powder that makes you say yes

This commit is contained in:
Bib Bob
2022-10-08 22:41:28 -05:00
544 changed files with 24792 additions and 19856 deletions

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@@ -1,7 +1,97 @@
//PLEASE give me a better way to do this
/obj/item/clothing/head/cone/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/wizard/fake/realistic/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/wizard/fake/realistic/colorable/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/rattan/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/dark/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/ranger/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/black/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/fancy/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/rustler/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/bandit/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
/obj/item/clothing/head/cowboy/wide/New()
. = ..()
var/shtfound = sprite_sheets.Find(SPECIES_TESHARI)
if(shtfound)
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'
else
sprite_sheets[SPECIES_TESHARI] = 'modular_chomp/icons/inventory/head/mob_teshari.dmi'

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@@ -0,0 +1,67 @@
/obj/item/weapon/rig/ch/clockwork
name = "brass box"
suit_type = "clockwork"
desc = "A subtly vibrating box made out of brass. It has some buttons and switches on one side, and what looks like vents on another."
icon = 'modular_chomp/icons/obj/rig_modules_ch.dmi'
icon_state = "clockwork_rig"
slot_flags = SLOT_BELT
armor = list(melee = 70, bullet = 55, laser = 65, energy = 65, bomb = 65, bio = 0, rad = 100)
slowdown = 2
offline_slowdown = 4
offline_vision_restriction = 1
emp_protection = 40
siemens_coefficient= 0.75
rigsuit_max_pressure = 8 * ONE_ATMOSPHERE
rigsuit_min_pressure = 0
chest_type = /obj/item/clothing/suit/space/rig/ch/clockwork
helm_type = /obj/item/clothing/head/helmet/space/rig/ch/clockwork
glove_type = /obj/item/clothing/gloves/gauntlets/rig/ch/clockwork
boot_type = /obj/item/clothing/shoes/magboots/rig/ch/clockwork
cell_type = /obj/item/weapon/cell/clockwork
allowed = list(
)
initial_modules = list(
/obj/item/rig_module/ai_container,
/obj/item/rig_module/maneuvering_jets,
)
req_access = list()
req_one_access = list()
/obj/item/clothing/suit/space/rig/ch/clockwork
name = "cuirass"
icon = 'icons/obj/clothing/spacesuits_ch.dmi'
desc = "A bulky cuirass made of brass."
/obj/item/clothing/head/helmet/space/rig/ch/clockwork
name = "helmet"
icon = 'icons/obj/clothing/hats_ch.dmi'
desc = "A heavy helmet made of brass."
/obj/item/clothing/gloves/gauntlets/rig/ch/clockwork
name = "gauntlets"
icon = 'icons/obj/clothing/gloves_ch.dmi'
desc = "Heavy, shock-resistant gauntlets with brass reinforcement."
siemens_coefficient = 0
/obj/item/clothing/shoes/magboots/rig/ch/clockwork
name = "treads"
icon = 'icons/obj/clothing/shoes_ch.dmi'
desc = "Industrial boots made of brass. They're very heavy."
/obj/item/weapon/cell/clockwork //using the stats of a precursor void cell until someone's motivated to port and make the suit use clockcult global power
name = "hierophant ansible"
desc = "A curiously cold brass doodad. It seems as though it really doesn't appreciate being held. Due to it's size and the apparent electrical arc, it might be useful as a battery?"
origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "hierophant_ansible"
maxcharge = 4800 //same stats as a void cell, but slower at recharging itself
charge_amount = 120
self_recharge = TRUE
charge_delay = 50
matter = null
standard_overlays = FALSE

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@@ -81,6 +81,8 @@
/area/survivalpod/superpose/WoodenCamp
/area/survivalpod/superpose/AnimalHospital
/obj/item/device/survivalcapsule/superpose
name = "superposed surfluid shelter capsule"
desc = "A proprietary hyperstructure of many three-dimensional spaces superposed around a supermatter nano crystal; use a pen to reach the reset button. There's a license for use printed on the bottom."

View File

@@ -247,3 +247,9 @@
mappath = "modular_chomp/maps/submaps/shelters/WoodenCamp-10x10.dmm"
name = "Wooden camp."
description = "A very small camping lodge, a quick emergency hut to stave off the planets weather."
/datum/map_template/shelter/superpose/AnimalHospital
shelter_id = "AnimalHospital"
mappath = "modular_chomp/maps/submaps/shelters/AnimalHospital-20x28.dmm"
name = "Low-Tech Hospital."
description = "An animal hospital, doesnt not contain high end medical supplies, better then nothing."

View File

@@ -57,7 +57,7 @@
if(!(wear_suit && wear_suit.flags_inv & HIDETAIL))
var/vs_fullness = vore_fullness_ex["stomach"]
var/icon/vorebelly_s = new/icon(icon = 'icons/mob/vore/Bellies.dmi', icon_state = "[species.vore_belly_default_variant]Belly[vs_fullness][struggle_anim_stomach ? "" : " idle"]")
vorebelly_s.Blend(rgb(r_skin, g_skin, b_skin), species.color_mult ? ICON_MULTIPLY : ICON_ADD)
vorebelly_s.Blend(vore_sprite_color["stomach"], vore_sprite_multiply["stomach"] ? ICON_MULTIPLY : ICON_ADD)
var/image/working = image(vorebelly_s)
working.overlays += em_block_image_generic(working)
return working
@@ -88,7 +88,7 @@
if(tail_style && istaurtail(tail_style) && tail_style:vore_tail_sprite_variant)
var/vs_fullness = vore_fullness_ex["taur belly"]
var/icon/vorebelly_s = new/icon(icon = 'icons/mob/vore/Taur_Bellies.dmi', icon_state = "Taur[tail_style:vore_tail_sprite_variant]-Belly-[vs_fullness][struggle_anim_taur ? "" : " idle"]")
vorebelly_s.Blend(rgb(src.r_tail, src.g_tail, src.b_tail), tail_style.color_blend_mode)
vorebelly_s.Blend(vore_sprite_color["taur belly"], vore_sprite_multiply["taur belly"] ? ICON_MULTIPLY : ICON_ADD)
var/image/working = image(vorebelly_s)
working.pixel_x = -16
if(tail_style.em_block)

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@@ -1,4 +1,9 @@
/mob
var/voice_freq = 42500 // Preference for character voice frequency
var/list/voice_sounds_list = list() // The sound list containing our voice sounds!
var/died_in_vr = FALSE //For virtual reality sleepers
var/died_in_vr = FALSE //For virtual reality sleepers
/mob/is_incorporeal()
if(incorporeal_move)
return 1
..()

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@@ -1,13 +1,19 @@
/datum/sprite_accessory/tail/taur
var/vore_tail_sprite_variant = ""
/datum/sprite_accessory/tail/taur/wolf
vore_tail_sprite_variant = "N"
/datum/sprite_accessory/tail/taur/ch/longvirus
name = "Long Virus (Taur)"
icon_state = "longvirus_s"
extra_overlay = "longvirus_markings"
icon_sprite_tag = "virus"
//suit_sprites = 'icons/mob/taursuits_noodle.dmi' Aye, I've gotta sprite that shit.
/datum/sprite_accessory/tail/taur
var/vore_tail_sprite_variant = ""
/datum/sprite_accessory/tail/taur/wolf
vore_tail_sprite_variant = "N"
/datum/sprite_accessory/tail/taur/ch/longvirus
name = "Long Virus (Taur)"
icon_state = "longvirus_s"
extra_overlay = "longvirus_markings"
icon_sprite_tag = "virus"
//suit_sprites = 'icons/mob/taursuits_noodle.dmi' Aye, I've gotta sprite that shit.´
/datum/sprite_accessory/tail/taur/ch/fox
name = "Fox (Taur, 3-color)"
icon_state = "fox"
extra_overlay = "fox_markings"
extra_overlay2 = "fox_markings2"

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@@ -0,0 +1,637 @@
#define SYNTHESIZER_MAX_CARTRIDGES 40
#define SYNTHESIZER_MAX_RECIPES 20
#define SYNTHESIZER_MAX_QUEUE 40
#define RECIPE_MAX_STRING 160
#define RECIPE_MAX_STEPS 16
// Recipes are stored as a list which alternates between chemical id's and volumes to add, e.g. 1 = 'Carbon', 2 = 20, 3 = 'Silicon', 4 = 20
/obj/machinery/chemical_synthesizer
name = "chemical synthesizer"
desc = "A programmable machine capable of automatically synthesizing medicine."
icon = 'modular_chomp/icons/obj/chemical_ch.dmi'
icon_state = "synth_idle_bottle"
use_power = USE_POWER_IDLE
power_channel = EQUIP
idle_power_usage = 100
active_power_usage = 150
anchored = TRUE
unacidable = TRUE
density = TRUE
panel_open = TRUE
var/busy = FALSE
var/production_mode = FALSE // Toggle between click-step input and comma-delineated text input for creating recipes.
var/use_catalyst = TRUE // Determines whether or not the catalyst will be added to reagents while processing a recipe.
var/delay_modifier = 4 // This is multiplied by the volume of a step to determine how long each step takes. Bigger volume = slower.
var/obj/item/weapon/reagent_containers/glass/catalyst = null // This is where the user adds catalyst. Usually phoron.
var/list/recipes = list() // This holds chemical recipes up to a maximum determined by SYNTHESIZER_MAX_RECIPES. Two-dimensional.
var/list/queue = list() // This holds the recipe id's for queued up recipes.
var/list/catalyst_ids = list() // This keeps track of the chemicals in the catalyst to remove before bottling.
var/list/cartridges = list() // Associative, label -> cartridge
var/list/spawn_cartridges = list(
/obj/item/weapon/reagent_containers/chem_disp_cartridge/hydrogen,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/lithium,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/carbon,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/nitrogen,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/oxygen,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/fluorine,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sodium,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/aluminum,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/silicon,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/phosphorus,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sulfur,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/chlorine,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/potassium,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/iron,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/copper,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/mercury,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/radium,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/water,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/ethanol,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sugar,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/sacid,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/tungsten,
/obj/item/weapon/reagent_containers/chem_disp_cartridge/calcium
)
var/_recharge_reagents = TRUE
var/process_tick = 0
var/list/dispense_reagents = list(
"hydrogen", "lithium", "carbon", "nitrogen", "oxygen", "fluorine", "sodium",
"aluminum", "silicon", "phosphorus", "sulfur", "chlorine", "potassium", "iron",
"copper", "mercury", "radium", "water", "ethanol", "sugar", "sacid", "tungsten", "calcium"
)
/obj/machinery/chemical_synthesizer/Initialize()
. = ..()
// Create the reagents datum which will act as the machine's reaction vessel.
create_reagents(600)
catalyst = new /obj/item/weapon/reagent_containers/glass/beaker(src)
if(spawn_cartridges)
for(var/type in spawn_cartridges)
add_cartridge(new type(src))
panel_open = FALSE
var/obj/item/weapon/paper/P = new /obj/item/weapon/paper(get_turf(src))
P.name = "Synthesizer Instructions"
P.desc = "A photocopy of a handwritten note."
P.info = {"Hello there! This device is a new NanoTrasen product currently being shipped to select facilities \
for internal testing! We haven't finished the instruction manual yet so each unit shipped with this pamphlet \
(I really hope you can read my handwriting). This machine is a programmable chemical synthesizer which, if used \
correctly, will allow you to queue up some recipes and go work on something else while the medicine manufactures. \
It's slower than doing things by hand but it also keeps your hands free! And yes, it bottles automatically. \
<BR><BR>To get started, you need to program some recipes. The machine has two modes for this: tutorial and production. \
Tutorial is intended to teach you how recipes work, or to create recipes for later use with production mode. This one \
should be self-explanatory, just follow the prompts. Production mode allows you to rapidly import recipes in CSV format. \
If I've lost you, just keep reading; once you give it a name and tell the machine how many steps are in the recipe, just \
input the recipe as a comma-separated string of chemical names and volumes to be added, like "Chem1,10,Chem2,20,... \
<BR><BR>If that still doesn't make sense, I've included an example for Dylovene at the bottom. Also, don't include \
catalyst reagents in the recipe, read below for that part. Also also, remember that chemical names are case sensitive and \
cartridge names are usually Capitalized Like These Words (AND FOR THE LOVE OF GOD KEVIN, STOP CHANGING THE NAMES ON THE \
LABELS WHEN THE CHEMISTS AREN'T LOOKING IT ISN'T FUNNY ANYMORE). \
<BR><BR>Next important concept is the catalyst, intended for catalyst reagents (usually phoron). When the catalyst option is \
enabled, whatever is in the catalyst bottle gets added to the reaction chamber before synthesis begins. When the \
recipe is done, it extracts the catalyst, bottles whatever you made, then adds the catalyst back before starting \
the next recipe in the queue. It's up to you to make sure no unwanted side reactions happen, and yes, this means \
you cannot queue up catalyst recipes with recipes ruined by the catalyst. Maybe add "NO CAT" or something to the \
name for recipes like that? \
<BR><BR>And that's the really important stuff. Remember you can export recipes for later shifts, just copy the \
output into your PDA or something. Oh, and stalling. Say you're missing a cartridge or the vessel is full (the \
capacity is [src.reagents.maximum_volume]) or you press the emergency stop button. The machine will stall, \
clearing the temporary memory. To get it started again, you just need to empty the vessel. Anyway, here's \
example recipe. \
<BR><BR> Name: Dylovene (60u) \
<BR> Number of steps: 3 \
<BR> Recipe string: Silicon,20,Nitrogen,20,Potassium,20"}
/obj/machinery/chemical_synthesizer/examine(mob/user)
. = ..()
if(panel_open)
. += "It has [cartridges.len] cartridges installed, and has space for [SYNTHESIZER_MAX_CARTRIDGES - cartridges.len] more."
/obj/machinery/chemical_synthesizer/power_change()
. = ..()
update_icon()
/obj/machinery/chemical_synthesizer/update_icon()
underlays.Cut()
if(stat & BROKEN)
icon_state = "synth_broken"
return
if(stat & NOPOWER)
icon_state = "synth_off"
return
if(!busy)
if(catalyst)
icon_state = "synth_idle_bottle"
else
icon_state = "synth_idle"
else
icon_state = "synth_working"
if(catalyst) // All underlay icon_states requires the catalyst bottle to be present, so this works as a check.
if(catalyst.reagents.reagent_list.len)
var/image/cat_filling = image(icon, src, "synth_catalyst", -1)
cat_filling.color = catalyst.reagents.get_color()
underlays += cat_filling
if(src.reagents.reagent_list.len)
var/image/ves_filling = image(icon, src, "synth_vessel", -2)
ves_filling.color = src.reagents.get_color()
underlays += ves_filling
/obj/machinery/chemical_synthesizer/proc/add_cartridge(obj/item/weapon/reagent_containers/chem_disp_cartridge/C, mob/user)
if(!panel_open)
if(user)
to_chat(user, "<span class='warning'>\The panel is locked!</span>")
return
if(!istype(C))
if(user)
to_chat(user, "<span class='warning'>\The [C] will not fit in \the [src]!</span>")
return
if(cartridges.len >= SYNTHESIZER_MAX_CARTRIDGES)
if(user)
to_chat(user, "<span class='warning'>\The [src] does not have any slots open for \the [C] to fit into!</span>")
return
if(!C.label)
if(user)
to_chat(user, "<span class='warning'>\The [C] does not have a label!</span>")
return
if(cartridges[C.label])
if(user)
to_chat(user, "<span class='warning'>\The [src] already contains a cartridge with that label!</span>")
return
if(user)
user.drop_from_inventory(C)
to_chat(user, "<span class='notice'>You add \the [C] to \the [src].</span>")
C.loc = src
cartridges[C.label] = C
cartridges = sortAssoc(cartridges)
SStgui.update_uis(src)
/obj/machinery/chemical_synthesizer/proc/remove_cartridge(label)
. = cartridges[label]
cartridges -= label
SStgui.update_uis(src)
/obj/machinery/chemical_synthesizer/attackby(obj/item/weapon/W, mob/user)
// Why do so many people code in wrenching when there's already a proc for it?
if(!busy && default_unfasten_wrench(user, W, 40))
return
if(istype(W, /obj/item/weapon/reagent_containers/chem_disp_cartridge))
add_cartridge(W, user)
return
// But we won't use the screwdriver proc because chem dispenser behavior.
if(panel_open && W.is_screwdriver())
var/label = tgui_input_list(user, "Which cartridge would you like to remove?", "Chemical Synthesizer", cartridges)
if(!label)
return
var/obj/item/weapon/reagent_containers/chem_disp_cartridge/C = remove_cartridge(label)
if(C)
to_chat(user, "<span class='notice'>You remove \the [C] from \the [src].</span>")
C.loc = loc
playsound(src, W.usesound, 50, 1)
return
// We don't need a busy check here as the catalyst slot must be occupied for the machine to function.
if(istype(W, /obj/item/weapon/reagent_containers/glass))
if(catalyst)
to_chat(user, "<span class='warning'>There is already \a [catalyst] in \the [src] catalyst slot!</span>")
return
if(stat & (BROKEN|NOPOWER))
to_chat(user, "<span class='warning'>The clamp will not secure the catalyst while the machine is down!</span>")
return
var/obj/item/weapon/reagent_containers/RC = W
if(!RC.is_open_container())
to_chat(user, "<span class='warning'>You don't see how \the [src] could extract reagents from \the [RC].</span>")
return
catalyst = RC
user.drop_from_inventory(RC)
RC.loc = src
to_chat(user, "<span class='notice'>You set \the [RC] on \the [src].</span>")
update_icon()
return
return ..()
// More stolen chemical_dispenser code.
/obj/machinery/chemical_synthesizer/process()
if(!_recharge_reagents)
return
if(stat & (BROKEN|NOPOWER))
return
if(--process_tick <= 0)
process_tick = 15
. = 0
for(var/id in dispense_reagents)
var/datum/reagent/R = SSchemistry.chemical_reagents[id]
if(!R)
stack_trace("[src] at [x],[y],[z] failed to find reagent '[id]'!")
dispense_reagents -= id
continue
var/obj/item/weapon/reagent_containers/chem_disp_cartridge/C = cartridges[R.name]
if(C && C.reagents.total_volume < C.reagents.maximum_volume)
var/to_restore = min(C.reagents.maximum_volume - C.reagents.total_volume, 5)
use_power(to_restore * 500)
C.reagents.add_reagent(id, to_restore)
. = 1
if(.)
SStgui.update_uis(src)
/obj/machinery/chemical_synthesizer/tgui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ChemSynthesizer", name)
ui.open()
/obj/machinery/chemical_synthesizer/tgui_data(mob/user)
var/list/data = list()
data["busy"] = busy
data["production_mode"] = production_mode
data["panel_open"] = panel_open
data["use_catalyst"] = use_catalyst
var/list/tmp_queue = list()
for(var/i = 1, i <= queue.len, i++)
tmp_queue.Add(list(list("name" = queue[i], "index" = i))) // Thanks byond
data["queue"] = tmp_queue
// Convert the recipes list into an array of strings. The UI does not need the associative list attached to each string.
var/list/tmp_recipes = list()
for(var/i = 1, i <= recipes.len, i++)
tmp_recipes.Add(list(list("name" = recipes[i])))
data["recipes"] = tmp_recipes
// Read data from the reaction vessel.
var/list/vessel_reagents_list = list()
data["rxn_vessel"] = vessel_reagents_list
for(var/datum/reagent/R in src.reagents.reagent_list)
vessel_reagents_list[++vessel_reagents_list.len] = list("name" = R.name, "volume" = R.volume, "description" = R.description, "id" = R.id)
// Read data from the catalyst, if present.
data["catalyst"] = catalyst ? 1 : 0
if(catalyst)
var/list/catalyst_reagents_list = list()
data["catalyst_reagents"] = catalyst_reagents_list
for(var/datum/reagent/R in catalyst.reagents.reagent_list)
catalyst_reagents_list[++catalyst_reagents_list.len] = list("name" = R.name, "volume" = R.volume, "description" = R.description, "id" = R.id)
if(catalyst)
data["catalystCurrentVolume"] = catalyst.reagents.total_volume
data["catalystMaxVolume"] = catalyst.reagents.maximum_volume
else
data["catalystCurrentVolume"] = null
data["catalystMaxVolume"] = null
var/chemicals[0]
for(var/label in cartridges)
var/obj/item/weapon/reagent_containers/chem_disp_cartridge/C = cartridges[label]
chemicals.Add(list(list("title" = label, "id" = label, "amount" = C.reagents.total_volume))) // list in a list because Byond merges the first list
data["chemicals"] = chemicals
return data
/obj/machinery/chemical_synthesizer/tgui_act(action, params)
if(..())
return TRUE
. = TRUE
switch(action)
if("start_queue")
// Start up the queue.
if(!busy)
start_queue(usr)
if("rem_queue")
// Remove a single entry from the queue. Sanity checks also prevent removing the first entry if the machine is busy though UI should already prevent that.
var/index = text2num(params["q_index"])
if(!isnum(index) || !ISINTEGER(index) || !istype(queue) || (index<1 || index>length(queue) || (busy && index == 1)))
return
queue -= queue[index]
if("clear_queue")
// Remove all entries from the queue except the currently processing recipe.
var/confirm = alert(usr, "Are you sure you want to clear the running queue?", "Confirm", "No", "Yes")
if(confirm == "Yes")
if(busy)
// Oh no, I've broken code convention to remove all entries but the first.
for(var/i = queue.len, i >= 2, i--)
queue -= queue[i]
else
queue = list()
if("eject_catalyst")
// Removes the catalyst bottle from the machine.
if(!busy && catalyst)
catalyst.forceMove(get_turf(src))
catalyst = null
update_icon()
if("toggle_catalyst")
// Decides if the machine uses the catalyst.
if(!busy)
use_catalyst = !use_catalyst
if("emergency_stop")
// Stops everything if that's desirable for some reason.
if(busy)
var/confirm = alert(usr, "Are you sure you want to stall the machine?", "Confirm", "Yes", "No")
if(confirm == "Yes")
stall()
if("bottle_product")
// Bottles the reaction mixture if stalled.
if(!busy)
bottle_product()
if("panel_toggle")
// Opens/closes the panel.
if(!busy)
panel_open = !panel_open
if("mode_toggle")
// Toggles production mode.
production_mode = !production_mode
if("add_recipe")
// Allows the user to add a recipe. Kinda vital for this machine to do anything useful.
if(recipes.len >= SYNTHESIZER_MAX_RECIPES)
to_chat(usr, "<span class='warning'>Maximum recipes exceeded!</span>")
return
if(!production_mode)
babystep_recipe(usr)
else
import_recipe(usr)
if("rem_recipe")
// Allows the user to remove recipes while the machine is idle.
if(!busy)
var/confirm = alert(usr, "Are you sure you want to remove this recipe?", "Confirm", "No", "Yes")
if(confirm == "Yes")
var/index = params["rm_index"]
if(index in recipes)
recipes.Remove(list(index)) // Fuck off Byond.
else
to_chat(usr, "<span class='warning'>You cannot remove recipes while the machine is running!</span>")
if("exp_recipe")
// Allows the user to export recipes to chat formatted for easy importing.
var/index = params["exp_index"]
export_recipe(usr, index)
if("add_queue")
// Adds recipes to the queue.
if(queue.len >= SYNTHESIZER_MAX_QUEUE)
to_chat(usr, "<span class='warning'>Synthesizer queue full!</span>")
return
var/index = params["qa_index"]
// If you forgot, this is a string returned by the user pressing the "add to queue" button on a recipe.
if(index in recipes)
queue[++queue.len] = index
add_fingerprint(usr)
/obj/machinery/chemical_synthesizer/attack_ghost(mob/user)
if(stat & (BROKEN|NOPOWER))
return
tgui_interact(user)
/obj/machinery/chemical_synthesizer/attack_ai(mob/user)
attack_hand(user)
/obj/machinery/chemical_synthesizer/attack_hand(mob/user)
if(stat & (BROKEN|NOPOWER))
return
tgui_interact(user)
// This proc is lets users create recipes step-by-step and exports a comma delineated list to chat. It's intended to teach how to use the machine.
/obj/machinery/chemical_synthesizer/proc/babystep_recipe(mob/user)
var/rec_name = sanitizeSafe(input(user, "Name your recipe. Consider including the output volume.", "Recipe naming", null) as text, MAX_NAME_LEN)
if(!rec_name || (rec_name in recipes)) // Code requires each recipe to have a unique name.
to_chat(user, "Please provide a unique recipe name!")
return
var/steps = 2 * CLAMP(round(input(user, "How many steps does your recipe contain (16 max)?", "Steps", null) as num), 0, RECIPE_MAX_STEPS) // Round to get a whole integer, clamp to ensure proper range.
if(!steps)
to_chat(user, "Please input a valid number of steps!")
return
var/list/new_rec = list() // This holds the actual recipe.
for(var/i = 1, i < steps, i += 2) // For the user, 1 step is both text and volume. For list arithmetic, that's 2 steps.
var/label = tgui_input_list(user, "Which chemical would you like to use?", "Chemical Synthesizer", cartridges)
if(!label)
to_chat(user, "Please select a chemical!")
return
new_rec[++new_rec.len] = label // Add the reagent ID.
var/amount = CLAMP(round(input(user, "How much of the chemical would you like to add?", "Volume", null) as num), 0, src.reagents.maximum_volume)
if(!amount)
to_chat(user, "Please select a volume!")
return
new_rec[++new_rec.len] = amount // Add the amount of reagent.
recipes[rec_name] = new_rec
SStgui.update_uis(src)
export_recipe(user, rec_name) // Now export the recipe to the user's chatbox formatted for import_recipe().
return
// This proc allows users to copy-paste a comma delineated list to create a recipe. The recipe will cause a stall() if formatted incorrectly.
/obj/machinery/chemical_synthesizer/proc/import_recipe(mob/user)
var/rec_name = sanitizeSafe(input(user, "Name your recipe. Consider including the output volume.", "Recipe naming", null) as text, MAX_NAME_LEN)
if(!rec_name || (rec_name in recipes)) // Code requires each recipe to have a unique name.
to_chat(user, "Please provide a unique recipe name!")
return
var/rec_input = input(user, "Input your recipe as 'Chem1,vol1,Chem2,vol2,...'", "Import recipe", null)
if(!rec_input || (length(rec_input) > RECIPE_MAX_STRING) || !findtext(rec_input, ",")) // The smallest possible recipe will contain 1 comma.
to_chat(user, "Invalid input or recipe max length exceeded!")
return
rec_input = trim(rec_input) // Sanitize.
var/list/new_rec = list() // This holds the actual recipe.
var/vol = FALSE // This tracks if the next step is a chemical name or a volume.
var/index = findtext(rec_input, ",") // This tracks the delineation index in the user-provided string. Should never be null at this point.
var/i = 1 // This tracks the index for new_rec, the actual list which gets added to recipes[rec_name].
while(index) // Alternates between text strings and numbers. When false, the rest of rec_input is the final step.
new_rec[++new_rec.len] = copytext(rec_input, 1, index)
if(vol)
new_rec[i] = text2num(new_rec[i]) // If it's a volume step, convert to a number.
vol = FALSE
else
vol = TRUE
i++
rec_input = copytext(rec_input, index + 1) // Trim previous substrings from rec_input.
index = findtext(rec_input, ",")
if(rec_input) // The remainder of rec_input should be the final volume step of the recipe. The if() is a sanity check.
new_rec[++new_rec.len] = text2num(rec_input)
recipes[rec_name] = new_rec // Finally, add the recipe to the recipes list.
SStgui.update_uis(src)
return
// This proc exports stored recipes to the user's chatbox formatted as a comma delineated list for use with import_recpe()
/obj/machinery/chemical_synthesizer/proc/export_recipe(mob/user, rec_name)
var/list/export = recipes[rec_name]
if(!export)
return
var/display_txt = export.Join(",") // This converts the entire list into a CSV string.
to_chat(user, "[display_txt]")
// This proc handles adding the catalyst starting the synthesizer's queue.
/obj/machinery/chemical_synthesizer/proc/start_queue(mob/user)
if(stat & (BROKEN|NOPOWER))
return
if(!queue)
to_chat(user, "You can't start an empty queue!")
return
if(!catalyst)
to_chat(user, "Place a bottle in the catalyst slot before starting the queue!")
return
if(panel_open)
to_chat(user, "Close the panel before starting the queue!")
return
if(reagents.total_volume)
to_chat(user, "Empty the reaction vessel before starting the queue!")
return
busy = TRUE
use_power = USE_POWER_ACTIVE
if(use_catalyst)
// Populate the list of catalyst chems. This is important when it's time to bottle_product().
for(var/datum/reagent/chem in catalyst.reagents.reagent_list)
catalyst_ids += chem.id
// Transfer the catalyst to the synthesizer's reagent holder.
catalyst.reagents.trans_to_holder(src.reagents, catalyst.reagents.total_volume)
// Start the first recipe in the queue, starting with step 1.
update_icon()
follow_recipe(queue[1], 1)
// This proc controls the timing for each step in a reaction. Step is the index for the current chem of our recipe, step + 1 is the volume of said chem.
/obj/machinery/chemical_synthesizer/proc/follow_recipe(var/r_id, var/step as num)
if(stat & (BROKEN|NOPOWER))
stall()
return
if(!step)
step = 1
// The time between each step is the volume required by a step multiplied by the delay_modifier (in ticks/deciseconds).
addtimer(CALLBACK(src, .proc/perform_reaction, r_id, step), recipes[r_id][step + 1] * delay_modifier)
// This proc carries out the actual steps in each reaction.
/obj/machinery/chemical_synthesizer/proc/perform_reaction(var/r_id, var/step as num)
if(stat & (BROKEN|NOPOWER))
stall()
return
//Let's store these as temporary variables to make the code more readable.
var/label = recipes[r_id][step]
var/quantity = recipes[r_id][step+1]
// If we're missing a cartridge somehow or lack space for the next step, stall. It's now up to the chemist to fix this.
if(!cartridges[label])
visible_message("<span class='warning'>The [src] beeps loudly, flashing a 'cartridge missing' error!</span>", "You hear loud beeping!")
playsound(src, 'sound/weapons/smg_empty_alarm.ogg', 40)
stall()
return
if(quantity > reagents.get_free_space())
visible_message("<span class='warning'>The [src] beeps loudly, flashing a 'maximum volume exceeded' error!</span>", "You hear loud beeping!")
playsound(src, 'sound/weapons/smg_empty_alarm.ogg', 40)
stall()
return
// If there isn't enough reagent left for this step, try again in a minute.
var/obj/item/weapon/reagent_containers/chem_disp_cartridge/C = cartridges[label]
if(quantity > C.reagents.total_volume)
visible_message("<span class='notice'>The [src] flashes an 'insufficient reagents' warning.</span>")
addtimer(CALLBACK(src, .proc/perform_reaction, r_id, step), 1 MINUTE)
return
// After all this mess of code, we reach the line where the magic happens.
C.reagents.trans_to_holder(src.reagents, quantity)
update_icon() // Update underlays.
playsound(src, 'modular_chomp/sound/machines/HPLC_binary_pump.ogg', 15, 1)
// Advance to the next step in the recipe. If this is outside of the recipe's index, we're finished. Otherwise, proceed to next step.
step += 2
var/list/tmp = recipes[r_id]
if(step > tmp.len)
// First extract the catalyst(s), if any remain.
if(use_catalyst)
for(var/chem in catalyst_ids)
var/amount = reagents.get_reagent_amount(chem)
reagents.trans_id_to(catalyst, chem, amount)
// Add a delay of 1 tick per unit of reagent. Clear the catalyst_ids.
catalyst_ids = list()
var/delay = reagents.total_volume
update_icon() // Update the icon first to remove underlays, then switch to the new icon_state.
icon_state = "synth_finished"
addtimer(CALLBACK(src, .proc/bottle_product, r_id), delay)
else
follow_recipe(r_id, step)
// Now that we're done, bottle up the product.
/obj/machinery/chemical_synthesizer/proc/bottle_product(var/r_id)
if(stat & (BROKEN|NOPOWER))
stall()
return
if(!r_id)
r_id = "[reagents.get_master_reagent_name()]"
while(reagents.total_volume)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new(src.loc)
B.name = "[r_id] bottle"
B.pixel_x = rand(-7, 7) // random position
B.pixel_y = rand(-7, 7)
B.icon_state = "bottle-4"
reagents.trans_to_obj(B, min(reagents.total_volume, MAX_UNITS_PER_BOTTLE))
B.update_icon()
// Sanity check when manual bottling is triggered.
if(queue.len)
queue -= queue[1]
// If the queue is now empty, we're done. Otherwise, re-add catalyst and proceed to the next recipe.
if(queue.len)
if(use_catalyst)
for(var/datum/reagent/chem in catalyst.reagents.reagent_list)
catalyst_ids += chem.id
catalyst.reagents.trans_to_holder(src.reagents, catalyst.reagents.total_volume)
update_icon()
follow_recipe(queue[1], 1)
else
busy = FALSE
use_power = USE_POWER_IDLE
queue = list()
update_icon()
// What happens to the synthesizer if it breaks or loses power in the middle of running. Chemists must fix things manually.
/obj/machinery/chemical_synthesizer/proc/stall()
busy = FALSE
use_power = USE_POWER_IDLE
queue = list()
catalyst_ids = list()
update_icon()
#undef SYNTHESIZER_MAX_CARTRIDGES
#undef SYNTHESIZER_MAX_RECIPES
#undef SYNTHESIZER_MAX_QUEUE
#undef RECIPE_MAX_STRING
#undef RECIPE_MAX_STEPS