Files
CHOMPStation2/code/WorkInProgress/Chemistry-Tools.dm
Skiedrake 54ce9c57c2 Made nettles less lethal. Now death nettles don't stun always, but on 20% chance, as it was supposed to be.
Improved plant analyzer, now you can also analyze harvested plants with it.
Modified hydroponics layout: added a blue toolkit, anti-toxins kit and changed floor textures some.
Added more drug effects to max potency drugs. This required a minor hud modification. (overlay effect scaling)
Made foods heal less, as eating almost anything instahealed you before.
Fixed minor hydroponics issue with plant-b-gone and adjusted some mutation/growth rates.
Mushrooms will now yield minimum one mushroom always when harvested. (sensible!)
Made the Hydroponics instructions paper a bit better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@83 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-08 19:03:08 +00:00

1554 lines
42 KiB
Plaintext

// Bottles transfer 50 units
// Beakers transfer 30 units
// Syringes transfer 15 units
// Droppers transfer 5 units
//BUG!!!: reactions on splashing etc cause errors because stuff gets deleted before it executes.
// Bandaid fix using spawn - very ugly, need to fix this.
///////////////////////////////Grenades
/obj/item/weapon/chem_grenade
name = "metal casing"
icon_state = "chemg1"
icon = 'chemical.dmi'
item_state = "flashbang"
w_class = 2.0
force = 2.0
var/stage = 0
var/state = 0
var/list/beakers = new/list()
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/assembly/time_ignite) && !stage)
user << "\blue You add [W] to the metal casing."
playsound(src.loc, 'Screwdriver2.ogg', 25, -3)
del(W) //Okay so we're not really adding anything here. cheating.
icon_state = "chemg2"
name = "unsecured grenade"
stage = 1
else if(istype(W,/obj/item/weapon/screwdriver) && stage == 1)
if(beakers.len)
user << "\blue You lock the assembly."
playsound(src.loc, 'Screwdriver.ogg', 25, -3)
name = "grenade"
icon_state = "chemg3"
stage = 2
else
user << "\red You need to add at least one beaker before locking the assembly."
else if (istype(W,/obj/item/weapon/reagent_containers/glass) && stage == 1)
if(beakers.len == 2)
user << "\red The grenade can not hold more containers."
return
else
if(W.reagents.total_volume)
user << "\blue You add \the [W] to the assembly."
user.drop_item()
W.loc = src
beakers += W
else
user << "\red \the [W] is empty."
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if (istype(target, /obj/item/weapon/storage)) return ..()
if (!src.state && stage == 2)
user << "\red You prime the grenade! 3 seconds!"
src.state = 1
src.icon_state = "chemg4"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn(30)
explode()
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
attack_self(mob/user as mob)
if (!src.state && stage == 2)
user << "\red You prime the grenade! 3 seconds!"
src.state = 1
src.icon_state = "chemg4"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn(30)
explode()
attack_hand()
walk(src,0)
return ..()
attack_paw()
return attack_hand()
proc
explode()
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume) has_reagents = 1
if(!has_reagents)
playsound(src.loc, 'Screwdriver2.ogg', 50, 1)
state = 0
return
playsound(src.loc, 'bamf.ogg', 50, 1)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effects/system/steam_spread/steam = new /datum/effects/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(3, src.loc))
if( A == src ) continue
src.reagents.reaction(A, 1, 10)
invisibility = 100 //Why am i doing this?
spawn(50) //To make sure all reagents can work
del(src) //correctly before deleting the grenade.
/obj/item/weapon/chem_grenade/metalfoam
name = "metal foam grenade"
desc = "Used for emergency sealing of air breaches."
icon_state = "chemg3"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/B2 = new(src)
B1.reagents.add_reagent("aluminium", 30)
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
beakers += B1
beakers += B2
/obj/item/weapon/chem_grenade/cleaner
name = "cleaner grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
icon_state = "chemg3"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 30)
B2.reagents.add_reagent("water", 10)
B2.reagents.add_reagent("cleaner", 10)
beakers += B1
beakers += B2
/*
/obj/item/weapon/chem_grenade/poo
name = "poo grenade"
desc = "A ShiTastic! brand biological warfare charge. Not very effective unless the target is squeamish."
icon_state = "chemg3"
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/B2 = new(src)
B1.reagents.add_reagent("poo", 30)
B2.reagents.add_reagent("poo", 30)
beakers += B1
beakers += B2
*/
///////////////////////////////Grenades
/obj/syringe_gun_dummy
name = ""
desc = ""
icon = 'chemical.dmi'
icon_state = "null"
anchored = 1
density = 0
New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.my_atom = src
/obj/item/weapon/gun/syringe
name = "syringe gun"
icon = 'gun.dmi'
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3.0
throw_speed = 2
throw_range = 10
force = 4.0
var/list/syringes = new/list()
var/max_syringes = 1
m_amt = 2000
examine()
set src in view(2)
..()
usr << "\icon [src] Syringe gun:"
usr << "\blue [syringes] / [max_syringes] Syringes."
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
I.loc = src
syringes += I
user << "\blue You put the syringe in the syringe gun."
user << "\blue [syringes.len] / [max_syringes] Syringes."
else
usr << "\red The syringe gun cannot hold more syringes."
afterattack(obj/target, mob/user , flag)
if(!isturf(target.loc) || target == user) return
if(syringes.len)
spawn(0) fire_syringe(target,user)
else
usr << "\red The syringe gun is empty."
proc
fire_syringe(atom/target, mob/user)
if (locate (/obj/table, src.loc))
return
else
var/turf/trg = get_turf(target)
var/obj/syringe_gun_dummy/D = new/obj/syringe_gun_dummy(get_turf(src))
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
S.reagents.trans_to(D, S.reagents.total_volume)
syringes -= S
del(S)
D.icon_state = "syringeproj"
D.name = "syringe"
playsound(user.loc, 'syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if(D.loc == trg) break
step_towards(D,trg)
for(var/mob/living/carbon/M in D.loc)
if(!istype(M,/mob/living/carbon)) continue
if(M == user) continue
D.reagents.trans_to(M, 15)
M.bruteloss += 5
for(var/mob/O in viewers(world.view, D))
O.show_message(text("\red [] was hit by the syringe!", M), 1)
del(D)
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density) del(D)
sleep(1)
spawn(10) del(D)
return
/obj/reagent_dispensers
name = "Dispenser"
desc = "..."
icon = 'objects.dmi'
icon_state = "watertank"
density = 1
anchored = 0
flags = FPRINT
pressure_resistance = 2*ONE_ATMOSPHERE
var/amount_per_transfer_from_this = 10
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
examine()
set src in view(2)
..()
usr << "\blue It contains:"
if(!reagents) return
if(reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue [R.volume] units of [R.name]"
else
usr << "\blue Nothing."
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
new /obj/effects/water(src.loc)
del(src)
return
if(3.0)
if (prob(5))
new /obj/effects/water(src.loc)
del(src)
return
else
return
blob_act()
if(prob(25))
new /obj/effects/water(src.loc)
del(src)
/obj/item/weapon/reagent_containers
name = "Container"
desc = "..."
icon = 'chemical.dmi'
icon_state = null
w_class = 1
var/amount_per_transfer_from_this = 5
New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
return
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
return
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass/
name = " "
desc = " "
icon = 'chemical.dmi'
icon_state = "null"
item_state = "null"
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER
examine()
set src in view(2)
..()
usr << "\blue It contains:"
if(!reagents) return
if(reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue [R.volume] units of [R.name]"
else
usr << "\blue Nothing."
New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
afterattack(obj/target, mob/user , flag)
if(ismob(target) && target.reagents && reagents.total_volume)
user << "\blue You splash the solution onto [target]."
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] has been splashed with something by []!", target, user), 1)
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
else if(istype(target, /obj/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume && target.reagents)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, 10)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/trans = src.reagents.trans_to(target, 10)
user << "\blue You transfer [trans] units of the solution to [target]."
else if(reagents.total_volume && !istype(target,/obj/machinery/chem_master/) && !istype(target,/obj/table) && !istype(target,/obj/secure_closet) && !istype(target,/obj/closet) && !istype(target,/obj/item/weapon/storage) && !istype(target, /obj/machinery/atmospherics/unary/cryo_cell) && !istype(target, /obj/item/weapon/chem_grenade) && !istype(target, /obj/machinery/bot/medbot))
user << "\blue You splash the solution onto [target]."
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Droppers.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/dropper
name = "Dropper"
desc = "A dropper. Transfers 5 units."
icon = 'chemical.dmi'
icon_state = "dropper0"
amount_per_transfer_from_this = 5
var/filled = 0
New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
if(filled)
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(!target.is_open_container() && !ismob(target) && !istype(target,/obj/item/weapon/reagent_containers/food)) //You can inject humans and food but you cant remove the shit.
user << "\red You cannot directly fill this object."
return
if(ismob(target))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] drips something onto []!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.trans_to(target, 5)
user << "\blue You transfer 5 units of the solution."
filled = 0
icon_state = "dropper[filled]"
else
if(!target.is_open_container() && !istype(target,/obj/reagent_dispensers))
user << "\red You cannot directly remove reagents from [target]."
return
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
target.reagents.trans_to(src, 5)
user << "\blue You fill the dropper with 5 units of the solution."
filled = 1
icon_state = "dropper[filled]"
return
////////////////////////////////////////////////////////////////////////////////
/// Droppers. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Syringes.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/syringe
name = "Syringe"
desc = "A syringe."
icon = 'syringe.dmi'
item_state = "syringe_0"
icon_state = "0"
amount_per_transfer_from_this = 5
var/mode = "d"
New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.maximum_volume = 15
R.my_atom = src
on_reagent_change()
update_icon()
pickup(mob/user)
..()
update_icon()
dropped(mob/user)
..()
update_icon()
attack_self(mob/user as mob)
switch(mode)
if("d")
mode = "i"
if("i")
mode = "d"
update_icon()
attack_hand()
..()
update_icon()
attack_paw()
return attack_hand()
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
switch(mode)
if("d")
if(ismob(target)) return //Blood?
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red The syringe is full."
return
if(!target.is_open_container() && !istype(target,/obj/reagent_dispensers))
user << "\red You cannot directly remove reagents from this object."
return
target.reagents.trans_to(src, 5)
user << "\blue You fill the syringe with 5 units of the solution."
if("i")
if(!reagents.total_volume)
user << "\red The Syringe is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(!target.is_open_container() && !ismob(target) && !istype(target,/obj/item/weapon/reagent_containers/food))
user << "\red You cannot directly fill this object."
return
if(ismob(target) && target != user)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] is trying to inject []!</B>", user, target), 1)
if(!do_mob(user, target)) return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] injects [] with the syringe!", user, target), 1)
src.reagents.reaction(target, INGEST)
if(ismob(target) && target == user)
src.reagents.reaction(target, INGEST)
spawn(5)
src.reagents.trans_to(target, 5)
user << "\blue You inject 5 units of the solution. The syringe now contains [src.reagents.total_volume] units."
return
proc
update_icon()
var/rounded_vol = round(reagents.total_volume,5)
if(ismob(loc))
icon_state = "[mode][rounded_vol]"
else
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
////////////////////////////////////////////////////////////////////////////////
/// Syringes. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Food.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food
var/heal_amt = 0
// -- Skie - Mushrooms & poisoned foor
// 0 = no poison, 25 = some poison, >50 = LOTS of poison
var/poison_amt = 0
// -- Skie - Psilocybin
// 0 = no trip, 25 = medium trip, 50 large trip, >75 = WTF
var/drug_amt = 0
// -- Skie - Hot foods
// 0 = no heat, 25 = cayenne, 50 = habanero, >75 = jolokia
var/heat_amt = 0
proc
heal(var/mob/M)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
for(var/A in H.organs)
var/datum/organ/external/affecting = null
if(!H.organs[A]) continue
affecting = H.organs[A]
if(!istype(affecting, /datum/organ/external)) continue
if(affecting.heal_damage(src.heal_amt/2.0, src.heal_amt/2.0))
H.UpdateDamageIcon()
else
H.UpdateDamage()
else
M.bruteloss = max(0, M.bruteloss - src.heal_amt/2.0)
M.fireloss = max(0, M.fireloss - src.heal_amt/2.0)
M.updatehealth()
proc
poison(var/mob/M)
var/poison_temp = src.poison_amt
src = null
spawn(200)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/C = M
if(poison_temp > 0)
C.toxloss += rand(0,poison_temp/2) // Some initial damage
C.fireloss += rand(0,poison_temp/4) // Some initial damage
C.UpdateDamageIcon()
C.weakened += poison_temp/(rand(1,4))
if(poison_temp > 20 && poison_temp < 50)
C << "\red You feel absolutely horrible."
C.emote(pick("blink", "blink_r", "twitch_s", "frown", "blush", "shrug", "pale", "sniff", "whimper", "flap", "drool", "moan", "twitch"))
else if(poison_temp > 49)
C << "<B>\red You feel like your liver is being disintegrated by an infernal poison.</B>"
C.emote(pick("groan", "frown", "moan", "whimper", "drool", "pale"))
C.eye_blurry += poison_temp
C.make_dizzy(5*poison_temp)
spawn()
for(poison_temp, poison_temp>0, 1) // Poison does 10 damage per tick
sleep(100) // Every 10 seconds
C.toxloss += min(poison_temp, 10)
poison_temp -= 10 // Until poison amount is depleted
proc
drug(var/mob/M)
var/drug_temp = src.drug_amt
src = null // Detach proc
spawn(200) // In 20 seconds...
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/C = M
C.druggy += (drug_temp*(drug_temp/15)+10) // Have a trip
if(drug_temp > 25)
C.make_dizzy(5*drug_temp) // Dizzify
C.stuttering = drug_temp // Speech impediments
spawn(3000) // 5 minutes
C << "\red You feel a craving for a trip..."
if(drug_temp > 50)
C.make_jittery(5*drug_temp) // Jitter
spawn(-1)
for(var/i=1, i == 1, 1)
C.see_invisible = 15
sleep(300)
C.emote(pick("blink", "blink_r", "twitch_s", "frown", "blush", "shrug", "pale", "sniff", "whimper", "flap", "drool", "moan", "twitch"))
if(prob(15))
C.see_invisible = 0
i = 0
C.client.view = world.view // Return view range back to normal
if(drug_temp > 75)
C.confused += drug_temp // Hard to move where you want
C.weakened += rand(0, drug_temp/4) // Fall on your back
// Add cool stuff here later, like everything starting to look different etc.
C.client.view = min(C.client.view + rand(0,4), 14) // FUCK YE
proc
burn(var/mob/M)
var/temp_heat = src.heat_amt
var/temp_name = src.name
src = null
spawn(50)
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/C = M
// BRING ON THE HEAT/FROST
spawn()
while(temp_heat > 5) // Until chili pepper's potency is depleted
sleep(20) // Every 2 seconds
C.fireloss += 3 // Do some burn damage because body temperature itself doesn't do anything :(
if (temp_heat > 0 && temp_name == "Chili")
C.bodytemperature += min(temp_heat*5, 25)
temp_heat -= 5 // Until heat amount is depleted
else if (temp_heat > 0 && temp_name == "Icepepper") // Herp derp, bad way to do it but herp derp
C.bodytemperature -= min(temp_heat*5, 25)
temp_heat -= 5 // Until heat amount is depleted
/obj/item/weapon/reagent_containers/food/snacks
name = "snack"
desc = "yummy"
icon = 'food.dmi'
icon_state = null
var/amount = 3
heal_amt = 1
New()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
if(!src.amount)
user << "\red None of [src] left, oh no!"
del(src)
return 0
if(istype(M, /mob/living/carbon/human))
if(M == user)
M << "\blue You take a bite of [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, reagents.total_volume)
src.amount--
playsound(M.loc,'eatfood.ogg', rand(10,50), 1)
M.nutrition += src.heal_amt * 10
M.poo += 0.1
if(src.heal_amt > 0)
src.heal(M)
if(src.poison_amt > 0)
src.poison(M)
if(src.drug_amt > 0)
src.drug(M)
if(src.heat_amt > 0)
src.burn(M)
if(!src.amount)
user << "\red You finish eating [src]."
del(src)
return 1
else
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, reagents.total_volume)
src.amount--
playsound(M.loc, 'eatfood.ogg', rand(10,50), 1)
M.nutrition += src.heal_amt * 10
M.poo += 0.1
if(src.heal_amt > 0)
src.heal(M)
if(src.poison_amt > 0)
src.poison(M)
if(src.drug_amt > 0)
src.drug(M)
if(src.heat_amt > 0)
src.burn(M)
if(!src.amount)
user << "\red [M] finishes eating [src]."
del(src)
return 1
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
return
////////////////////////////////////////////////////////////////////////////////
/// FOOD END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Drinks.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food/drinks
name = "drink"
desc = "yummy"
icon = 'food.dmi'
icon_state = null
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/gulp_size = 5 //This is now officially broken ... need to think of a nice way to fix it.
New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
update_gulp_size()
proc
update_gulp_size()
gulp_size = round(reagents.total_volume / 5)
if (gulp_size < 5) gulp_size = 5
on_reagent_change()
update_gulp_size()
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
var/datum/reagents/R = src.reagents
if(!R.total_volume || !R)
user << "\red None of [src] left, oh no!"
return 0
if(M == user)
M << "\blue You swallow a gulp of [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, gulp_size)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
M.urine += 0.1
return 1
else if( istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, gulp_size)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
M.urine += 0.1
return 1
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(istype(target, /obj/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, 10)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container()) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/trans = src.reagents.trans_to(target, 10)
user << "\blue You transfer [trans] units of the solution to [target]."
return
////////////////////////////////////////////////////////////////////////////////
/// Drinks. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Pills.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/pill
name = "pill"
desc = "a pill."
icon = 'chemical.dmi'
icon_state = null
item_state = "pill"
New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
icon_state = "pill[rand(1,20)]"
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
if(M == user)
M << "\blue You swallow [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, reagents.total_volume)
del(src)
else
del(src)
return 1
else if(istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to force [M] to swallow [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] forces [M] to swallow [src].", 1)
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, reagents.total_volume)
del(src)
else
del(src)
return 1
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(target.is_open_container() == 1 && target.reagents)
if(!target.reagents.total_volume)
user << "\red [target] is empty. Cant dissolve pill."
return
user << "\blue You dissolve the pill in [target]"
reagents.trans_to(target, reagents.total_volume)
for(var/mob/O in viewers(2, user))
O.show_message("\red [user] puts something in [target].", 1)
spawn(5)
del(src)
return
////////////////////////////////////////////////////////////////////////////////
/// Pills. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Subtypes.
////////////////////////////////////////////////////////////////////////////////
//Glasses
/obj/item/weapon/reagent_containers/glass/bucket
desc = "It's a bucket."
name = "bucket"
icon = 'janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
m_amt = 200
g_amt = 0
amount_per_transfer_from_this = 10
flags = FPRINT | OPENCONTAINER
New()
var/datum/reagents/R = new/datum/reagents(30)
reagents = R
R.my_atom = src
attackby(var/obj/D, mob/user as mob)
if(istype(D, /obj/item/device/prox_sensor))
var/obj/item/weapon/bucket_sensor/B = new /obj/item/weapon/bucket_sensor
B.loc = user
if (user.r_hand == D)
user.u_equip(D)
user.r_hand = B
else
user.u_equip(D)
user.l_hand = B
B.layer = 20
user << "You add the sensor to the bucket"
del(D)
del(src)
/obj/item/weapon/reagent_containers/glass/dispenser
name = "reagent glass"
desc = "A reagent glass."
icon = 'chemical.dmi'
icon_state = "beaker"
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/dispenser/surfactant
name = "reagent glass (surfactant)"
icon_state = "liquid"
New()
..()
reagents.add_reagent("fluorosurfactant", 20)
/obj/item/weapon/reagent_containers/glass/large
name = "large reagent glass"
desc = "A large reagent glass."
icon = 'chemical.dmi'
icon_state = "beakerlarge"
item_state = "beaker"
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER
New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
/obj/item/weapon/reagent_containers/glass/bottle/
name = "bottle"
desc = "A small bottle."
icon = 'chemical.dmi'
icon_state = "bottle16"
item_state = "atoxinbottle"
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER
New()
var/datum/reagents/R = new/datum/reagents(30)
reagents = R
R.my_atom = src
icon_state = "bottle[rand(1,20)]"
/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline
name = "inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = 'chemical.dmi'
icon_state = "bottle16"
amount_per_transfer_from_this = 10
New()
var/datum/reagents/R = new/datum/reagents(30)
reagents = R
R.my_atom = src
R.add_reagent("inaprovaline", 30)
/obj/item/weapon/reagent_containers/glass/bottle/toxin
name = "toxin bottle"
desc = "A small bottle."
icon = 'chemical.dmi'
icon_state = "bottle12"
amount_per_transfer_from_this = 5
New()
var/datum/reagents/R = new/datum/reagents(30)
reagents = R
R.my_atom = src
R.add_reagent("toxin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/stoxin
name = "sleep-toxin bottle"
desc = "A small bottle."
icon = 'chemical.dmi'
icon_state = "bottle20"
amount_per_transfer_from_this = 5
New()
var/datum/reagents/R = new/datum/reagents(30)
reagents = R
R.my_atom = src
R.add_reagent("stoxin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/antitoxin
name = "anti-toxin bottle"
desc = "A small bottle."
icon = 'chemical.dmi'
icon_state = "bottle17"
amount_per_transfer_from_this = 5
New()
var/datum/reagents/R = new/datum/reagents(30)
reagents = R
R.my_atom = src
R.add_reagent("anti_toxin", 30)
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker. Can hold up to 30 units."
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
on_reagent_change()
if(reagents.total_volume)
icon_state = "beaker1"
else
icon_state = "beaker0"
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
name = "beaker"
desc = "A beaker. Can hold up to 30 units."
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
New()
var/datum/reagents/R = new/datum/reagents(30)
reagents = R
R.my_atom = src
R.add_reagent("cryoxadone", 30)
//Syringes
/obj/item/weapon/reagent_containers/syringe/robot
name = "Syringe (mixed)"
desc = "Contains inaprovaline & anti-toxins."
New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.maximum_volume = 15
R.my_atom = src
R.add_reagent("inaprovaline", 7)
R.add_reagent("anti_toxin", 8)
mode = "i"
update_icon()
/obj/item/weapon/reagent_containers/syringe/inaprovaline
name = "Syringe (inaprovaline)"
desc = "Contains inaprovaline - used to stabilize patients."
New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.maximum_volume = 15
R.my_atom = src
R.add_reagent("inaprovaline", 15)
update_icon()
/obj/item/weapon/reagent_containers/syringe/antitoxin
name = "Syringe (anti-toxin)"
desc = "Contains anti-toxins."
New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.maximum_volume = 15
R.my_atom = src
R.add_reagent("anti_toxin", 15)
update_icon()
/obj/item/weapon/reagent_containers/syringe/antiviral
name = "Syringe (spaceacillin)"
desc = "Contains antiviral agents."
New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.maximum_volume = 15
R.my_atom = src
R.add_reagent("spaceacillin", 15)
update_icon()
//Snacks
/obj/item/weapon/reagent_containers/food/snacks/candy
name = "candy"
desc = "Man, that shit looks good. I bet it's got nougat. Fuck."
icon_state = "candy"
heal_amt = 1
/obj/item/weapon/reagent_containers/food/snacks/chips
name = "chips"
desc = "Commander Riker's What-The-Crisps"
icon_state = "chips"
heal_amt = 1
/obj/item/weapon/reagent_containers/food/snacks/donut
name = "donut"
desc = "Goes great with Robust Coffee."
icon_state = "donut1"
heal_amt = 1
New()
..()
if(rand(1,3) == 1)
src.icon_state = "donut2"
src.name = "frosted donut"
src.heal_amt = 2
heal(var/mob/M)
if(istype(M, /mob/living/carbon/human) && M.job in list("Security Officer", "Head of Security", "Detective"))
src.heal_amt *= 2
..()
src.heal_amt /= 2
/obj/item/weapon/reagent_containers/food/snacks/egg
name = "egg"
desc = "An egg!"
icon_state = "egg"
amount = 1
heal_amt = 1
/obj/item/weapon/reagent_containers/food/snacks/flour
name = "flour"
desc = "Some flour"
icon_state = "flour"
amount = 1
/obj/item/weapon/reagent_containers/food/snacks/humanmeat
name = "-meat"
desc = "A slab of meat"
icon_state = "meat"
var/subjectname = ""
var/subjectjob = null
amount = 1
/obj/item/weapon/reagent_containers/food/snacks/assburger
name = "assburger"
desc = "This burger gives off an air of awkwardness."
icon_state = "assburger"
amount = 5
heal_amt = 2
/obj/item/weapon/reagent_containers/food/snacks/brainburger
name = "brainburger"
desc = "A strange looking burger. It looks almost sentient."
icon_state = "brainburger"
amount = 5
heal_amt = 2
/obj/item/weapon/reagent_containers/food/snacks/faggot
name = "faggot"
desc = "A great meal all round."
icon_state = "faggot"
amount = 1
heal_amt = 2
heal(var/mob/M)
..()
/obj/item/weapon/reagent_containers/food/snacks/donkpocket
name = "donk-pocket"
desc = "The food of choice for the seasoned traitor."
icon_state = "donkpocket"
heal_amt = 1
amount = 1
var/warm = 0
heal(var/mob/M)
if(src.warm && M.reagents)
M.reagents.add_reagent("tricordrazine",15)
else
M << "\red It's just not good enough cold.."
..()
proc/cooltime()
if (src.warm)
spawn( 4200 )
src.warm = 0
src.name = "donk-pocket"
return
/obj/item/weapon/reagent_containers/food/snacks/humanburger
name = "-burger"
var/hname = ""
var/job = null
desc = "A bloody burger."
icon_state = "hburger"
amount = 5
heal_amt = 2
heal(var/mob/M)
..()
/obj/item/weapon/reagent_containers/food/snacks/monkeyburger
name = "monkeyburger"
desc = "The cornerstone of every nutritious breakfast."
icon_state = "mburger"
amount = 5
heal_amt = 2
/obj/item/weapon/reagent_containers/food/snacks/meatbread
name = "meatbread loaf"
desc = "The culinary base of every self-respecting eloquen/tg/entleman."
icon_state = "meatbread"
amount = 30
heal_amt = 5
/* New()
var/datum/reagents/R = new/datum/reagents(20)
reagents = R
R.my_atom = src
R.add_reagent("cholesterol", 20)*/
heal(var/mob/M)
..()
/obj/item/weapon/reagent_containers/food/snacks/meatbreadslice
name = "meatbread slice"
desc = "A slice of delicious meatbread."
icon_state = "meatbreadslice"
amount = 5
heal_amt = 6
New()
/* var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
R.add_reagent("cholesterol", 10)*/
heal(var/mob/M)
..()
/obj/item/weapon/reagent_containers/food/snacks/cheesewheel
name = "Cheese wheel"
desc = "A big wheel of delcious Cheddar."
icon_state = "cheesewheel"
amount = 25
heal_amt = 3
heal(var/mob/M)
..()
/obj/item/weapon/reagent_containers/food/snacks/cheesewedge
name = "Cheese wedge"
desc = "A wedge of delicious Cheddar. The cheese wheel it was cut from can't have gone far."
icon_state = "cheesewedge"
amount = 4
heal_amt = 4
heal(var/mob/M)
..()
/obj/item/weapon/reagent_containers/food/snacks/omelette
name = "Omelette Du Fromage"
desc = "That's all you can say!"
icon_state = "omelette"
amount = 15
heal_amt = 3
heal(var/mob/M)
..()
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/kitchen/utensil/fork))
W.icon = 'kitchen.dmi'
W.icon_state = "forkloaded"
world << "[user] takes a piece of omelette with his fork!"
/obj/item/weapon/reagent_containers/food/snacks/omeletteforkload
name = "Omelette Du Fromage"
desc = "That's all you can say!"
amount = 1
heal_amt = 4
heal(var/mob/M)
..()
/obj/item/weapon/reagent_containers/food/snacks/muffin
name = "Muffin"
desc = "A delicious and spongy little cake"
icon_state = "muffin"
amount = 4
heal_amt = 6
heal(var/mob/M)
..()
/obj/item/weapon/reagent_containers/food/snacks/roburger
name = "roburger"
desc = "The lettuce is the only organic component. Beep."
icon_state = "roburger"
New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
R.add_reagent("nanites", 5)
/obj/item/weapon/reagent_containers/food/snacks/xenoburger
name = "xenoburger"
desc = "Smells caustic. Tastes like heresy."
icon_state = "xburger"
New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
R.add_reagent("xenomicrobes", 5)
/obj/item/weapon/reagent_containers/food/snacks/monkeymeat
name = "meat"
desc = "A slab of meat"
icon_state = "meat"
amount = 1
/obj/item/weapon/reagent_containers/food/snacks/xenomeat
name = "meat"
desc = "A slab of meat"
icon_state = "xenomeat"
amount = 1
/obj/item/weapon/reagent_containers/food/snacks/pie
name = "custard pie"
desc = "It smells delicious. You just want to plant your face in it."
icon_state = "pie"
amount = 3
/obj/item/weapon/reagent_containers/food/snacks/waffles
name = "waffles"
desc = "Mmm, waffles"
icon_state = "waffles"
amount = 5
heal_amt = 2
//Drinks
/obj/item/weapon/reagent_containers/food/drinks/coffee
name = "Robust Coffee"
desc = "Careful, the beverage you're about to enjoy is extremely hot."
icon_state = "coffee"
heal_amt = 1
New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
R.add_reagent("coffee", 30)
/obj/item/weapon/reagent_containers/food/drinks/cola
name = "space cola"
desc = "Cola. in space."
icon_state = "cola"
heal_amt = 1
New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
R.add_reagent("cola", 30)
/obj/item/weapon/reagent_containers/food/drinks/beer
name = "Space Beer"
desc = "Beer. in space."
icon_state = "beer"
heal_amt = 1
New()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
R.add_reagent("beer", 30)
/obj/item/weapon/reagent_containers/food/drinks/milk
name = "Space Milk"
desc = "It's milk. White and nutritious goodness!"
icon_state = "milk"
heal_amt = 2
//Pills
/obj/item/weapon/reagent_containers/pill/antitox
name = "Anti-toxins pill"
desc = "Neutralizes many common toxins."
icon_state = "pill17"
New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
R.add_reagent("anti_toxin", 50)
/obj/item/weapon/reagent_containers/pill/tox
name = "Toxins pill"
desc = "Highly toxic."
icon_state = "pill5"
New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
R.add_reagent("toxin", 50)
/obj/item/weapon/reagent_containers/pill/stox
name = "Sleeping pill"
desc = "Commonly used to treat insomnia."
icon_state = "pill8"
New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
R.add_reagent("stoxin", 30)
/obj/item/weapon/reagent_containers/pill/kelotane
name = "Kelotane pill"
desc = "Used to treat burns."
icon_state = "pill11"
New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
R.add_reagent("kelotane", 30)
/obj/item/weapon/reagent_containers/pill/inaprovaline
name = "Inaprovaline pill"
desc = "Used to stabilize patients."
icon_state = "pill20"
New()
var/datum/reagents/R = new/datum/reagents(100)
reagents = R
R.my_atom = src
R.add_reagent("inaprovaline", 30)
//Dispensers
/obj/reagent_dispensers/watertank
name = "watertank"
desc = "A watertank"
icon = 'objects.dmi'
icon_state = "watertank"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("water",1000)
/obj/reagent_dispensers/fueltank
name = "fueltank"
desc = "A fueltank"
icon = 'objects.dmi'
icon_state = "weldtank"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("fuel",1000)
/obj/reagent_dispensers/beerkeg
name = "beer keg"
desc = "A beer keg"
icon = 'objects.dmi'
icon_state = "beertankTEMP"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("beer",1000)