashing

* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.

* runs updatepaths again
2022-08-12 15:24:14 -04:00

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/*
CONTAINS:
RSF
*/
///Extracts the related object from an associated list of objects and values, or lists and objects.
#define OBJECT_OR_LIST_ELEMENT(from, input) (islist(input) ? from[input] : input)
/obj/item/rsf
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
icon = 'icons/obj/tools.dmi'
icon_state = "rsf"
inhand_icon_state = "rsf"
base_icon_state = "rsf"
///The icon state to revert to when the tool is empty
var/spent_icon_state = "rsf_empty"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
opacity = FALSE
density = FALSE
anchored = FALSE
item_flags = NOBLUDGEON
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
///The current matter count
var/matter = 0
///The max amount of matter in the device
var/max_matter = 30
///The type of the object we are going to dispense
var/to_dispense
///The cost of the object we are going to dispense
var/dispense_cost = 0
w_class = WEIGHT_CLASS_NORMAL
///An associated list of atoms and charge costs. This can contain a separate list, as long as it's associated item is an object
var/list/cost_by_item = list(/obj/item/reagent_containers/cup/glass/drinkingglass = 20,
/obj/item/paper = 10,
/obj/item/storage/dice = 200,
/obj/item/pen = 50,
/obj/item/clothing/mask/cigarette = 10,
)
///An associated list of fuel and it's value
var/list/matter_by_item = list(/obj/item/rcd_ammo = 10,)
///A list of surfaces that we are allowed to place things on.
var/list/allowed_surfaces = list(/turf/open/floor, /obj/structure/table)
///The unit of mesure of the matter, for use in text
var/discriptor = "fabrication-units"
///The verb that describes what we're doing, for use in text
var/action_type = "Dispensing"
///Holds a copy of world.time from the last time the synth was used.
var/cooldown = 0
///How long should the minimum period between this RSF's item dispensings be?
var/cooldowndelay = 0 SECONDS
/obj/item/rsf/Initialize(mapload)
. = ..()
to_dispense = cost_by_item[1]
dispense_cost = cost_by_item[to_dispense]
/obj/item/rsf/examine(mob/user)
. = ..()
. += span_notice("It currently holds [matter]/[max_matter] [discriptor].")
/obj/item/rsf/cyborg
matter = 30
/obj/item/rsf/attackby(obj/item/W, mob/user, params)
if(is_type_in_list(W,matter_by_item))//If the thing we got hit by is in our matter list
var/tempMatter = matter_by_item[W.type] + matter
if(tempMatter > max_matter)
to_chat(user, span_warning("\The [src] can't hold any more [discriptor]!"))
return
if(isstack(W))
var/obj/item/stack/stack = W
stack.use(1)
else
qdel(W)
matter = tempMatter //We add its value
playsound(src.loc, 'sound/machines/click.ogg', 10, TRUE)
to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
icon_state = base_icon_state//and set the icon state to the base state
else
return ..()
/obj/item/rsf/attack_self(mob/user)
playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE)
var/target = cost_by_item
var/cost = 0
//Warning, prepare for bodgecode
while(islist(target))//While target is a list we continue the loop
var/picked = show_radial_menu(user, src, formRadial(target), custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
if(!check_menu(user) || picked == null)
return
for(var/emem in target)//Back through target agian
var/atom/test = OBJECT_OR_LIST_ELEMENT(target, emem)
if(picked == initial(test.name))//We try and find the entry that matches the radial selection
cost = target[emem]//We cash the cost
target = emem
break
//If we found a list we start it all again, this time looking through its contents.
//This allows for sublists
to_dispense = target
dispense_cost = cost
// Change mode
///Forms a radial menu based off an object in a list, or a list's associated object
/obj/item/rsf/proc/formRadial(from)
var/list/radial_list = list()
for(var/meme in from)//We iterate through all of targets entrys
var/atom/temp = OBJECT_OR_LIST_ELEMENT(from, meme)
//We then add their data into the radial menu
radial_list[initial(temp.name)] = image(icon = initial(temp.icon), icon_state = initial(temp.icon_state))
return radial_list
/obj/item/rsf/proc/check_menu(mob/user)
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/rsf/afterattack(atom/A, mob/user, proximity)
if(cooldown > world.time)
return
. = ..()
if(!proximity || !is_allowed(A))
return
if(use_matter(dispense_cost, user))//If we can charge that amount of charge, we do so and return true
playsound(loc, 'sound/machines/click.ogg', 10, TRUE)
var/atom/meme = new to_dispense(get_turf(A))
to_chat(user, span_notice("[action_type] [meme.name]..."))
cooldown = world.time + cooldowndelay
///A helper proc. checks to see if we can afford the amount of charge that is passed, and if we can docs the charge from our base, and returns TRUE. If we can't we return FALSE
/obj/item/rsf/proc/use_matter(charge, mob/user)
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
var/end_charge = R.cell.charge - charge
if(end_charge < 0)
to_chat(user, span_warning("You do not have enough power to use [src]."))
icon_state = spent_icon_state
return FALSE
R.cell.charge = end_charge
return TRUE
else
if(matter - 1 < 0)
to_chat(user, span_warning("\The [src] doesn't have enough [discriptor] left."))
icon_state = spent_icon_state
return FALSE
matter--
to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
return TRUE
///Helper proc that iterates through all the things we are allowed to spawn on, and sees if the passed atom is one of them
/obj/item/rsf/proc/is_allowed(atom/to_check)
for(var/sort in allowed_surfaces)
if(istype(to_check, sort))
return TRUE
return FALSE
/obj/item/rsf/cookiesynth
name = "Cookie Synthesizer"
desc = "A self-recharging device used to rapidly deploy cookies."
icon_state = "rcd"
base_icon_state = "rcd"
spent_icon_state = "rcd"
max_matter = 10
cost_by_item = list(/obj/item/food/cookie = 100)
dispense_cost = 100
discriptor = "cookie-units"
action_type = "Fabricates"
cooldowndelay = 10 SECONDS
///Tracks whether or not the cookiesynth is about to print a poisoned cookie
var/toxin = FALSE //This might be better suited to some initialize fuckery, but I don't have a good "poisoned" sprite
/obj/item/rsf/cookiesynth/emag_act(mob/user)
obj_flags ^= EMAGGED
if(obj_flags & EMAGGED)
to_chat(user, span_warning("You short out [src]'s reagent safety checker!"))
else
to_chat(user, span_warning("You reset [src]'s reagent safety checker!"))
/obj/item/rsf/cookiesynth/attack_self(mob/user)
var/mob/living/silicon/robot/P = null
if(iscyborg(user))
P = user
if(((obj_flags & EMAGGED) || (P?.emagged)) && !toxin)
toxin = TRUE
to_dispense = /obj/item/food/cookie/sleepy
to_chat(user, span_alert("Cookie Synthesizer hacked."))
else
toxin = FALSE
to_dispense = /obj/item/food/cookie
to_chat(user, span_notice("Cookie Synthesizer reset."))