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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-06 07:23:16 +00:00
Committed Rolan7's patch to add more convenience to Hydroponics. The feature list includes:
* Makes grass auto-stack when harvested * Allows seeds to be extracted from grass * Allows the smart-fridge and plant bags to accept seeds. * Lays the groundwork for a seeds-only version of the smart fridge, to eventually replace the existing seed vender (not yet hackable, though) -Fixed window doors not opening when you click on them. -Added a reset button for the job selection screen. -Fixed a bug with the traitor panel which leaves ex-changelings with the evolution menu. -I re-added the variables for the intercept report but commented them out. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5276 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -221,7 +221,7 @@ datum/preferences
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var/HTML = "<body>"
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HTML += "<tt><center>"
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HTML += "<b>Choose occupation chances</b><br>Unavailable occupations are in red.<br><br>"
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HTML += "<a align='center' href='?_src_=prefs;preference=job;task=close'>\[Done\]</a><br><br>" // Easier to press up here.
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HTML += "<center><a href='?_src_=prefs;preference=job;task=reset'>\[Reset\]</a> - <a href='?_src_=prefs;preference=job;task=close'>\[Done\]</a></center><br><br>" // Easier to press up here.
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HTML += "<table width='100%' cellpadding='1' cellspacing='0'><tr><td width='20%'>" // Table within a table for alignment, also allows you to easily add more colomns.
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HTML += "<table width='100%' cellpadding='1' cellspacing='0'>"
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var/index = -1
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@@ -317,6 +317,20 @@ datum/preferences
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SetChoices(user)
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return 1
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proc/ResetJobs()
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job_civilian_high = 0
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job_civilian_med = 0
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job_civilian_low = 0
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job_medsci_high = 0
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job_medsci_med = 0
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job_medsci_low = 0
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job_engsec_high = 0
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job_engsec_med = 0
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job_engsec_low = 0
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proc/GetJobDepartment(var/datum/job/job, var/level)
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if(!job || !level) return 0
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@@ -407,6 +421,9 @@ datum/preferences
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if("close")
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user << browse(null, "window=mob_occupation")
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ShowChoices(user)
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if("reset")
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ResetJobs()
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SetChoices(user)
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if("random")
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userandomjob = !userandomjob
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SetChoices(user)
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@@ -52,13 +52,33 @@
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if (istype(O, /obj/item/weapon/plantbag))
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var/obj/item/weapon/plantbag/S = O
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if (S.mode == 1)
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for (var/obj/item/weapon/reagent_containers/food/snacks/grown/G in locate(src.x,src.y,src.z))
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if (S.contents.len < S.capacity)
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S.contents += G;
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else
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user << "\blue The plant bag is full."
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return
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user << "\blue You pick up all the plants."
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for(var/obj/item/G in get_turf(src))
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if(istype(G, /obj/item/seeds) || istype(G, /obj/item/weapon/reagent_containers/food/snacks/grown))
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if (S.contents.len < S.capacity)
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S.contents += G
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else
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user << "\blue The plant bag is full."
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return
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user << "\blue You pick up all the plants and seeds."
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else
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if (S.contents.len < S.capacity)
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S.contents += src;
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else
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user << "\blue The plant bag is full."
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return
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/obj/item/seeds/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (istype(O, /obj/item/weapon/plantbag))
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var/obj/item/weapon/plantbag/S = O
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if (S.mode == 1)
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for(var/obj/item/G in get_turf(src))
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if(istype(G, /obj/item/seeds) || istype(G, /obj/item/weapon/reagent_containers/food/snacks/grown))
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if (S.contents.len < S.capacity)
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S.contents += G
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else
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user << "\blue The plant bag is full."
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return
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user << "\blue You pick up all the plants and seeds."
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else
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if (S.contents.len < S.capacity)
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S.contents += src;
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@@ -852,6 +872,7 @@
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// Putting these at the bottom so they don't clutter the list up. -Cheridan
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// *************************************
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/*
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//This object is just a transition object. All it does is make a grass tile and delete itself.
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/obj/item/weapon/reagent_containers/food/snacks/grown/grass
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seed = "/obj/item/seeds/grassseed"
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@@ -863,6 +884,7 @@
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new/obj/item/stack/tile/grass(src.loc)
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spawn(5) //Workaround to keep harvesting from working weirdly.
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del(src)
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*/
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//This object is just a transition object. All it does is make dosh and delete itself. -Cheridan
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/obj/item/weapon/reagent_containers/food/snacks/grown/money
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