Files
Bubberstation/code/modules/reagents/reagent_containers.dm
paganiy ecdf809196 Add Insert Button to Chemistry Machines (#93729)
## About The Pull Request
Adds an "Insert" button to chemistry machine UIs so you don't have to
click on the physical machine behind the interface window.

<img width="1615" height="723" alt="Screenshot 2025-11-01 193237"
src="https://github.com/user-attachments/assets/184c02b1-5ee3-4426-af8e-4adae79d8703"
/>

## Why It's Good For The Game

- No more moving or closing UI windows just to insert containers
- Much easier to move beakers between different chemistry machines
## Changelog
🆑
qol:  Added Insert beaker buttons to chemistry machines.
code: Minor code update for interacting with chemical machines
/🆑
2025-11-08 00:56:26 +01:00

430 lines
18 KiB
Plaintext

/obj/item/reagent_containers
name = "Container"
desc = "..."
icon = 'icons/obj/medical/chemical.dmi'
icon_state = null
abstract_type = /obj/item/reagent_containers
w_class = WEIGHT_CLASS_TINY
sound_vary = TRUE
/// 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
/// The base reagent flags that our reagent datum takes on when created
var/initial_reagent_flags = NONE
/// A list of what initial reagents this container should spawn with
var/list/list_reagents = null
/// The purity of the spawned reagents in list_reagents. Default purity if `null`
var/list_reagents_purity = 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
///The sound this container makes when there is an amount of liquid over a certain threshold inside on drop
var/filled_drop_sound
///The sound this container makes when there is an amount of liquid over a certain threshold inside on throw drop
var/filled_throw_drop_sound
///The sound this container makes when there is an amount of liquid over a certain threshold inside on pickup
var/filled_pickup_sound
///The sound this container makes when there is an amount of liquid over a certain threshold inside on throw impact
var/filled_throw_hit_sound
///The sound this container makes when there is an amount of liquid over a certain threshold inside on hit
var/filled_hitsound
///The sound this container makes when there is an amount of liquid over a certain threshold inside on equip
var/filled_equip_sound
///If we want to the contrast of the reagent overlay if the reagent mix color is very dark.
var/adjust_color_contrast = FALSE
/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
if(!force)
item_flags |= NOBLUDGEON
create_reagents(volume, initial_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()
AddElement(/datum/element/reagents_exposed_on_fire)
/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. It is currently set to [amount_per_transfer_from_this] units.")
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_container(reagents)
/obj/item/reagent_containers/create_reagents(max_vol, flags)
. = ..()
RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(on_reagent_change))
/obj/item/reagent_containers/proc/add_initial_reagents()
if(list_reagents)
reagents.add_reagent_list(list_reagents, added_purity = list_reagents_purity)
/obj/item/reagent_containers/attack_self(mob/user)
if(reagents.flags & SEALED_CONTAINER)
return TRUE
if(has_variable_transfer_amount)
change_transfer_amount(user, FORWARD)
return TRUE
/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/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(!user.combat_mode)
return NONE // non-combat-mode-rmb allows for stuff like opening containers or attacking (bottle breaking)
if(try_splash(user, interacting_with))
return ITEM_INTERACT_SUCCESS
return NONE
/// Tries to splash the target, called when right-clicking with a reagent container.
/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
if (!is_open_container() || (reagents.flags & NO_SPLASH))
return FALSE
if (!reagents?.total_volume)
return FALSE
var/punctuation = ismob(target) ? "!" : "."
user.changeNext_move(CLICK_CD_MELEE)
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)
reagents.expose(target, TOUCH)
log_combat(user, target, "splashed", reagents.get_reagent_log_string())
reagents.clear_reagents()
return TRUE
/obj/item/reagent_containers/proc/canconsume(mob/eater, mob/user)
if(!iscarbon(eater))
return FALSE
if(!reagents || !reagents.total_volume)
to_chat(user, span_warning("[src] is empty!"))
return FALSE
var/mob/living/carbon/as_carbon = eater
var/covered = ""
if(as_carbon.is_mouth_covered(ITEM_SLOT_HEAD))
covered = "headgear"
else if(as_carbon.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
/// Sets reagent flags to the passed flags outright
/obj/item/reagent_containers/proc/update_container_flags(new_flags)
reagents.flags = new_flags
/// Adds the passed flags to the current reagent flags
/obj/item/reagent_containers/proc/add_container_flags(new_flags)
reagents.flags |= new_flags
/// Resets to base flags
/obj/item/reagent_containers/proc/reset_container_flags()
reagents.flags = initial_reagent_flags
/*
* 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/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum, do_splash = TRUE)
. = ..()
if(do_splash)
splash_reagents(hit_atom, throwingdatum?.get_thrower(), was_thrown = TRUE, allow_closed_splash = FALSE)
/obj/item/reagent_containers/proc/bartender_check(atom/target, mob/thrown_by)
. = FALSE
if(target.CanPass(src, get_dir(target, src)) && thrown_by && HAS_TRAIT(thrown_by, TRAIT_BOOZE_SLIDER))
. = TRUE
/**
* Attempts to splash the reagents in the container onto the target.
*
* * target - The target to splash the reagents onto.
* * throwingdatum - The throwingdatum behind the throw if the
*/
/obj/item/reagent_containers/proc/splash_reagents(atom/target, mob/splasher, was_thrown = FALSE, allow_closed_splash = FALSE)
if(!reagents || !reagents.total_volume || (!is_open_container() && !allow_closed_splash) || (reagents.flags & NO_SPLASH))
return
if(ismob(target) && target.reagents)
var/splash_multiplier = 1
if(was_thrown)
splash_multiplier *= (rand(5,10) * 0.1) //Not all of it makes contact with the target
var/turf_splash_multiplier = 1 - splash_multiplier
var/mob/M = target
var/turf/target_turf = get_turf(target)
target.visible_message(span_danger("[M] is splashed with something!"), \
span_userdanger("[M] is splashed with something!"))
if(splasher)
log_combat(splasher, M, "splashed", src, "containing [reagents.get_reagent_log_string()] [was_thrown ? "(thrown)" : ""]")
reagents.expose(target, TOUCH, splash_multiplier)
if(turf_splash_multiplier > 0)
reagents.expose(target_turf, TOUCH, turf_splash_multiplier) // 1 - splash_multiplier because it's what didn't hit the target
else if(bartender_check(target, splasher) && was_thrown)
visible_message(span_notice("[src] lands onto \the [target] without spilling a single drop."))
return
else
if(isturf(target) && length(reagents.reagent_list) && splasher)
log_combat(splasher, target, "splashed [english_list(reagents.reagent_list)]", src, "in [AREACOORD(target)] [was_thrown ? "(thrown)" : ""]")
message_admins("[ADMIN_LOOKUPFLW(splasher)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [ADMIN_VERBOSEJMP(target)].")
visible_message(span_notice("[src] spills its contents all over [target]."))
reagents.expose(target, TOUCH)
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()
/// 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()
/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]]"
if(!adjust_color_contrast)
filling.color = mix_color_from_reagents(reagents.reagent_list)
. += filling
return
var/list/mix_colors = rgb2num(mix_color_from_reagents(reagents.reagent_list))
//reagent color red
var/float_r = mix_colors[1] / 255
//reagent color green
var/float_g = mix_colors[2] / 255
//reagent color blue
var/float_b = mix_colors[3] / 255
//reagent color alpha
var/float_a = mix_colors.len > 3 ? mix_colors[4] / 255 : 1
//value, used to make modifications depending on if our reagent color is light or dark.
var/float_v = (float_r + float_g + float_b) / 3
//max result of float_b - float_v is 0.6666 so we multiply with 1.5 to get something close to 1 at max blueness.
var/blue_mod = max(float_b - float_v, 0) * 1.5
//red multiplier
var/red_scale = 1.6
//green_multiplier
var/green_scale = 1.5
//blue scale
var/blue_scale = 1.1 * (1 + 0.60 * blue_mod)
//additive red - modifies red across the board by val * 255
var/red_base = -0.07 - (0.035 * float_v)
//additive green - modifies green across the board by val * 255
var/green_base = -0.06 - (0.03 * float_v)
//additive blue - modifies blue across the board by val * 255
var/blue_base = 0.10 - (0.050 * float_v) - (0.40 * blue_mod)
var/list/reagent_color_and_contrast_matrix = list(
//Red - RR, RG, RB, RA
float_r * red_scale, 0, 0, 0,
//Green - GR - GG - GB - GA
0, float_g * green_scale, 0, 0,
///Blue - BR, BG, BB, BA
0.25 * blue_mod, 0.33 * blue_mod, float_b * blue_scale, 0,
//Alpha - AR, AG, AB, AA
0, 0, 0, float_a,
//Constant - CR, CG, CB, CA
red_base, green_base, blue_base, 0)
filling.color = reagent_color_and_contrast_matrix
. += filling
/obj/item/reagent_containers/proc/reagent_container_sound_chain(filled_sound, empty_sound, target, volume)
if(reagents.total_volume <= round((reagents.maximum_volume * 0.2), 1))
if(empty_sound)
playsound(target, empty_sound, volume, vary = sound_vary, ignore_walls = FALSE)
return TRUE
return FALSE
if(reagent_container_liquid_sound)
playsound(target, reagent_container_liquid_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)
if(filled_sound)
playsound(target, filled_sound, volume, vary = sound_vary, ignore_walls = FALSE)
return TRUE
if(empty_sound)
playsound(target, empty_sound, volume, vary = sound_vary, ignore_walls = FALSE)
return TRUE
return FALSE
/obj/item/reagent_containers/play_pickup_sound(volume = PICKUP_SOUND_VOLUME)
return reagent_container_sound_chain(filled_pickup_sound, pickup_sound, src, volume)
/obj/item/reagent_containers/play_drop_sound(volume = DROP_SOUND_VOLUME)
return reagent_container_sound_chain(filled_drop_sound, drop_sound, src, volume)
/obj/item/reagent_containers/play_throw_drop_sound(volume = YEET_SOUND_VOLUME)
return reagent_container_sound_chain(filled_throw_drop_sound, throw_drop_sound, src, volume)
/obj/item/reagent_containers/play_mob_throw_hit_sound(target, volume = DROP_SOUND_VOLUME)
return reagent_container_sound_chain(filled_throw_hit_sound, mob_throw_hit_sound, target, volume)
/obj/item/reagent_containers/play_hit_sound(target, volume = HALFWAY_SOUND_VOLUME)
return reagent_container_sound_chain(filled_hitsound, filled_hitsound, target, volume)
/obj/item/reagent_containers/play_equip_sound(volume = EQUIP_SOUND_VOLUME)
return reagent_container_sound_chain(filled_equip_sound, equip_sound, src, volume)
/obj/item/reagent_containers/used_in_craft(atom/result, datum/crafting_recipe/current_recipe)
. = ..()
// If consumed in crafting, we should dump contents out before qdeling them.
if(!is_type_in_list(src, current_recipe.parts))
reagents.expose(loc, TOUCH)
/obj/item/reagent_containers/proc/try_refill(atom/target, mob/living/user)
if(!reagents.total_volume)
to_chat(user, span_warning("[src] is empty!"))
return ITEM_INTERACT_BLOCKING
if(target.reagents.holder_full())
to_chat(user, span_warning("[target] is full."))
return ITEM_INTERACT_BLOCKING
var/trans = round(reagents.trans_to(target, amount_per_transfer_from_this, transferred_by = user), CHEMICAL_VOLUME_ROUNDING)
playsound(target.loc, SFX_LIQUID_POUR, 50, TRUE)
to_chat(user, span_notice("You transfer [trans] unit\s of the solution to [target]."))
SEND_SIGNAL(src, COMSIG_REAGENTS_CUP_TRANSFER_TO, target)
target.update_appearance()
return ITEM_INTERACT_SUCCESS
/obj/item/reagent_containers/proc/try_drain(atom/target, mob/living/user)
if(!target.reagents.total_volume)
to_chat(user, span_warning("[target] is empty and can't be refilled!"))
return ITEM_INTERACT_BLOCKING
if(reagents.holder_full())
to_chat(user, span_warning("[src] is full."))
return ITEM_INTERACT_BLOCKING
var/trans = round(target.reagents.trans_to(src, amount_per_transfer_from_this, transferred_by = user), CHEMICAL_VOLUME_ROUNDING)
playsound(target.loc, SFX_LIQUID_POUR, 50, TRUE)
to_chat(user, span_notice("You fill [src] with [trans] unit\s of the contents of [target]."))
SEND_SIGNAL(src, COMSIG_REAGENTS_CUP_TRANSFER_FROM, target)
target.update_appearance()
return ITEM_INTERACT_SUCCESS
/obj/item/reagent_containers/is_chem_container()
return is_open_container() && !(item_flags & ABSTRACT) && !(flags_1 & HOLOGRAM_1)