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## 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.
312 lines
13 KiB
Plaintext
312 lines
13 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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/// 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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/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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/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.")
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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(reagents)
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/obj/item/reagent_containers/create_reagents(max_vol, flags)
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. = ..()
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RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change))
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RegisterSignal(reagents, COMSIG_QDELETING, PROC_REF(on_reagents_del))
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/obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, params)
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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/on_reagents_del(datum/reagents/reagents)
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SIGNAL_HANDLER
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UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_QDELETING))
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return NONE
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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)
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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, params)
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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. Used on both right-click and normal click when in combat mode.
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/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
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if (!spillable)
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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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var/mob/thrown_by = thrownby?.resolve()
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if(isturf(target) && reagents.reagent_list.len && thrown_by)
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log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]")
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message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] at [ADMIN_VERBOSEJMP(target)].")
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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/C = eater
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var/covered = ""
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if(C.is_mouth_covered(ITEM_SLOT_HEAD))
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covered = "headgear"
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else if(C.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/fire_act(exposed_temperature, exposed_volume)
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reagents.expose_temperature(exposed_temperature)
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..()
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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, TRUE)
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/obj/item/reagent_containers/proc/bartender_check(atom/target)
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. = FALSE
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var/mob/thrown_by = thrownby?.resolve()
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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, thrown = FALSE, override_spillable = FALSE)
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if(!reagents || !reagents.total_volume || (!spillable && !override_spillable))
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return
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var/mob/thrown_by = thrownby?.resolve()
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if(ismob(target) && target.reagents)
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var/splash_multiplier = 1
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if(thrown)
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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(bartender_check(target) && thrown)
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visible_message(span_notice("[src] lands onto the [target.name] 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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/obj/item/reagent_containers/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset)
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reagents.expose_temperature(1000)
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return ..() | COMPONENT_MICROWAVE_SUCCESS
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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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return NONE
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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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filling.color = mix_color_from_reagents(reagents.reagent_list)
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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((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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