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@@ -1,3 +1,4 @@
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<<<<<<< HEAD
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/obj/machinery/appliance/cooker/fryer
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name = "deep fryer"
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desc = "Deep fried <i>everything</i>."
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@@ -273,3 +274,274 @@
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return 1
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//If neither of the above returned, then call parent as normal
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..()
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=======
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/obj/machinery/appliance/cooker/fryer
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name = "deep fryer"
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desc = "Deep fried <i>everything</i>."
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icon_state = "fryer_off"
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can_cook_mobs = 1
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cook_type = "deep fried"
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on_icon = "fryer_on"
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off_icon = "fryer_off"
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food_color = "#FFAD33"
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cooked_sound = 'sound/machines/ding.ogg'
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var/datum/looping_sound/deep_fryer/fry_loop
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circuit = /obj/item/weapon/circuitboard/fryer
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appliancetype = FRYER
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active_power_usage = 12 KILOWATTS
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heating_power = 12 KILOWATTS
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light_y = 15
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min_temp = 140 + T0C // Same as above, increasing this to just under 2x to make the % increase on efficiency not quite so painful as it would be at 80.
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optimal_temp = 400 + T0C // Increasing this to be 2x Oven to allow for a much higher/realistic frying temperatures. Doesn't really do anything but make heating the fryer take a bit longer.
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optimal_power = 0.95 // .35 higher than the default to give fryers faster cooking speed.
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idle_power_usage = 3.6 KILOWATTS
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// Power used to maintain temperature once it's heated.
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// Going with 25% of the active power. This is a somewhat arbitrary value.
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resistance = 10 KILOWATTS // Approx. 10 minutes to heat up.
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max_contents = 2
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container_type = /obj/item/weapon/reagent_containers/cooking_container/fryer
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stat = POWEROFF // Starts turned off
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var/datum/reagents/oil
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var/optimal_oil = 9000 //90 litres of cooking oil
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/obj/machinery/appliance/cooker/fryer/Initialize()
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. = ..()
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fry_loop = new(list(src), FALSE)
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oil = new/datum/reagents(optimal_oil * 1.25, src)
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var/variance = rand()*0.15
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// Fryer is always a little below full, but its usually negligible
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if(prob(20))
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// Sometimes the fryer will start with much less than full oil, significantly impacting efficiency until filled
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variance = rand()*0.5
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oil.add_reagent("cookingoil", optimal_oil*(1 - variance))
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/obj/machinery/appliance/cooker/fryer/Destroy()
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QDEL_NULL(fry_loop)
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QDEL_NULL(oil)
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return ..()
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/obj/machinery/appliance/cooker/fryer/examine(var/mob/user)
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. = ..()
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if(Adjacent(user))
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to_chat(user, "Oil Level: [oil.total_volume]/[optimal_oil]")
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/obj/machinery/appliance/cooker/fryer/update_icon() // We add our own version of the proc to use the special fryer double-lights.
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cut_overlays()
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var/image/light
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if(use_power == 1 && !stat)
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light = image(icon, "fryer_light_idle")
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else if(use_power == 2 && !stat)
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light = image(icon, "fryer_light_preheating")
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else
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light = image(icon, "fryer_light_off")
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light.pixel_x = light_x
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light.pixel_y = light_y
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add_overlay(light)
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/obj/machinery/appliance/cooker/fryer/heat_up()
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if (..())
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//Set temperature of oil reagent
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var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent()
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if (OL && istype(OL))
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OL.data["temperature"] = temperature
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/obj/machinery/appliance/cooker/fryer/equalize_temperature()
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if (..())
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//Set temperature of oil reagent
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var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent()
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if (OL && istype(OL))
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OL.data["temperature"] = temperature
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/obj/machinery/appliance/cooker/fryer/update_cooking_power()
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..()//In addition to parent temperature calculation
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//Fryer efficiency also drops when oil levels arent optimal
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var/oil_level = 0
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var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent()
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if(OL && istype(OL))
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oil_level = OL.volume
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var/oil_efficiency = 0
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if(oil_level)
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oil_efficiency = oil_level / optimal_oil
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if(oil_efficiency > 1)
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//We're above optimal, efficiency goes down as we pass too much over it
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oil_efficiency = 1 - (oil_efficiency - 1)
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cooking_power *= oil_efficiency
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/obj/machinery/appliance/cooker/fryer/update_icon()
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if(!stat)
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..()
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if(cooking == TRUE)
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icon_state = on_icon
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if(fry_loop)
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fry_loop.start(src)
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else
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icon_state = off_icon
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if(fry_loop)
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fry_loop.stop(src)
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else
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icon_state = off_icon
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if(fry_loop)
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fry_loop.stop(src)
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..()
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//Fryer gradually infuses any cooked food with oil. Moar calories
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//This causes a slow drop in oil levels, encouraging refill after extended use
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/obj/machinery/appliance/cooker/fryer/do_cooking_tick(var/datum/cooking_item/CI)
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if(..() && (CI.oil < CI.max_oil) && prob(20))
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var/datum/reagents/buffer = new /datum/reagents(2)
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oil.trans_to_holder(buffer, min(0.5, CI.max_oil - CI.oil))
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CI.oil += buffer.total_volume
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CI.container.soak_reagent(buffer)
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//To solve any odd logic problems with results having oil as part of their compiletime ingredients.
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//Upon finishing a recipe the fryer will analyse any oils in the result, and replace them with our oil
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//As well as capping the total to the max oil
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/obj/machinery/appliance/cooker/fryer/finish_cooking(var/datum/cooking_item/CI)
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..()
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var/total_oil = 0
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var/total_our_oil = 0
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var/total_removed = 0
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var/datum/reagent/our_oil = oil.get_master_reagent()
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for (var/obj/item/I in CI.container)
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if (I.reagents && I.reagents.total_volume)
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for (var/datum/reagent/R in I.reagents.reagent_list)
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if (istype(R, /datum/reagent/nutriment/triglyceride/oil))
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total_oil += R.volume
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if (R.id != our_oil.id)
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total_removed += R.volume
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I.reagents.remove_reagent(R.id, R.volume)
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else
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total_our_oil += R.volume
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if (total_removed > 0 || total_oil != CI.max_oil)
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total_oil = min(total_oil, CI.max_oil)
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if (total_our_oil < total_oil)
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//If we have less than the combined total, then top up from our reservoir
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var/datum/reagents/buffer = new /datum/reagents(INFINITY)
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oil.trans_to_holder(buffer, total_oil - total_our_oil)
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CI.container.soak_reagent(buffer)
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else if (total_our_oil > total_oil)
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//If we have more than the maximum allowed then we delete some.
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//This could only happen if one of the objects spawns with the same type of oil as ours
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var/portion = 1 - (total_oil / total_our_oil) //find the percentage to remove
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for (var/obj/item/I in CI.container)
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if (I.reagents && I.reagents.total_volume)
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for (var/datum/reagent/R in I.reagents.reagent_list)
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if (R.id == our_oil.id)
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I.reagents.remove_reagent(R.id, R.volume*portion)
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/obj/machinery/appliance/cooker/fryer/cook_mob(var/mob/living/victim, var/mob/user)
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if(!istype(victim))
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return
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// user.visible_message("<span class='danger'>\The [user] starts pushing \the [victim] into \the [src]!</span>")
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//Removed delay on this action in favour of a cooldown after it
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//If you can lure someone close to the fryer and grab them then you deserve success.
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//And a delay on this kind of niche action just ensures it never happens
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//Cooldown ensures it can't be spammed to instakill someone
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN*3)
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fry_loop.start(src)
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if(!do_mob(user, victim, 20))
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cooking = FALSE
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icon_state = off_icon
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fry_loop.stop(src)
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return
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if(!victim || !victim.Adjacent(user))
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to_chat(user, "<span class='danger'>Your victim slipped free!</span>")
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cooking = FALSE
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icon_state = off_icon
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fry_loop.stop(src)
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return
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var/damage = rand(7,13) // Though this damage seems reduced, some hot oil is transferred to the victim and will burn them for a while after
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var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent()
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damage *= OL.heatdamage(victim)
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var/obj/item/organ/external/E
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var/nopain
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if(ishuman(victim) && user.zone_sel.selecting != BP_GROIN && user.zone_sel.selecting != BP_TORSO)
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var/mob/living/carbon/human/H = victim
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E = H.get_organ(user.zone_sel.selecting)
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if(!E || E.species.flags & NO_PAIN)
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nopain = 2
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else if(E.robotic >= ORGAN_ROBOT)
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nopain = 1
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user.visible_message("<span class='danger'>\The [user] shoves \the [victim][E ? "'s [E.name]" : ""] into \the [src]!</span>")
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if (damage > 0)
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if(E)
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if(E.children && E.children.len)
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for(var/obj/item/organ/external/child in E.children)
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if(nopain && nopain < 2 && !(child.robotic >= ORGAN_ROBOT))
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nopain = 0
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child.take_damage(0, damage)
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damage -= (damage*0.5)//IF someone's arm is plunged in, the hand should take most of it
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E.take_damage(0, damage)
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else
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victim.apply_damage(damage, BURN, user.zone_sel.selecting)
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if(!nopain)
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to_chat(victim, "<span class='danger'>Agony consumes you as searing hot oil scorches your [E ? E.name : "flesh"] horribly!</span>")
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victim.emote("scream")
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else
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to_chat(victim, "<span class='danger'>Searing hot oil scorches your [E ? E.name : "flesh"]!</span>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Has [cook_type] \the [victim] ([victim.ckey]) in \a [src]</font>")
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victim.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been [cook_type] in \a [src] by [user.name] ([user.ckey])</font>")
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msg_admin_attack("[key_name_admin(user)] [cook_type] \the [victim] ([victim.ckey]) in \a [src]. (<A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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//Coat the victim in some oil
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oil.trans_to(victim, 40)
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fry_loop.stop()
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/obj/machinery/appliance/cooker/fryer/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/reagent_containers/glass) && I.reagents)
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if (I.reagents.total_volume <= 0 && oil)
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//Its empty, handle scooping some hot oil out of the fryer
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oil.trans_to(I, I.reagents.maximum_volume)
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user.visible_message("[user] scoops some oil out of \the [src].", span("notice","You scoop some oil out of \the [src]."))
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return 1
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else
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//It contains stuff, handle pouring any oil into the fryer
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//Possibly in future allow pouring non-oil reagents in, in order to sabotage it and poison food.
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//That would really require coding some sort of filter or better replacement mechanism first
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//So for now, restrict to oil only
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var/amount = 0
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for (var/datum/reagent/R in I.reagents.reagent_list)
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if (istype(R, /datum/reagent/nutriment/triglyceride/oil))
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var/delta = oil.get_free_space()
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delta = min(delta, R.volume)
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oil.add_reagent(R.id, delta)
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I.reagents.remove_reagent(R.id, delta)
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amount += delta
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if (amount > 0)
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user.visible_message("[user] pours some oil into \the [src].", span("notice","You pour [amount]u of oil into \the [src]."), "<span class='notice'>You hear something viscous being poured into a metal container.</span>")
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return 1
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//If neither of the above returned, then call parent as normal
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..()
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>>>>>>> fe91b1a43b... Merge pull request #14206 from ItsSelis/selis-href-adds
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