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## 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 /🆑
430 lines
18 KiB
Plaintext
430 lines
18 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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abstract_type = /obj/item/reagent_containers
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w_class = WEIGHT_CLASS_TINY
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sound_vary = TRUE
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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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/// The base reagent flags that our reagent datum takes on when created
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var/initial_reagent_flags = NONE
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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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/// The purity of the spawned reagents in list_reagents. Default purity if `null`
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var/list_reagents_purity = 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
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///The sound this container makes when there is an amount of liquid over a certain threshold inside on drop
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var/filled_drop_sound
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///The sound this container makes when there is an amount of liquid over a certain threshold inside on throw drop
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var/filled_throw_drop_sound
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///The sound this container makes when there is an amount of liquid over a certain threshold inside on pickup
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var/filled_pickup_sound
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///The sound this container makes when there is an amount of liquid over a certain threshold inside on throw impact
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var/filled_throw_hit_sound
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///The sound this container makes when there is an amount of liquid over a certain threshold inside on hit
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var/filled_hitsound
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///The sound this container makes when there is an amount of liquid over a certain threshold inside on equip
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var/filled_equip_sound
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///If we want to the contrast of the reagent overlay if the reagent mix color is very dark.
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var/adjust_color_contrast = FALSE
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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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if(!force)
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item_flags |= NOBLUDGEON
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create_reagents(volume, initial_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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AddElement(/datum/element/reagents_exposed_on_fire)
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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. It is currently set to [amount_per_transfer_from_this] units.")
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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_container(reagents)
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/obj/item/reagent_containers/create_reagents(max_vol, flags)
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. = ..()
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RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(on_reagent_change))
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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, added_purity = list_reagents_purity)
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/obj/item/reagent_containers/attack_self(mob/user)
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if(reagents.flags & SEALED_CONTAINER)
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return TRUE
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if(has_variable_transfer_amount)
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change_transfer_amount(user, FORWARD)
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return TRUE
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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/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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if(!user.combat_mode)
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return NONE // non-combat-mode-rmb allows for stuff like opening containers or attacking (bottle breaking)
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if(try_splash(user, interacting_with))
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return ITEM_INTERACT_SUCCESS
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return NONE
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/// Tries to splash the target, called when right-clicking with a reagent container.
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/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
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if (!is_open_container() || (reagents.flags & NO_SPLASH))
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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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user.changeNext_move(CLICK_CD_MELEE)
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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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reagents.expose(target, TOUCH)
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log_combat(user, target, "splashed", reagents.get_reagent_log_string())
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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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if(!reagents || !reagents.total_volume)
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to_chat(user, span_warning("[src] is empty!"))
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return FALSE
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var/mob/living/carbon/as_carbon = eater
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var/covered = ""
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if(as_carbon.is_mouth_covered(ITEM_SLOT_HEAD))
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covered = "headgear"
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else if(as_carbon.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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/// Sets reagent flags to the passed flags outright
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/obj/item/reagent_containers/proc/update_container_flags(new_flags)
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reagents.flags = new_flags
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/// Adds the passed flags to the current reagent flags
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/obj/item/reagent_containers/proc/add_container_flags(new_flags)
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reagents.flags |= new_flags
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/// Resets to base flags
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/obj/item/reagent_containers/proc/reset_container_flags()
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reagents.flags = initial_reagent_flags
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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/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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splash_reagents(hit_atom, throwingdatum?.get_thrower(), was_thrown = TRUE, allow_closed_splash = FALSE)
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/obj/item/reagent_containers/proc/bartender_check(atom/target, mob/thrown_by)
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. = FALSE
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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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/**
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* Attempts to splash the reagents in the container onto the target.
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*
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* * target - The target to splash the reagents onto.
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* * throwingdatum - The throwingdatum behind the throw if the
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*/
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/obj/item/reagent_containers/proc/splash_reagents(atom/target, mob/splasher, was_thrown = FALSE, allow_closed_splash = FALSE)
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if(!reagents || !reagents.total_volume || (!is_open_container() && !allow_closed_splash) || (reagents.flags & NO_SPLASH))
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return
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if(ismob(target) && target.reagents)
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var/splash_multiplier = 1
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if(was_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/turf_splash_multiplier = 1 - splash_multiplier
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var/mob/M = target
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var/turf/target_turf = get_turf(target)
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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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if(splasher)
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log_combat(splasher, M, "splashed", src, "containing [reagents.get_reagent_log_string()] [was_thrown ? "(thrown)" : ""]")
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reagents.expose(target, TOUCH, splash_multiplier)
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if(turf_splash_multiplier > 0)
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reagents.expose(target_turf, TOUCH, turf_splash_multiplier) // 1 - splash_multiplier because it's what didn't hit the target
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else if(bartender_check(target, splasher) && was_thrown)
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visible_message(span_notice("[src] lands onto \the [target] without spilling a single drop."))
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return
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else
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if(isturf(target) && length(reagents.reagent_list) && splasher)
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log_combat(splasher, target, "splashed [english_list(reagents.reagent_list)]", src, "in [AREACOORD(target)] [was_thrown ? "(thrown)" : ""]")
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message_admins("[ADMIN_LOOKUPFLW(splasher)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [ADMIN_VERBOSEJMP(target)].")
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visible_message(span_notice("[src] spills its contents all over [target]."))
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reagents.expose(target, TOUCH)
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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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/// 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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/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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if(!adjust_color_contrast)
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filling.color = mix_color_from_reagents(reagents.reagent_list)
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. += filling
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return
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var/list/mix_colors = rgb2num(mix_color_from_reagents(reagents.reagent_list))
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//reagent color red
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var/float_r = mix_colors[1] / 255
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//reagent color green
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var/float_g = mix_colors[2] / 255
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//reagent color blue
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var/float_b = mix_colors[3] / 255
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//reagent color alpha
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var/float_a = mix_colors.len > 3 ? mix_colors[4] / 255 : 1
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//value, used to make modifications depending on if our reagent color is light or dark.
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var/float_v = (float_r + float_g + float_b) / 3
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//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.
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var/blue_mod = max(float_b - float_v, 0) * 1.5
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//red multiplier
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var/red_scale = 1.6
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//green_multiplier
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var/green_scale = 1.5
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//blue scale
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var/blue_scale = 1.1 * (1 + 0.60 * blue_mod)
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//additive red - modifies red across the board by val * 255
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var/red_base = -0.07 - (0.035 * float_v)
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//additive green - modifies green across the board by val * 255
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var/green_base = -0.06 - (0.03 * float_v)
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//additive blue - modifies blue across the board by val * 255
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var/blue_base = 0.10 - (0.050 * float_v) - (0.40 * blue_mod)
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var/list/reagent_color_and_contrast_matrix = list(
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//Red - RR, RG, RB, RA
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float_r * red_scale, 0, 0, 0,
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//Green - GR - GG - GB - GA
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0, float_g * green_scale, 0, 0,
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///Blue - BR, BG, BB, BA
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0.25 * blue_mod, 0.33 * blue_mod, float_b * blue_scale, 0,
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//Alpha - AR, AG, AB, AA
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0, 0, 0, float_a,
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//Constant - CR, CG, CB, CA
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red_base, green_base, blue_base, 0)
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filling.color = reagent_color_and_contrast_matrix
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. += filling
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/obj/item/reagent_containers/proc/reagent_container_sound_chain(filled_sound, empty_sound, target, volume)
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if(reagents.total_volume <= round((reagents.maximum_volume * 0.2), 1))
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if(empty_sound)
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playsound(target, empty_sound, volume, vary = sound_vary, ignore_walls = FALSE)
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return TRUE
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return FALSE
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if(reagent_container_liquid_sound)
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playsound(target, reagent_container_liquid_sound, LIQUID_SLOSHING_SOUND_VOLUME, vary = TRUE, ignore_walls = FALSE)
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if(filled_sound)
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playsound(target, filled_sound, volume, vary = sound_vary, ignore_walls = FALSE)
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return TRUE
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if(empty_sound)
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playsound(target, empty_sound, volume, vary = sound_vary, ignore_walls = FALSE)
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return TRUE
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return FALSE
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/obj/item/reagent_containers/play_pickup_sound(volume = PICKUP_SOUND_VOLUME)
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return reagent_container_sound_chain(filled_pickup_sound, pickup_sound, src, volume)
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/obj/item/reagent_containers/play_drop_sound(volume = DROP_SOUND_VOLUME)
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return reagent_container_sound_chain(filled_drop_sound, drop_sound, src, volume)
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/obj/item/reagent_containers/play_throw_drop_sound(volume = YEET_SOUND_VOLUME)
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return reagent_container_sound_chain(filled_throw_drop_sound, throw_drop_sound, src, volume)
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/obj/item/reagent_containers/play_mob_throw_hit_sound(target, volume = DROP_SOUND_VOLUME)
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return reagent_container_sound_chain(filled_throw_hit_sound, mob_throw_hit_sound, target, volume)
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/obj/item/reagent_containers/play_hit_sound(target, volume = HALFWAY_SOUND_VOLUME)
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return reagent_container_sound_chain(filled_hitsound, filled_hitsound, target, volume)
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/obj/item/reagent_containers/play_equip_sound(volume = EQUIP_SOUND_VOLUME)
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return reagent_container_sound_chain(filled_equip_sound, equip_sound, src, volume)
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|
|
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/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.
|
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if(!is_type_in_list(src, current_recipe.parts))
|
|
reagents.expose(loc, TOUCH)
|
|
|
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/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)
|