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CHOMPStation2/code/game/objects/items/weapons/storage/bags.dm

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/*
* These absorb the functionality of the plant bag, ore satchel, etc.
* They use the use_to_pickup, quick_gather, and quick_empty functions
* that were already defined in weapon/storage, but which had been
* re-implemented in other classes.
*
* Contains:
* Trash Bag
* Mining Satchel
* Plant Bag
* Sheet Snatcher
* Cash Bag
* Chemistry Bag
Food Bag
* -Sayu
*/
// Generic non-item
/obj/item/weapon/storage/bag
allow_quick_gather = 1
allow_quick_empty = 1
display_contents_with_number = 0 // UNStABLE AS FuCK, turn on when it stops crashing clients
use_to_pickup = 1
slot_flags = SLOT_BELT
// -----------------------------
// Trash bag
// -----------------------------
/obj/item/weapon/storage/bag/trash
name = "trash bag"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon = 'icons/obj/janitor.dmi'
icon_state = "trashbag0"
item_state_slots = list(slot_r_hand_str = "trashbag", slot_l_hand_str = "trashbag")
w_class = ITEMSIZE_LARGE
max_w_class = ITEMSIZE_SMALL
max_storage_space = ITEMSIZE_SMALL * 21
can_hold = list() // any
cant_hold = list(/obj/item/weapon/disk/nuclear)
/obj/item/weapon/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "trashbag0"
else if(contents.len < 9)
icon_state = "trashbag1"
else if(contents.len < 18)
icon_state = "trashbag2"
else icon_state = "trashbag3"
// -----------------------------
// Plastic Bag
// -----------------------------
/obj/item/weapon/storage/bag/plasticbag
name = "plastic bag"
desc = "It's a very flimsy, very noisy alternative to a bag."
icon = 'icons/obj/trash.dmi'
icon_state = "plasticbag"
w_class = ITEMSIZE_LARGE
max_w_class = ITEMSIZE_SMALL
can_hold = list() // any
cant_hold = list(/obj/item/weapon/disk/nuclear)
// -----------------------------
// Mining Satchel
// -----------------------------
/*
* Mechoid - Orebags are the most common quick-gathering thing, and also have tons of lag associated with it. Their checks are going to be hyper-simplified due to this, and their INCREDIBLY singular target contents.
*/
/obj/item/weapon/storage/bag/ore
name = "mining satchel"
desc = "This little bugger can be used to store and transport ores."
icon = 'icons/obj/mining.dmi'
icon_state = "satchel"
slot_flags = SLOT_BELT | SLOT_POCKET
w_class = ITEMSIZE_NORMAL
max_storage_space = ITEMSIZE_COST_NORMAL * 25
max_w_class = ITEMSIZE_NORMAL
can_hold = list(/obj/item/weapon/ore)
var/stored_ore = list()
var/last_update = 0
/obj/item/weapon/storage/bag/ore/remove_from_storage(obj/item/W as obj, atom/new_location)
if(!istype(W)) return 0
if(new_location)
if(ismob(loc))
W.dropped(usr)
if(ismob(new_location))
W.hud_layerise()
else
W.reset_plane_and_layer()
W.forceMove(new_location)
else
W.forceMove(get_turf(src))
W.on_exit_storage(src)
update_icon()
return 1
/obj/item/weapon/storage/bag/ore/gather_all(turf/T as turf, mob/user as mob, var/silent = 0)
var/success = 0
var/failure = 0
for(var/obj/item/weapon/ore/I in T) //Only ever grabs ores. Doesn't do any extraneous checks, as all ore is the same size. Tons of checks means it causes hanging for up to three seconds.
if(contents.len >= max_storage_space)
failure = 1
break
I.forceMove(src)
success = 1
if(success && !failure && !silent)
to_chat(user, "<span class='notice'>You put everything in [src].</span>")
else if(success && (!silent || (silent && contents.len >= max_storage_space)))
to_chat(user, "<span class='notice'>You fill the [src].</span>")
else if(!silent)
to_chat(user, "<span class='notice'>You fail to pick anything up with \the [src].</span>")
/obj/item/weapon/storage/bag/ore/examine(mob/user)
..()
if(!Adjacent(user)) //Can only check the contents of ore bags if you can physically reach them.
return
if(istype(user, /mob/living))
add_fingerprint(user)
if(!contents.len)
to_chat(user, "It is empty.")
return
if(world.time > last_update + 10)
update_ore_count()
last_update = world.time
to_chat(user, "<span class='notice'>It holds:</span>")
for(var/ore in stored_ore)
to_chat(user, "<span class='notice'>- [stored_ore[ore]] [ore]</span>")
return
/obj/item/weapon/storage/bag/ore/open(mob/user as mob) //No opening it for the weird UI of having shit-tons of ore inside it.
if(world.time > last_update + 10)
update_ore_count()
last_update = world.time
examine(user)
/obj/item/weapon/storage/bag/ore/proc/update_ore_count() //Stolen from ore boxes.
stored_ore = list()
for(var/obj/item/weapon/ore/O in contents)
if(stored_ore[O.name])
stored_ore[O.name]++
else
stored_ore[O.name] = 1
// -----------------------------
// Plant bag
// -----------------------------
/obj/item/weapon/storage/bag/plants
name = "plant bag"
icon = 'icons/obj/hydroponics_machines.dmi'
icon_state = "plantbag"
max_storage_space = ITEMSIZE_COST_NORMAL * 25
max_w_class = ITEMSIZE_NORMAL
w_class = ITEMSIZE_SMALL
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown)
// -----------------------------
// Sheet Snatcher
// -----------------------------
// Because it stacks stacks, this doesn't operate normally.
// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
/obj/item/weapon/storage/bag/sheetsnatcher
name = "sheet snatcher"
icon = 'icons/obj/mining.dmi'
icon_state = "sheetsnatcher"
desc = "A patented storage system designed for any kind of mineral sheet."
var/capacity = 300; //the number of sheets it can carry.
w_class = ITEMSIZE_NORMAL
storage_slots = 7
allow_quick_empty = 1 // this function is superceded
/obj/item/weapon/storage/bag/sheetsnatcher/can_be_inserted(obj/item/W as obj, stop_messages = 0)
if(!istype(W,/obj/item/stack/material))
if(!stop_messages)
usr << "The snatcher does not accept [W]."
return 0
var/current = 0
for(var/obj/item/stack/material/S in contents)
current += S.amount
if(capacity == current)//If it's full, you're done
if(!stop_messages)
usr << "<span class='warning'>The snatcher is full.</span>"
return 0
return 1
// Modified handle_item_insertion. Would prefer not to, but...
/obj/item/weapon/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
var/obj/item/stack/material/S = W
if(!istype(S)) return 0
var/amount
var/inserted = 0
var/current = 0
for(var/obj/item/stack/material/S2 in contents)
current += S2.amount
if(capacity < current + S.amount)//If the stack will fill it up
amount = capacity - current
else
amount = S.amount
for(var/obj/item/stack/material/sheet in contents)
if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
sheet.amount += amount // they should only be removed through procs in this file, which split them up.
S.amount -= amount
inserted = 1
break
if(!inserted || !S.amount)
usr.remove_from_mob(S)
usr.update_icons() //update our overlays
if (usr.client && usr.s_active != src)
usr.client.screen -= S
S.dropped(usr)
if(!S.amount)
qdel(S)
else
S.loc = src
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
return 1
// Sets up numbered display to show the stack size of each stored mineral
// NOTE: numbered display is turned off currently because it's broken
/obj/item/weapon/storage/bag/sheetsnatcher/orient2hud(mob/user as mob)
var/adjusted_contents = contents.len
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_contents_with_number)
numbered_contents = list()
adjusted_contents = 0
for(var/obj/item/stack/material/I in contents)
adjusted_contents++
var/datum/numbered_display/D = new/datum/numbered_display(I)
D.number = I.amount
numbered_contents.Add( D )
var/row_num = 0
var/col_count = min(7,storage_slots) -1
if (adjusted_contents > 7)
row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
src.slot_orient_objs(row_num, col_count, numbered_contents)
return
// Modified quick_empty verb drops appropriate sized stacks
/obj/item/weapon/storage/bag/sheetsnatcher/quick_empty()
var/location = get_turf(src)
for(var/obj/item/stack/material/S in contents)
while(S.amount)
var/obj/item/stack/material/N = new S.type(location)
var/stacksize = min(S.amount,N.max_amount)
N.amount = stacksize
S.amount -= stacksize
N.update_icon()
if(!S.amount)
qdel(S) // todo: there's probably something missing here
orient2hud(usr)
if(usr.s_active)
usr.s_active.show_to(usr)
update_icon()
// Instead of removing
/obj/item/weapon/storage/bag/sheetsnatcher/remove_from_storage(obj/item/W as obj, atom/new_location)
var/obj/item/stack/material/S = W
if(!istype(S)) return 0
//I would prefer to drop a new stack, but the item/attack_hand code
// that calls this can't recieve a different object than you clicked on.
//Therefore, make a new stack internally that has the remainder.
// -Sayu
if(S.amount > S.max_amount)
var/obj/item/stack/material/temp = new S.type(src)
temp.amount = S.amount - S.max_amount
S.amount = S.max_amount
return ..(S,new_location)
// -----------------------------
// Sheet Snatcher (Cyborg)
// -----------------------------
/obj/item/weapon/storage/bag/sheetsnatcher/borg
name = "sheet snatcher 9000"
desc = ""
capacity = 500//Borgs get more because >specialization
// -----------------------------
// Cash Bag
// -----------------------------
/obj/item/weapon/storage/bag/cash
name = "cash bag"
icon = 'icons/obj/storage.dmi'
icon_state = "cashbag"
desc = "A bag for carrying lots of cash. It's got a big dollar sign printed on the front."
max_storage_space = ITEMSIZE_COST_NORMAL * 25
max_w_class = ITEMSIZE_NORMAL
w_class = ITEMSIZE_SMALL
can_hold = list(/obj/item/weapon/coin,/obj/item/weapon/spacecash)
// -----------------------------
// Chemistry Bag
// -----------------------------
/obj/item/weapon/storage/bag/chemistry
name = "chemistry bag"
icon = 'icons/obj/storage.dmi'
icon_state = "chembag"
desc = "A bag for storing pills, patches, and bottles."
max_storage_space = 200
w_class = ITEMSIZE_LARGE
slowdown = 1
can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/glass/bottle)
// -----------------------------
// Food Bag
// -----------------------------
/obj/item/weapon/storage/bag/food
name = "food bag"
icon = 'icons/obj/storage.dmi'
icon_state = "foodbag"
desc = "A bag for storing foods of all kinds."
max_storage_space = ITEMSIZE_COST_NORMAL * 25
max_w_class = ITEMSIZE_NORMAL
w_class = ITEMSIZE_SMALL
can_hold = list(/obj/item/weapon/reagent_containers/food/snacks,/obj/item/weapon/reagent_containers/food/condiment)