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Fixed me being retarded.
Moved blender.dm to unused, updated the .dme. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4518 316c924e-a436-60f5-8080-3fe189b3f50e
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156
code/unused/blender.dm
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156
code/unused/blender.dm
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/*
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This is a kitchen appliance to go along with the processor and the microwave. The Blender is for food items that are mixes or purees.
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Currently, the end products of the blender are not compatable with the microwave but I hope to fix that eventually.
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Summary of Blender Code: It's basically a large reagent container and, like any other container, reactions can occur in it. However,
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unlike a normal container, if you stick certain kinds of "blendable" items (ie. many food products), it'll convert the food item from
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an object (which you can pick up and eat) into a reagent (which you can pour and drink). Containers with reagents in it can be poured
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directly into the blender. Other food items will be converted into reagents by the blender. When deciding whether should be made with
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the blender or the processor: Processor items are solid objects and Blender results are reagents.
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*/
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/obj/machinery/blender
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name = "Blender"
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desc = "A kitchen appliance used to blend stuff."
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "blender_e"
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density = 1
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anchored = 1
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use_power = 1
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idle_power_usage = 5
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active_power_usage = 50
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flags = OPENCONTAINER //So that you can pour stuff into it.
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var/processing = 0 //This turns on (1) while it is processing so you don't accidentally get multiples from the same item.
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var/container = 1 //Is there a jug attached? Could have been done with a for loop but it's less code this way.
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New()
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var/datum/reagents/R = new/datum/reagents(100) //Its large since you only get one.
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reagents = R
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R.my_atom = src
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src.contents += new /obj/item/weapon/reagent_containers/glass/blender_jug(src)
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src.container = "/obj/item/weapon/reagent_containers/glass/blender_jug" //Loads a jug into the blender.
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on_reagent_change() //When the reagents change, change the icon as well.
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update_icon()
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update_icon() //Changes the icon depending on how full it is and whether it has the jug attached.
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if(src.container)
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switch(src.reagents.total_volume)
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if(0)
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src.icon_state = "blender_e" //Empty
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if(1 to 75)
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src.icon_state = "blender_h" //Some but not full
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if(76 to 100)
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src.icon_state = "blender_f" //Mostly full.
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else
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src.icon_state = "blender_d" //No jug. Should be redundant but just in case.
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return
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/obj/machinery/blender/attackby(var/obj/item/O as obj, var/mob/user as mob) //Attack it with an object.
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if(src.contents.len >= 10 || src.reagents.total_volume >= 80) //Too full. Max 10 items or 80 units of reagent
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user << "Too many items are already in the blending chamber."
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else if(istype(O, /obj/item/weapon/reagent_containers/glass/blender_jug) && src.container == 0) //Load jug.
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O.reagents.trans_to(src, O.reagents.total_volume)
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del(O)
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src.contents += new /obj/item/weapon/reagent_containers/glass/blender_jug(src)
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//user.drop_item()
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//O.loc = src
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src.container = 1
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src.flags = OPENCONTAINER
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src.update_icon()
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else if(src.container == 0) //No jug to load in to.
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user << "There is no container to put [O] in to!"
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else
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if(istype(O, /obj/item/weapon/reagent_containers/food/snacks)) //Will only blend food items. Add others in this else clause.
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user.drop_item()
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O.loc = src
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user << "You drop the [O] into the blender."
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else if (istype(O, /obj/item/weapon/plantbag)) //Allows plant bags to empty into the blender.
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for (var/obj/item/weapon/reagent_containers/food/snacks/grown/G in O.contents)
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O.contents -= G
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G.loc = src
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if(src.contents.len >= 10 || src.reagents.total_volume >= 80) //Sanity checking so the blender doesn't overfill
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user << "You fill the blender to the brim."
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break
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if(src.contents.len < 10 && src.reagents.total_volume < 80)
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user << "You empty the plant bag into the blender."
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else
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user << "That probably won't blend."
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return 0
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/obj/machinery/blender/verb/blend() //Blend shit. Note: In the actual blending loop, make sure it can't include the jug.
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set category = "Object"
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set name = "Turn Blender On"
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set src in oview(1) // Otherwise, it'll try to blend it too.
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if (usr.stat != 0)
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return
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if (src.stat != 0) //NOPOWER etc
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return
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if(src.processing)
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usr << "\red The blender is in the process of blending."
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return
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if(!src.container)
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usr << "\red The blender doesn't have an attached container!"
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return
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playsound(src.loc, 'sound/machines/blender.ogg', 50, 1)
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src.processing = 1
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usr << "\blue You turn on the blender."
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use_power(250)
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for(var/obj/O in src.contents)
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if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/soybeans)) // Mass balance law
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src.reagents.add_reagent("soymilk", O.reagents.get_reagent_amount("nutriment"))
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O.reagents.del_reagent("nutriment")
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else if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/tomato)) // Mass balance law
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src.reagents.add_reagent("ketchup", O.reagents.get_reagent_amount("nutriment"))
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O.reagents.del_reagent("nutriment")
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else if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/corn)) // Mass balance law
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src.reagents.add_reagent("cornoil", O.reagents.get_reagent_amount("nutriment"))
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O.reagents.del_reagent("nutriment")
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if(istype(O, /obj/item/weapon/reagent_containers/food/snacks)) //This is intentionally not an "else if"
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O.reagents.trans_to(src, O.reagents.total_volume) //Think of it as the "pulp" leftover.
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del(O)
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src.processing = 0
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usr << "The contents of the blender have been blended."
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return
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/obj/machinery/blender/verb/detach() //Transfers the contents of the Blender to the Blender Jug and then ejects the jug.
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set category = "Object"
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set name = "Detach Blender Jug"
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set src in oview(1)
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if (usr.stat != 0)
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return
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if(src.processing)
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usr << "The blender is in the process of blending."
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else if(!src.container)
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usr << "There is nothing to detach!"
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else
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for(var/obj/O in src.contents) //Searches through the contents for the jug.
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if(istype(O, /obj/item/weapon/reagent_containers/glass/blender_jug))
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O.loc = get_turf(src)
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src.reagents.trans_to(O, src.reagents.total_volume)
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O = null
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src.flags = null
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src.icon_state = "blender_d"
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usr << "You detatch the blending jug."
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src.container = 0
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return
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/obj/machinery/blender/verb/eject() //Ejects the non-reagent contents of the blender besides the jug.
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set category = "Object"
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set name = "Empty Blender Jug"
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set src in oview(1)
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if (usr.stat != 0)
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return
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if(src.processing)
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usr << "The blender is in the process of blending."
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else if(!src.container)
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usr << "There is nothing to eject!"
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else
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for(var/obj/O in src.contents)
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if(istype(O, /obj/item/weapon/reagent_containers/food/snacks))
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O.loc = get_turf(src)
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O = null
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return
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