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Bubberstation/code/modules/reagents/reagent_containers.dm
T
AnturK bd1098b874 Removes amount_list_postion from reagent containers, adds related unit test. (#76057)
We had more issues like what #76013 addressed, now they're gone.
Variable transfer amount is now explicit. 
Amount is now inferred from current value, performance concern here is
minimal. Less work and mistakes when making new types.
2023-06-15 19:58:58 -06:00

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/obj/item/reagent_containers
name = "Container"
desc = "..."
icon = 'icons/obj/medical/chemical.dmi'
icon_state = null
w_class = WEIGHT_CLASS_TINY
/// The maximum amount of reagents per transfer that will be moved out of this reagent container.
var/amount_per_transfer_from_this = 5
/// Does this container allow changing transfer amounts at all, the container can still have only one possible transfer value in possible_transfer_amounts at some point even if this is true
var/has_variable_transfer_amount = TRUE
/// The different possible amounts of reagent to transfer out of the container
var/list/possible_transfer_amounts = list(5,10,15,20,25,30)
/// The maximum amount of reagents this container can hold
var/volume = 30
/// Reagent flags, a few examples being if the container is open or not, if its transparent, if you can inject stuff in and out of the container, and so on
var/reagent_flags
/// A list of what initial reagents this container should spawn with
var/list/list_reagents = null
/// If this container should spawn with a disease type inside of it
var/spawned_disease = null
/// How much of a disease specified in spawned_disease should this container spawn with
var/disease_amount = 20
/// If the reagents inside of this container will splash out when the container tries to splash onto someone or something
var/spillable = FALSE
/**
* The different thresholds at which the reagent fill overlay will change. See reagentfillings.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/reagentfillings.dmi'
/obj/item/reagent_containers/Initialize(mapload, vol)
. = ..()
if(isnum(vol) && vol > 0)
volume = vol
create_reagents(volume, reagent_flags)
if(spawned_disease)
var/datum/disease/F = new spawned_disease()
var/list/data = list("viruses"= list(F))
reagents.add_reagent(/datum/reagent/blood, disease_amount, data)
add_initial_reagents()
/obj/item/reagent_containers/examine()
. = ..()
if(has_variable_transfer_amount)
if(possible_transfer_amounts.len > 1)
. += span_notice("Left-click or right-click in-hand to increase or decrease its transfer amount.")
else if(possible_transfer_amounts.len)
. += span_notice("Left-click or right-click in-hand to view its transfer amount.")
/obj/item/reagent_containers/create_reagents(max_vol, flags)
. = ..()
RegisterSignals(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT), PROC_REF(on_reagent_change))
RegisterSignal(reagents, COMSIG_QDELETING, PROC_REF(on_reagents_del))
/obj/item/reagent_containers/attack(mob/living/target_mob, mob/living/user, params)
if (!user.combat_mode)
return
return ..()
/obj/item/reagent_containers/proc/on_reagents_del(datum/reagents/reagents)
SIGNAL_HANDLER
UnregisterSignal(reagents, list(COMSIG_REAGENTS_NEW_REAGENT, COMSIG_REAGENTS_ADD_REAGENT, COMSIG_REAGENTS_DEL_REAGENT, COMSIG_REAGENTS_REM_REAGENT, COMSIG_QDELETING))
return NONE
/obj/item/reagent_containers/proc/add_initial_reagents()
if(list_reagents)
reagents.add_reagent_list(list_reagents)
/obj/item/reagent_containers/attack_self(mob/user)
if(has_variable_transfer_amount)
change_transfer_amount(user, FORWARD)
/obj/item/reagent_containers/attack_self_secondary(mob/user)
if(has_variable_transfer_amount)
change_transfer_amount(user, BACKWARD)
/obj/item/reagent_containers/proc/mode_change_message(mob/user)
return
/obj/item/reagent_containers/proc/change_transfer_amount(mob/user, direction = FORWARD)
var/list_len = length(possible_transfer_amounts)
if(!list_len)
return
var/index = possible_transfer_amounts.Find(amount_per_transfer_from_this) || 1
switch(direction)
if(FORWARD)
index = (index % list_len) + 1
if(BACKWARD)
index = (index - 1) || list_len
else
CRASH("change_transfer_amount() called with invalid direction value")
amount_per_transfer_from_this = possible_transfer_amounts[index]
balloon_alert(user, "transferring [amount_per_transfer_from_this]u")
mode_change_message(user)
/obj/item/reagent_containers/pre_attack_secondary(atom/target, mob/living/user, params)
if(HAS_TRAIT(target, TRAIT_DO_NOT_SPLASH))
return ..()
if(!user.combat_mode)
return ..()
if (try_splash(user, target))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/// Tries to splash the target. Used on both right-click and normal click when in combat mode.
/obj/item/reagent_containers/proc/try_splash(mob/user, atom/target)
if (!spillable)
return FALSE
if (!reagents?.total_volume)
return FALSE
var/punctuation = ismob(target) ? "!" : "."
var/reagent_text
user.visible_message(
span_danger("[user] splashes the contents of [src] onto [target][punctuation]"),
span_danger("You splash the contents of [src] onto [target][punctuation]"),
ignored_mobs = target,
)
if (ismob(target))
var/mob/target_mob = target
target_mob.show_message(
span_userdanger("[user] splash the contents of [src] onto you!"),
MSG_VISUAL,
span_userdanger("You feel drenched!"),
)
playsound(target, 'sound/effects/slosh.ogg', 25, TRUE)
var/image/splash_animation = image('icons/effects/effects.dmi', target, "splash")
if(isturf(target))
splash_animation = image('icons/effects/effects.dmi', target, "splash_floor")
splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
flick_overlay_global(splash_animation, GLOB.clients, 1.0 SECONDS)
for(var/datum/reagent/reagent as anything in reagents.reagent_list)
reagent_text += "[reagent] ([num2text(reagent.volume)]),"
var/mob/thrown_by = thrownby?.resolve()
if(isturf(target) && reagents.reagent_list.len && thrown_by)
log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]")
message_admins("[ADMIN_LOOKUPFLW(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] at [ADMIN_VERBOSEJMP(target)].")
reagents.expose(target, TOUCH)
log_combat(user, target, "splashed", reagent_text)
reagents.clear_reagents()
return TRUE
/obj/item/reagent_containers/proc/canconsume(mob/eater, mob/user)
if(!iscarbon(eater))
return FALSE
var/mob/living/carbon/C = eater
var/covered = ""
if(C.is_mouth_covered(ITEM_SLOT_HEAD))
covered = "headgear"
else if(C.is_mouth_covered(ITEM_SLOT_MASK))
covered = "mask"
if(covered)
var/who = (isnull(user) || eater == user) ? "your" : "[eater.p_their()]"
to_chat(user, span_warning("You have to remove [who] [covered] first!"))
return FALSE
return TRUE
/*
* On accidental consumption, transfer a portion of the reagents to the eater and the item it's in, then continue to the base proc (to deal with shattering glass containers)
*/
/obj/item/reagent_containers/on_accidental_consumption(mob/living/carbon/M, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
M.losebreath += 2
reagents?.trans_to(M, min(15, reagents.total_volume / rand(5,10)), transfered_by = user, methods = INGEST)
if(source_item?.reagents)
reagents.trans_to(source_item, min(source_item.reagents.total_volume / 2, reagents.total_volume / 5), transfered_by = user, methods = TOUCH)
return ..()
/obj/item/reagent_containers/fire_act(exposed_temperature, exposed_volume)
reagents.expose_temperature(exposed_temperature)
..()
/obj/item/reagent_containers/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum, do_splash = TRUE)
. = ..()
if(do_splash)
SplashReagents(hit_atom, TRUE)
/obj/item/reagent_containers/proc/bartender_check(atom/target)
. = FALSE
var/mob/thrown_by = thrownby?.resolve()
if(target.CanPass(src, get_dir(target, src)) && thrown_by && HAS_TRAIT(thrown_by, TRAIT_BOOZE_SLIDER))
. = TRUE
/obj/item/reagent_containers/proc/SplashReagents(atom/target, thrown = FALSE, override_spillable = FALSE)
if(!reagents || !reagents.total_volume || (!spillable && !override_spillable))
return
var/mob/thrown_by = thrownby?.resolve()
if(ismob(target) && target.reagents)
var/splash_multiplier = 1
if(thrown)
splash_multiplier *= (rand(5,10) * 0.1) //Not all of it makes contact with the target
var/mob/M = target
var/turf/target_turf = get_turf(target)
var/R
target.visible_message(span_danger("[M] is splashed with something!"), \
span_userdanger("[M] is splashed with something!"))
for(var/datum/reagent/A in reagents.reagent_list)
R += "[A.type] ([num2text(A.volume)]),"
if(thrown_by)
log_combat(thrown_by, M, "splashed", R)
reagents.expose(target, TOUCH, splash_multiplier)
reagents.expose(target_turf, TOUCH, (1 - splash_multiplier)) // 1 - splash_multiplier because it's what didn't hit the target
else if(bartender_check(target) && thrown)
visible_message(span_notice("[src] lands onto the [target.name] without spilling a single drop."))
return
else
if(isturf(target) && reagents.reagent_list.len && thrown_by)
log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]", "in [AREACOORD(target)]")
thrown_by.log_message("splashed (thrown) [english_list(reagents.reagent_list)] on [target].", LOG_ATTACK)
message_admins("[ADMIN_LOOKUPFLW(thrown_by)] 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/image/splash_animation = image('icons/effects/effects.dmi', target, "splash")
if(isturf(target))
splash_animation = image('icons/effects/effects.dmi', target, "splash_floor")
splash_animation.color = mix_color_from_reagents(reagents.reagent_list)
flick_overlay_global(splash_animation, GLOB.clients, 1.0 SECONDS)
reagents.clear_reagents()
/obj/item/reagent_containers/microwave_act(obj/machinery/microwave/microwave_source, mob/microwaver, randomize_pixel_offset)
reagents.expose_temperature(1000)
return ..() | COMPONENT_MICROWAVE_SUCCESS
/obj/item/reagent_containers/fire_act(temperature, volume)
reagents.expose_temperature(temperature)
/// Updates the icon of the container when the reagents change. Eats signal args
/obj/item/reagent_containers/proc/on_reagent_change(datum/reagents/holder, ...)
SIGNAL_HANDLER
update_appearance()
return NONE
/obj/item/reagent_containers/update_overlays()
. = ..()
if(!fill_icon_thresholds)
return
if(!reagents.total_volume)
return
var/fill_name = fill_icon_state ? fill_icon_state : icon_state
var/mutable_appearance/filling = mutable_appearance(fill_icon, "[fill_name][fill_icon_thresholds[1]]")
var/percent = round((reagents.total_volume / volume) * 100)
for(var/i in 1 to fill_icon_thresholds.len)
var/threshold = fill_icon_thresholds[i]
var/threshold_end = (i == fill_icon_thresholds.len) ? INFINITY : fill_icon_thresholds[i+1]
if(threshold <= percent && percent < threshold_end)
filling.icon_state = "[fill_name][fill_icon_thresholds[i]]"
filling.color = mix_color_from_reagents(reagents.reagent_list)
. += filling