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* Rework plumbing reaction chamber, purity support (#57071) Currently does four things: The reaction chamber now supports purity! It has a yellow (acid) and green (basic) input for buffers, aswell as a setting to automatically dispense either an acidic or alkalic buffer when above/below a certain pH! Now you can make a 100% pure meth factory! The buffer connects are on an alternate layer. Probably going to be less loved, but I removed the reaction chambers ability to pick reagents from the net. Instead, it will pull untill a set volume is reached. Then it'll start reacting. While this means that players will have to be more creative and use a wider array of machinery. Also new machine! Buffers! They fill the hole that reagent chambers left. They can be set with a threshold volume and will only start putting out chems when ALL of their neighbouring buffers also are also above this threshold. You might have a lot of one chem and have to wait for a more specialized chem to be produced, and with the cleverness of reaction chambers gone, bufferers can do just that: wait. I also removed all but two layers. I want to make it obvious what layer the buffer connects are on. Also layers are basically unusable and I'm gonna give them a rework very soon. I'll put the things back in then when they actually have something to contribute * Reworks plumbing reaction chamber, purity support Co-authored-by: Time-Green <timkoster1@hotmail.com>
131 lines
4.7 KiB
Plaintext
131 lines
4.7 KiB
Plaintext
//If you look at the "geyser_soup" overlay icon_state, you'll see that the first frame has 25 ticks.
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//That's because the first 18~ ticks are completely skipped for some ungodly weird fucking byond reason
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/obj/structure/geyser
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name = "geyser"
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icon = 'icons/obj/lavaland/terrain.dmi'
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icon_state = "geyser"
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anchored = TRUE
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var/erupting_state = null //set to null to get it greyscaled from "[icon_state]_soup". Not very usable with the whole random thing, but more types can be added if you change the spawn prob
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var/activated = FALSE //whether we are active and generating chems
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var/reagent_id = /datum/reagent/fuel/oil
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var/potency = 2 //how much reagents we add every process (2 seconds)
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var/max_volume = 500
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var/start_volume = 50
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/obj/structure/geyser/Initialize(mapload) //if xenobio wants to bother, nethermobs are around geysers.
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. = ..()
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_NETHER, CELL_VIRUS_TABLE_GENERIC, 1, 5)
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/obj/structure/geyser/proc/start_chemming()
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activated = TRUE
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create_reagents(max_volume, DRAINABLE)
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reagents.add_reagent(reagent_id, start_volume)
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START_PROCESSING(SSfluids, src) //It's main function is to be plumbed, so use SSfluids
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if(erupting_state)
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icon_state = erupting_state
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else
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var/mutable_appearance/I = mutable_appearance('icons/obj/lavaland/terrain.dmi', "[icon_state]_soup")
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I.color = mix_color_from_reagents(reagents.reagent_list)
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add_overlay(I)
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/obj/structure/geyser/process()
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if(activated && reagents.total_volume <= reagents.maximum_volume) //this is also evaluated in add_reagent, but from my understanding proc calls are expensive
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reagents.add_reagent(reagent_id, potency)
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/obj/structure/geyser/plunger_act(obj/item/plunger/P, mob/living/user, _reinforced)
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if(!_reinforced)
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to_chat(user, "<span class='warning'>The [P.name] isn't strong enough!</span>")
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return
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if(activated)
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to_chat(user, "<span class='warning'>The [name] is already active!</span>")
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return
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to_chat(user, "<span class='notice'>You start vigorously plunging [src]!</span>")
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if(do_after(user, 50 * P.plunge_mod, target = src) && !activated)
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start_chemming()
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/obj/structure/geyser/random
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erupting_state = null
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var/list/options = list(/datum/reagent/clf3 = 10, /datum/reagent/water/hollowwater = 10,/datum/reagent/plasma_oxide = 8, /datum/reagent/medicine/omnizine/protozine = 6, /datum/reagent/wittel = 1)
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/obj/structure/geyser/random/Initialize()
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. = ..()
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reagent_id = pickweight(options)
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/obj/item/plunger
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name = "plunger"
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desc = "It's a plunger for plunging."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "plunger"
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worn_icon_state = "plunger"
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slot_flags = ITEM_SLOT_MASK
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flags_inv = HIDESNOUT
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///time*plunge_mod = total time we take to plunge an object
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var/plunge_mod = 1
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///whether we do heavy duty stuff like geysers
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var/reinforced = FALSE
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///alt sprite for the toggleable layer change mode
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var/layer_mode_sprite = "plunger_layer"
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///Wheter we're in layer mode
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var/layer_mode = FALSE
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///What layer we set it to
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var/target_layer = DUCT_LAYER_DEFAULT
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///Assoc list for possible layers
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var/list/layers = list("Alternate Layer" = SECOND_DUCT_LAYER, "Default Layer" = DUCT_LAYER_DEFAULT)
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/obj/item/plunger/attack_obj(obj/O, mob/living/user, params)
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if(layer_mode)
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SEND_SIGNAL(O, COMSIG_MOVABLE_CHANGE_DUCT_LAYER, O, target_layer)
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return ..()
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else
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if(!O.plunger_act(src, user, reinforced))
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return ..()
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/obj/item/plunger/throw_impact(atom/hit_atom, datum/thrownthing/tt)
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. = ..()
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if(tt.target_zone != BODY_ZONE_HEAD)
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return
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if(iscarbon(hit_atom))
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var/mob/living/carbon/H = hit_atom
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if(!H.wear_mask)
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H.equip_to_slot_if_possible(src, ITEM_SLOT_MASK)
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H.visible_message("<span class='warning'>The plunger slams into [H]'s face!</span>", "<span class='warning'>The plunger suctions to your face!</span>")
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/obj/item/plunger/attack_self(mob/user)
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. = ..()
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layer_mode = !layer_mode
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if(!layer_mode)
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icon_state = initial(icon_state)
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to_chat(user, "<span class='notice'>You set the plunger to 'Plunger Mode'.</span>")
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else
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icon_state = layer_mode_sprite
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to_chat(user, "<span class='notice'>You set the plunger to 'Layer Mode'.</span>")
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playsound(src, 'sound/machines/click.ogg', 10, TRUE)
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/obj/item/plunger/AltClick(mob/user)
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if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
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return
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var/new_layer = input("Select a layer", "Layer") as null|anything in layers
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if(new_layer)
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target_layer = layers[new_layer]
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/obj/item/plunger/reinforced
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name = "reinforced plunger"
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desc = "It's an M. 7 Reinforced Plunger© for heavy duty plunging."
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icon_state = "reinforced_plunger"
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worn_icon_state = "reinforced_plunger"
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reinforced = TRUE
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plunge_mod = 0.8
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layer_mode_sprite = "reinforced_plunger_layer"
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custom_premium_price = PAYCHECK_MEDIUM * 8
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