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## About The Pull Request I've been meaning to do this for some time. I need this for portable/handheld aquariums/fishtanks to be possible. I'll sprite and code them before I call this PR ready, however suggestions and code reviews are welcome in the meantime. Being a pretty heavy refactor, some things might break (we have more than a few unit tests so perhaps not) while others, coincidentally, might be fixed without me knowing. Anyway I'm sure this PR fixes aquarium beauty, which wasn't really working to begin with because the code was so fucking bad. Nothing really worth of a CL entry tho. TODO: - [x] handheld aquariums, craftable with a kit and little plastic or buyable from the fun vendor ig. - [x] an aquarium upgrade for handheld aquariums to bypass possible restrictions. - [x] update the beauty element to consider items, which shouldn't contribute to the area beauty when held or otherwise not on a turf. ## Why It's Good For The Game This should make handheld aquariums possible. ## Changelog 🆑 refactor: refactored aquariums heavily. Please report any fishy bug. add: Added portable/handheld fish tanks to the game. They can be crafted with an aquarium kit and 5 sheets of plastic. While portable, they cannot store fish that are too big or if there're too many already. This restriction can be removed by using the new "bluespace fish tank kit" techweb item. map: Replaced the lawyer's stationary pet aquarium with a fish tank, so you can carry McGill around. balance: Reduced the iron cost of stationary aquariums a little. /🆑
293 lines
11 KiB
Plaintext
293 lines
11 KiB
Plaintext
/**
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* # Custom Atom Component
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*
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* When added to an atom, item ingredients can be put into that.
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* The sprite is updated and reagents are transferred.
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*
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* If the component is added to something that is processed, creating new objects (being cut, for example),
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* the replacement type needs to also have the component. The ingredients will be copied over. Reagents are not
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* copied over since other components already take care of that.
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*/
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/datum/component/customizable_reagent_holder
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can_transfer = TRUE
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///List of item ingredients.
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var/list/obj/item/ingredients
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///Type path of replacement atom.
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var/replacement
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///Type of fill, can be [CUSTOM_INGREDIENT_ICON_NOCHANGE] for example.
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var/fill_type
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///Number of max ingredients.
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var/max_ingredients
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///Overlay used for certain fill types, always shows up on top.
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var/mutable_appearance/top_overlay
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///Type of ingredients to accept, [CUSTOM_INGREDIENT_TYPE_EDIBLE] for example.
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var/ingredient_type
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/// Adds screentips for all items that call on this proc, defaults to "Add"
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var/screentip_verb
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/datum/component/customizable_reagent_holder/Initialize(
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atom/replacement,
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fill_type,
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ingredient_type = CUSTOM_INGREDIENT_TYPE_EDIBLE,
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max_ingredients = MAX_ATOM_OVERLAYS - 3, // The cap is >= MAX_ATOM_OVERLAYS so we reserve 2 for top /bottom of item + 1 to stay under cap
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list/obj/item/initial_ingredients = null,
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screentip_verb = "Add",
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)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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var/atom/atom_parent = parent
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// assume replacement is OK
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if (!atom_parent.reagents && !replacement)
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return COMPONENT_INCOMPATIBLE
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atom_parent.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1
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src.replacement = replacement
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src.fill_type = fill_type
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src.max_ingredients = max_ingredients
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src.ingredient_type = ingredient_type
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src.screentip_verb = screentip_verb
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if (initial_ingredients)
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for (var/_ingredient in initial_ingredients)
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var/obj/item/ingredient = _ingredient
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add_ingredient(ingredient)
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handle_fill(ingredient)
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/datum/component/customizable_reagent_holder/Destroy(force)
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QDEL_NULL(top_overlay)
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LAZYCLEARLIST(ingredients)
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return ..()
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/datum/component/customizable_reagent_holder/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(customizable_attack))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(food_exited))
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RegisterSignal(parent, COMSIG_ATOM_PROCESSED, PROC_REF(on_processed))
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RegisterSignal(parent, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item))
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ADD_TRAIT(parent, TRAIT_CUSTOMIZABLE_REAGENT_HOLDER, REF(src))
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/datum/component/customizable_reagent_holder/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_ATOM_ATTACKBY,
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COMSIG_ATOM_EXAMINE,
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COMSIG_ATOM_EXITED,
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COMSIG_ATOM_PROCESSED,
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COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM,
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))
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REMOVE_TRAIT(parent, TRAIT_CUSTOMIZABLE_REAGENT_HOLDER, REF(src))
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/datum/component/customizable_reagent_holder/PostTransfer(datum/new_parent)
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if(!isatom(new_parent))
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return COMPONENT_INCOMPATIBLE
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var/atom/atom_parent = new_parent
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if (!atom_parent.reagents)
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return COMPONENT_INCOMPATIBLE
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///Handles when the customizable food is examined.
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/datum/component/customizable_reagent_holder/proc/on_examine(atom/A, mob/user, list/examine_list)
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SIGNAL_HANDLER
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var/atom/atom_parent = parent
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var/list/ingredients_listed = list()
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for(var/obj/item/ingredient as anything in ingredients)
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ingredients_listed += "\a [ingredient.name]"
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examine_list += "It [LAZYLEN(ingredients) \
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? "contains [english_list(ingredients_listed)] making a [custom_adjective()]-sized [initial(atom_parent.name)]" \
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: "does not contain any ingredients"]."
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//// Proc that checks if an ingredient is valid or not, returning false if it isnt and true if it is.
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/datum/component/customizable_reagent_holder/proc/valid_ingredient(obj/ingredient)
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if (HAS_TRAIT(ingredient, TRAIT_CUSTOMIZABLE_REAGENT_HOLDER))
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return FALSE
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if(HAS_TRAIT(ingredient, TRAIT_ODD_CUSTOMIZABLE_FOOD_INGREDIENT))
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return TRUE
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switch (ingredient_type)
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if (CUSTOM_INGREDIENT_TYPE_EDIBLE)
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return IS_EDIBLE(ingredient)
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if (CUSTOM_INGREDIENT_TYPE_DRYABLE)
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return HAS_TRAIT(ingredient, TRAIT_DRYABLE)
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return TRUE
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///Handles when the customizable food is attacked by something.
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/datum/component/customizable_reagent_holder/proc/customizable_attack(datum/source, obj/ingredient, mob/attacker, silent = FALSE, force = FALSE)
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SIGNAL_HANDLER
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if (!valid_ingredient(ingredient))
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if (ingredient.is_drainable()) // For stuff like adding flour from a flour sack into a bowl, we handle the transfer of the reagent elsewhere, but we shouldn't regard it beyond some user feedback.
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attacker.balloon_alert(attacker, "transferring...")
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return
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attacker.balloon_alert(attacker, "doesn't go on that!")
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return
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if (LAZYLEN(ingredients) >= max_ingredients)
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attacker.balloon_alert(attacker, "too full!")
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return COMPONENT_NO_AFTERATTACK
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var/atom/atom_parent = parent
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if(!attacker.transferItemToLoc(ingredient, atom_parent))
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return
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if (replacement)
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var/atom/replacement_parent = new replacement(atom_parent.drop_location())
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ingredient.forceMove(replacement_parent)
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replacement = null
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replacement_parent.TakeComponent(src)
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handle_reagents(atom_parent)
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qdel(atom_parent)
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handle_reagents(ingredient)
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add_ingredient(ingredient)
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handle_fill(ingredient)
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///Handles the icon update for a new ingredient.
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/datum/component/customizable_reagent_holder/proc/handle_fill(obj/item/ingredient)
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if (fill_type == CUSTOM_INGREDIENT_ICON_NOCHANGE)
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//don't bother doing the icon procs
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return
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var/atom/atom_parent = parent
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var/mutable_appearance/filling = mutable_appearance(atom_parent.icon, "[initial(atom_parent.icon_state)]_filling")
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// get average color
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var/icon/icon = new(ingredient.icon, ingredient.icon_state)
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icon.Scale(1, 1)
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var/fillcol = copytext(icon.GetPixel(1, 1), 1, 8) // remove opacity
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filling.color = fillcol
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switch(fill_type)
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if(CUSTOM_INGREDIENT_ICON_SCATTER)
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filling.pixel_x = rand(-1,1)
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filling.pixel_z = rand(-1,1)
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if(CUSTOM_INGREDIENT_ICON_STACK)
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filling.pixel_x = rand(-1,1)
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// we're gonna abuse position layering to ensure overlays render right
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filling.pixel_y = -LAZYLEN(ingredients)
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filling.pixel_z = 2 * LAZYLEN(ingredients) - 1 + LAZYLEN(ingredients)
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if(CUSTOM_INGREDIENT_ICON_STACKPLUSTOP)
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filling.pixel_x = rand(-1,1)
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// similar here
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filling.pixel_y = -LAZYLEN(ingredients)
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filling.pixel_z = 2 * LAZYLEN(ingredients) - 1 + LAZYLEN(ingredients)
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if (top_overlay) // delete old top if exists
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atom_parent.cut_overlay(top_overlay)
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top_overlay = mutable_appearance(atom_parent.icon, "[atom_parent.icon_state]_top")
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top_overlay.pixel_y = -(LAZYLEN(ingredients) + 1)
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top_overlay.pixel_z = 2 * LAZYLEN(ingredients) + 3 + LAZYLEN(ingredients) + 1
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atom_parent.add_overlay(filling)
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atom_parent.add_overlay(top_overlay)
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return
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if(CUSTOM_INGREDIENT_ICON_FILL)
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if (top_overlay)
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filling.color = mix_color(filling.color)
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atom_parent.cut_overlay(top_overlay)
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top_overlay = filling
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if(CUSTOM_INGREDIENT_ICON_LINE)
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filling.pixel_x = filling.pixel_z = rand(-8,3)
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atom_parent.add_overlay(filling)
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///Takes the reagents from an ingredient.
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/datum/component/customizable_reagent_holder/proc/handle_reagents(obj/item/ingredient)
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var/atom/atom_parent = parent
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if (atom_parent.reagents && ingredient.reagents)
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atom_parent.reagents.maximum_volume += ingredient.reagents.maximum_volume // If we don't do this custom food starts voiding reagents past a certain point.
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ingredient.reagents.trans_to(atom_parent, ingredient.reagents.total_volume)
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return
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///Adds a new ingredient and updates the parent's name.
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/datum/component/customizable_reagent_holder/proc/add_ingredient(obj/item/ingredient)
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var/atom/atom_parent = parent
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LAZYADD(ingredients, ingredient)
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if(isitem(atom_parent))
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var/obj/item/item_parent = atom_parent
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if(ingredient.w_class > item_parent.w_class)
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item_parent.update_weight_class(ingredient.w_class)
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atom_parent.name = "[custom_adjective()] [custom_type()] [initial(atom_parent.name)]"
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SEND_SIGNAL(atom_parent, COMSIG_ATOM_CUSTOMIZED, ingredient)
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SEND_SIGNAL(ingredient, COMSIG_ITEM_USED_AS_INGREDIENT, atom_parent)
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///Gives an adjective to describe the size of the custom food.
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/datum/component/customizable_reagent_holder/proc/custom_adjective()
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switch(LAZYLEN(ingredients))
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if (0 to 2)
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return "small"
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if (3 to 5)
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return "standard"
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if (6 to 8)
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return "big"
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if (8 to 11)
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return "ridiculous"
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if (12 to INFINITY)
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return "monstrous"
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///Gives the type of custom food (based on what the first ingredient was).
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/datum/component/customizable_reagent_holder/proc/custom_type()
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var/custom_type = "empty"
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if (LAZYLEN(ingredients))
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var/obj/item/first_ingredient = ingredients[1]
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if (istype(first_ingredient, /obj/item/food/meat))
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var/obj/item/food/meat/meat = first_ingredient
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if (meat.subjectname)
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custom_type = meat.subjectname
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else if (meat.subjectjob)
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custom_type = meat.subjectjob
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if (custom_type == "empty" && first_ingredient.name)
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custom_type = first_ingredient.name
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return custom_type
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///Returns the color of the input mixed with the top_overlay's color.
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/datum/component/customizable_reagent_holder/proc/mix_color(color)
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if(LAZYLEN(ingredients) == 1 || !top_overlay)
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return color
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else
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var/list/rgbcolor = list(0,0,0,0)
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var/customcolor = GetColors(color)
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var/ingcolor = GetColors(top_overlay.color)
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rgbcolor[1] = (customcolor[1]+ingcolor[1])/2
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rgbcolor[2] = (customcolor[2]+ingcolor[2])/2
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rgbcolor[3] = (customcolor[3]+ingcolor[3])/2
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rgbcolor[4] = (customcolor[4]+ingcolor[4])/2
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return rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3], rgbcolor[4])
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///Copies over the parent's ingredients to the processing results (such as slices when the parent is cut).
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/datum/component/customizable_reagent_holder/proc/on_processed(datum/source, mob/living/user, obj/item/ingredient, list/atom/results)
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SIGNAL_HANDLER
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// Reagents are not transferred since that should be handled elsewhere.
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for (var/r in results)
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var/atom/result = r
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result.AddComponent(/datum/component/customizable_reagent_holder, null, fill_type, ingredient_type = ingredient_type, max_ingredients = max_ingredients, initial_ingredients = ingredients)
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/**
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* Adds context sensitivy directly to the customizable reagent holder file for screentips
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* Arguments:
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* * source - refers to item that will display its screentip
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* * context - refers to, in this case, an item that can be customized with other reagents or ingrideints
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* * held_item - refers to the item in your hand, which is hopefully an ingredient
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* * user - refers to user who will see the screentip when the proper context and tool are there
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*/
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/datum/component/customizable_reagent_holder/proc/on_requesting_context_from_item(datum/source, list/context, obj/item/held_item, mob/user)
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SIGNAL_HANDLER
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// only accept valid ingredients
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if (isnull(held_item) || !valid_ingredient(held_item))
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return NONE
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context[SCREENTIP_CONTEXT_LMB] = "[screentip_verb] [held_item]"
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return CONTEXTUAL_SCREENTIP_SET
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/// Clear refs if our food "goes away" somehow
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/datum/component/customizable_reagent_holder/proc/food_exited(datum/source, atom/movable/gone)
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SIGNAL_HANDLER
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LAZYREMOVE(ingredients, gone)
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