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https://github.com/CHOMPStation2/CHOMPStation2.git
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Move almost everything food related into the kitchen module.
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256
code/modules/food/kitchen/cooking_machines/_cooker.dm
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256
code/modules/food/kitchen/cooking_machines/_cooker.dm
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// This folder contains code that was originally ported from Apollo Station and then refactored/optimized/changed.
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// Tracks precooked food to stop deep fried baked grilled grilled grilled diona nymph cereal.
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/obj/item/weapon/reagent_containers/food/snacks/var/list/cooked
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// Root type for cooking machines. See following files for specific implementations.
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/obj/machinery/cooker
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name = "cooker"
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desc = "You shouldn't be seeing this!"
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icon = 'icons/obj/cooking_machines.dmi'
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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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var/on_icon // Icon state used when cooking.
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var/off_icon // Icon state used when not cooking.
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var/cooking // Whether or not the machine is currently operating.
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var/cook_type // A string value used to track what kind of food this machine makes.
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var/cook_time = 200 // How many ticks the cooking will take.
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var/can_cook_mobs // Whether or not this machine accepts grabbed mobs.
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var/food_color // Colour of resulting food item.
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var/cooked_sound // Sound played when cooking completes.
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var/can_burn_food // Can the object burn food that is left inside?
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var/burn_chance = 10 // How likely is the food to burn?
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var/obj/item/cooking_obj // Holder for the currently cooking object.
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// If the machine has multiple output modes, define them here.
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var/selected_option
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var/list/output_options = list()
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/obj/machinery/cooker/Destroy()
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if(cooking_obj)
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qdel(cooking_obj)
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cooking_obj = null
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return ..()
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/obj/machinery/cooker/examine()
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..()
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if(cooking_obj && Adjacent(usr))
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usr << "You can see \a [cooking_obj] inside."
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/obj/machinery/cooker/attackby(var/obj/item/I, var/mob/user)
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if(!cook_type || (stat & (NOPOWER|BROKEN)))
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user << "<span class='warning'>\The [src] is not working.</span>"
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return
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if(cooking)
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user << "<span class='warning'>\The [src] is running!</span>"
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return
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if(default_unfasten_wrench(user, I, 20))
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return
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// We are trying to cook a grabbed mob.
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var/obj/item/weapon/grab/G = I
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if(istype(G))
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if(!can_cook_mobs)
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user << "<span class='warning'>That's not going to fit.</span>"
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return
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if(!isliving(G.affecting))
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user << "<span class='warning'>You can't cook that.</span>"
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return
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cook_mob(G.affecting, user)
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return
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// We're trying to cook something else. Check if it's valid.
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var/obj/item/weapon/reagent_containers/food/snacks/check = I
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if(istype(check) && islist(check.cooked) && (cook_type in check.cooked))
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user << "<span class='warning'>\The [check] has already been [cook_type].</span>"
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return 0
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else if(istype(check, /obj/item/weapon/reagent_containers/glass))
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user << "<span class='warning'>That would probably break [src].</span>"
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return 0
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else if(istype(check, /obj/item/weapon/disk/nuclear))
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user << "Central Command would kill you if you [cook_type] that."
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return 0
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else if(!istype(check) && !istype(check, /obj/item/weapon/holder) && !istype(check, /obj/item/organ)) //Gripper check has to go here, else it still just cuts it off. ~Mechoid
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// Is it a borg using a gripper?
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if(istype(check, /obj/item/weapon/gripper)) // Grippers. ~Mechoid.
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var/obj/item/weapon/gripper/B = check //B, for Borg.
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if(!B.wrapped)
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user << "\The [B] is not holding anything."
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return 0
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else
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var/B_held = B.wrapped
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user << "You use \the [B] to put \the [B_held] into \the [src]."
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return 0
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else
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user << "<span class='warning'>That's not edible.</span>"
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return 0
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if(istype(I, /obj/item/organ))
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var/obj/item/organ/O = I
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if(O.robotic)
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user << "<span class='warning'>That would probably break [src].</span>"
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return
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// Gotta hurt.
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if(istype(cooking_obj, /obj/item/weapon/holder))
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for(var/mob/living/M in cooking_obj.contents)
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M.apply_damage(rand(30,40), BURN, "chest")
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// Not sure why a food item that passed the previous checks would fail to drop, but safety first. (Hint: Borg grippers. That is why. ~Mechoid.)
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if(!user.unEquip(I) && !istype(user,/mob/living/silicon/robot))
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return
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// We can actually start cooking now.
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user.visible_message("<span class='notice'>\The [user] puts \the [I] into \the [src].</span>")
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cooking_obj = I
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cooking_obj.forceMove(src)
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cooking = 1
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icon_state = on_icon
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// Doop de doo. Jeopardy theme goes here.
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sleep(cook_time)
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// Sanity checks.
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if(!cooking_obj || cooking_obj.loc != src)
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cooking_obj = null
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icon_state = off_icon
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cooking = 0
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return
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// RIP slow-moving held mobs.
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if(istype(cooking_obj, /obj/item/weapon/holder))
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for(var/mob/living/M in cooking_obj.contents)
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M.death()
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// Cook the food.
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var/cook_path
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if(selected_option && output_options.len)
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cook_path = output_options[selected_option]
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if(!cook_path)
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cook_path = /obj/item/weapon/reagent_containers/food/snacks/variable
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var/obj/item/weapon/reagent_containers/food/snacks/result = new cook_path(src) //Holy typepaths, Batman.
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// Set icon and appearance.
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change_product_appearance(result)
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// Update strings.
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change_product_strings(result)
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// Copy reagents over. trans_to_obj must be used, as trans_to fails for snacks due to is_open_container() failing.
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if(cooking_obj.reagents && cooking_obj.reagents.total_volume)
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cooking_obj.reagents.trans_to_obj(result, cooking_obj.reagents.total_volume)
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// Set cooked data.
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var/obj/item/weapon/reagent_containers/food/snacks/food_item = cooking_obj
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if(istype(food_item) && islist(food_item.cooked))
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result.cooked = food_item.cooked.Copy()
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else
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result.cooked = list()
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result.cooked |= cook_type
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// Reset relevant variables.
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qdel(cooking_obj)
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src.visible_message("<span class='notice'>\The [src] pings!</span>")
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if(cooked_sound)
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playsound(get_turf(src), cooked_sound, 50, 1)
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if(!can_burn_food)
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icon_state = off_icon
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cooking = 0
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result.forceMove(get_turf(src))
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cooking_obj = null
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else
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var/failed
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var/overcook_period = max(Floor(cook_time/5),1)
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cooking_obj = result
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var/count = overcook_period
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while(1)
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sleep(overcook_period)
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count += overcook_period
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if(!cooking || !result || result.loc != src)
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failed = 1
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else if(prob(burn_chance) || count == cook_time) //Fail before it has a chance to cook again.
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// You dun goofed.
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qdel(cooking_obj)
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cooking_obj = new /obj/item/weapon/reagent_containers/food/snacks/badrecipe(src)
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// Produce nasty smoke.
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visible_message("<span class='danger'>\The [src] vomits a gout of rancid smoke!</span>")
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var/datum/effect/effect/system/smoke_spread/bad/smoke = new /datum/effect/effect/system/smoke_spread/bad()
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smoke.attach(src)
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smoke.set_up(10, 0, usr.loc)
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smoke.start()
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failed = 1
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if(failed)
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cooking = 0
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icon_state = off_icon
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break
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/obj/machinery/cooker/attack_hand(var/mob/user)
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if(cooking_obj && user.Adjacent(src)) //Fixes borgs being able to teleport food in these machines to themselves.
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user << "<span class='notice'>You grab \the [cooking_obj] from \the [src].</span>"
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user.put_in_hands(cooking_obj)
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cooking = 0
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cooking_obj = null
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icon_state = off_icon
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return
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if(output_options.len)
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if(cooking)
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user << "<span class='warning'>\The [src] is in use!</span>"
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return
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var/choice = input("What specific food do you wish to make with \the [src]?") as null|anything in output_options+"Default"
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if(!choice)
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return
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if(choice == "Default")
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selected_option = null
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user << "<span class='notice'>You decide not to make anything specific with \the [src].</span>"
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else
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selected_option = choice
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user << "<span class='notice'>You prepare \the [src] to make \a [selected_option].</span>"
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..()
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/obj/machinery/cooker/proc/cook_mob(var/mob/living/victim, var/mob/user)
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return
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/obj/machinery/cooker/proc/change_product_strings(var/obj/item/weapon/reagent_containers/food/snacks/product)
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if(product.type == /obj/item/weapon/reagent_containers/food/snacks/variable) // Base type, generic.
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product.name = "[cook_type] [cooking_obj.name]"
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product.desc = "[cooking_obj.desc] It has been [cook_type]."
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else
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product.name = "[cooking_obj.name] [product.name]"
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/obj/machinery/cooker/proc/change_product_appearance(var/obj/item/weapon/reagent_containers/food/snacks/product)
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if(product.type == /obj/item/weapon/reagent_containers/food/snacks/variable) // Base type, generic.
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product.appearance = cooking_obj
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product.color = food_color
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product.filling_color = food_color
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// Make 'em into a corpse.
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if(istype(cooking_obj, /obj/item/weapon/holder))
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var/matrix/M = matrix()
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M.Turn(90)
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M.Translate(1,-6)
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product.transform = M
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else
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var/image/I = image(product.icon, "[product.icon_state]_filling")
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if(istype(cooking_obj, /obj/item/weapon/reagent_containers/food/snacks))
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var/obj/item/weapon/reagent_containers/food/snacks/S = cooking_obj
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I.color = S.filling_color
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if(!I.color)
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I.color = food_color
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product.overlays += I
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