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Bubberstation/code/modules/reagents/reagent_containers.dm
grungussuss 57f3643b17 reagent container sloshing hot fix [no gbp] (#87151)
## About The Pull Request
a lot of things that shouldn't slosh are `reagent_container`s, let's fix
that by making the behavior defined on `reagent_container/cup` instead.
if you know of more items that shouldn't slosh pls tell me I'll include
them in this fix

## Why It's Good For The Game
some stuff shouldn't slosh, a lot actually.
2024-11-14 16:05:38 -08:00

312 lines
13 KiB
Plaintext

/obj/item/reagent_containers
name = "Container"
desc = "..."
icon = 'icons/obj/medical/chemical.dmi'
icon_state = null
w_class = WEIGHT_CLASS_TINY
/// The maximum amount of reagents per transfer that will be moved out of this reagent container.
var/amount_per_transfer_from_this = 5
/// 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
var/has_variable_transfer_amount = TRUE
/// The different possible amounts of reagent to transfer out of the container
var/list/possible_transfer_amounts = list(5,10,15,20,25,30)
/// The maximum amount of reagents this container can hold
var/volume = 30
/// 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
var/reagent_flags
/// A list of what initial reagents this container should spawn with
var/list/list_reagents = null
/// If this container should spawn with a disease type inside of it
var/spawned_disease = null
/// How much of a disease specified in spawned_disease should this container spawn with
var/disease_amount = 20
/// If the reagents inside of this container will splash out when the container tries to splash onto someone or something
var/spillable = FALSE
/**
* The different thresholds at which the reagent fill overlay will change. See medical/reagent_fillings.dmi.
*
* Should be a list of integers which correspond to a reagent unit threshold.
* If null, no automatic fill overlays are generated.
*
* For example, list(0) will mean it will gain a the overlay with any reagents present. This overlay is "overlayname0".
* list(0, 10) whill have two overlay options, for 0-10 units ("overlayname0") and 10+ units ("overlayname10").
*/
var/list/fill_icon_thresholds = null
/// The optional custom name for the reagent fill icon_state prefix
/// If not set, uses the current icon state.
var/fill_icon_state = null
/// The icon file to take fill icon appearances from
var/fill_icon = 'icons/obj/medical/reagent_fillings.dmi'
///The sound this container makes when picked up, dropped if there is liquid inside.
var/reagent_container_liquid_sound = null
/obj/item/reagent_containers/apply_fantasy_bonuses(bonus)
. = ..()
if(reagents)
reagents.maximum_volume = modify_fantasy_variable("maximum_volume", reagents.maximum_volume, bonus * 10, minimum = 5)
volume = modify_fantasy_variable("maximum_volume_beaker", volume, bonus * 10, minimum = 5)
/obj/item/reagent_containers/remove_fantasy_bonuses(bonus)
if(reagents)
reagents.maximum_volume = reset_fantasy_variable("maximum_volume", reagents.maximum_volume)
volume = reset_fantasy_variable("maximum_volume_beaker", volume)
return ..()
/obj/item/reagent_containers/Initialize(mapload, vol)
. = ..()
if(isnum(vol) && vol > 0)
volume = vol
create_reagents(volume, reagent_flags)
if(spawned_disease)
var/datum/disease/F = new spawned_disease()
var/list/data = list("viruses"= list(F))
reagents.add_reagent(/datum/reagent/blood, disease_amount, data)
add_initial_reagents()
/obj/item/reagent_containers/examine(mob/user)
. = ..()
if(has_variable_transfer_amount)
if(possible_transfer_amounts.len > 1)
. += span_notice("Left-click or right-click in-hand to increase or decrease its transfer amount.")
else if(possible_transfer_amounts.len)
. += span_notice("Left-click or right-click in-hand to view its transfer amount.")
if(isliving(user) && HAS_TRAIT(user, TRAIT_REMOTE_TASTING))
var/mob/living/living_user = user
living_user.taste(reagents)
/obj/item/reagent_containers/create_reagents(max_vol, flags)
. = ..()
RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change))
RegisterSignal(reagents, COMSIG_QDELETING, PROC_REF(on_reagents_del))
/obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, params)
if (!user.combat_mode)
return
return ..()
/obj/item/reagent_containers/proc/on_reagents_del(datum/reagents/reagents)
SIGNAL_HANDLER
UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_QDELETING))
return NONE
/obj/item/reagent_containers/proc/add_initial_reagents()
if(list_reagents)
reagents.add_reagent_list(list_reagents)
/obj/item/reagent_containers/attack_self(mob/user)
if(has_variable_transfer_amount)
change_transfer_amount(user, FORWARD)
/obj/item/reagent_containers/attack_self_secondary(mob/user)
if(has_variable_transfer_amount)
change_transfer_amount(user, BACKWARD)
/obj/item/reagent_containers/proc/mode_change_message(mob/user)
return
/obj/item/reagent_containers/proc/change_transfer_amount(mob/user, direction = FORWARD)
var/list_len = length(possible_transfer_amounts)
if(!list_len)
return
var/index = possible_transfer_amounts.Find(amount_per_transfer_from_this) || 1
switch(direction)
if(FORWARD)
index = (index % list_len) + 1
if(BACKWARD)
index = (index - 1) || list_len
else
CRASH("change_transfer_amount() called with invalid direction value")
amount_per_transfer_from_this = possible_transfer_amounts[index]
balloon_alert(user, "transferring [amount_per_transfer_from_this]u")
mode_change_message(user)
/obj/item/reagent_containers/pre_attack_secondary(atom/target, mob/living/user, params)
if(HAS_TRAIT(target, TRAIT_DO_NOT_SPLASH))
return ..()
if(!user.combat_mode)
return ..()
if (try_splash(user, target))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/// Tries to splash the target. Used on both right-click and normal click when in combat mode.
/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
if (!spillable)
return FALSE
if (!reagents?.total_volume)
return FALSE
var/punctuation = ismob(target) ? "!" : "."
var/reagent_text
user.visible_message(
span_danger("[user] splashes the contents of [src] onto [target][punctuation]"),
span_danger("You splash the contents of [src] onto [target][punctuation]"),
ignored_mobs = target,
)
SEND_SIGNAL(target, COMSIG_ATOM_SPLASHED)
if (ismob(target))
var/mob/target_mob = target
target_mob.show_message(
span_userdanger("[user] splashes the contents of [src] onto you!"),
MSG_VISUAL,
span_userdanger("You feel drenched!"),
)
playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash")
if(isturf(target))
splash_animation.icon_state = "splash_floor"
splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
target.flick_overlay_view(splash_animation, 1 SECONDS)
for(var/datum/reagent/reagent as anything in reagents.reagent_list)
reagent_text += "[reagent] ([num2text(reagent.volume)]),"
var/mob/thrown_by = thrownby?.resolve()
if(isturf(target) && reagents.reagent_list.len && thrown_by)
log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]")
message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] at [ADMIN_VERBOSEJMP(target)].")
reagents.expose(target, TOUCH)
log_combat(user, target, "splashed", reagent_text)
reagents.clear_reagents()
return TRUE
/obj/item/reagent_containers/proc/canconsume(mob/eater, mob/user)
if(!iscarbon(eater))
return FALSE
var/mob/living/carbon/C = eater
var/covered = ""
if(C.is_mouth_covered(ITEM_SLOT_HEAD))
covered = "headgear"
else if(C.is_mouth_covered(ITEM_SLOT_MASK))
covered = "mask"
if(covered)
var/who = (isnull(user) || eater == user) ? "your" : "[eater.p_their()]"
to_chat(user, span_warning("You have to remove [who] [covered] first!"))
return FALSE
return TRUE
/*
* 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)
*/
/obj/item/reagent_containers/on_accidental_consumption(mob/living/carbon/M, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
M.losebreath += 2
reagents?.trans_to(M, min(15, reagents.total_volume / rand(5,10)), transferred_by = user, methods = INGEST)
if(source_item?.reagents)
reagents.trans_to(source_item, min(source_item.reagents.total_volume / 2, reagents.total_volume / 5), transferred_by = user, methods = TOUCH)
return ..()
/obj/item/reagent_containers/fire_act(exposed_temperature, exposed_volume)
reagents.expose_temperature(exposed_temperature)
..()
/obj/item/reagent_containers/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum, do_splash = TRUE)
. = ..()
if(do_splash)
SplashReagents(hit_atom, TRUE)
/obj/item/reagent_containers/proc/bartender_check(atom/target)
. = FALSE
var/mob/thrown_by = thrownby?.resolve()
if(target.CanPass(src, get_dir(target, src)) && thrown_by && HAS_TRAIT(thrown_by, TRAIT_BOOZE_SLIDER))
. = TRUE
/obj/item/reagent_containers/proc/SplashReagents(atom/target, thrown = FALSE, override_spillable = FALSE)
if(!reagents || !reagents.total_volume || (!spillable && !override_spillable))
return
var/mob/thrown_by = thrownby?.resolve()
if(ismob(target) && target.reagents)
var/splash_multiplier = 1
if(thrown)
splash_multiplier *= (rand(5,10) * 0.1) //Not all of it makes contact with the target
var/mob/M = target
var/turf/target_turf = get_turf(target)
var/R
target.visible_message(span_danger("[M] is splashed with something!"), \
span_userdanger("[M] is splashed with something!"))
for(var/datum/reagent/A in reagents.reagent_list)
R += "[A.type] ([num2text(A.volume)]),"
if(thrown_by)
log_combat(thrown_by, M, "splashed", R)
reagents.expose(target, TOUCH, splash_multiplier)
reagents.expose(target_turf, TOUCH, (1 - splash_multiplier)) // 1 - splash_multiplier because it's what didn't hit the target
target_turf.add_liquid_from_reagents(reagents, reagent_multiplier = (1 - splash_multiplier)) // SKYRAT EDIT ADDITION - liquid spills (molotov buff) (huge)
else if(bartender_check(target) && thrown)
visible_message(span_notice("[src] lands onto the [target.name] without spilling a single drop."))
return
else
//SKYRAT EDIT CHANGE START - liquid spills on non-mobs
if(target.can_liquid_spill_on_hit())
target.add_liquid_from_reagents(reagents, thrown_from = src, thrown_to = target)
if(reagents.reagent_list.len && thrown_by)
log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]", "in [AREACOORD(target)]")
log_game("[key_name(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [AREACOORD(target)].")
message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [ADMIN_VERBOSEJMP(target)].")
else
reagents.expose(target, TOUCH)
//SKYRAT EDIT END
visible_message("<span class='notice'>[src] spills its contents all over [target].</span>")
if(QDELETED(src))
return
playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
var/mutable_appearance/splash_animation = mutable_appearance('icons/effects/effects.dmi', "splash")
if(isturf(target))
splash_animation.icon_state = "splash_floor"
splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
target.flick_overlay_view(splash_animation, 1.0 SECONDS)
reagents.clear_reagents()
/obj/item/reagent_containers/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset)
reagents.expose_temperature(1000)
return ..() | COMPONENT_MICROWAVE_SUCCESS
/// Updates the icon of the container when the reagents change. Eats signal args
/obj/item/reagent_containers/proc/on_reagent_change(datum/reagents/holder, ...)
SIGNAL_HANDLER
update_appearance()
return NONE
/obj/item/reagent_containers/update_overlays()
. = ..()
if(!fill_icon_thresholds)
return
if(!reagents.total_volume)
return
var/fill_name = fill_icon_state ? fill_icon_state : icon_state
var/mutable_appearance/filling = mutable_appearance(fill_icon, "[fill_name][fill_icon_thresholds[1]]")
var/percent = round((reagents.total_volume / volume) * 100)
for(var/i in 1 to fill_icon_thresholds.len)
var/threshold = fill_icon_thresholds[i]
var/threshold_end = (i == fill_icon_thresholds.len) ? INFINITY : fill_icon_thresholds[i+1]
if(threshold <= percent && percent < threshold_end)
filling.icon_state = "[fill_name][fill_icon_thresholds[i]]"
filling.color = mix_color_from_reagents(reagents.reagent_list)
. += filling
/obj/item/reagent_containers/dropped(mob/user, silent)
. = ..()
if(reagent_container_liquid_sound && reagents.total_volume > 0)
playsound(src, reagent_container_liquid_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)
/obj/item/reagent_containers/equipped(mob/user, slot, initial = FALSE)
. = ..()
if((slot & ITEM_SLOT_HANDS) && reagent_container_liquid_sound && reagents.total_volume > 0)
playsound(src, reagent_container_liquid_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)