Files
CHOMPStation2/code/modules/food/kitchen/cooking_machines/fryer.dm
Rykka 886ab72289 Huge Bundle of Fixes, Update Cooking to current Aurora
Cooking times are now no longer 10-15 minutes per item, the LARGEST items will take around ~4-5 minutes, 6 at the maximum in the case of the superbigbite (one of the most filling food items in the game).
Cooking oil tanks added
Appliances are now constructible instead of being eldritch black magic
Recipes are now reorganized to either fryer/oven/grill based on where they're made (Although recipes_microwave still needs a LOT more sorting)
Critical time bug with cooking fixed, AND you can now upgrade your appliances for even higher efficiencies!
2020-07-22 21:34:13 -04:00

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/obj/machinery/appliance/cooker/fryer
name = "deep fryer"
desc = "Deep fried <i>everything</i>."
icon_state = "fryer_off"
can_cook_mobs = 1
cook_type = "deep fried"
on_icon = "fryer_on"
off_icon = "fryer_off"
food_color = "#FFAD33"
cooked_sound = 'sound/machines/ding.ogg'
var/datum/looping_sound/deep_fryer/fry_loop
circuit = /obj/item/weapon/circuitboard/fryer
appliancetype = FRYER
active_power_usage = 12 KILOWATTS
heating_power = 12000
min_temp = 140 + T0C // Same as above, increasing this to just under 2x to make the % increase on efficiency not quite so painful as it would be at 80.
optimal_temp = 400 + T0C // Increasing this to be 2x Oven to allow for a much higher/realistic frying temperatures. Doesn't really do anything but make heating the fryer take a bit longer.
optimal_power = 0.95 // .35 higher than the default to give fryers faster cooking speed.
idle_power_usage = 3.6 KILOWATTS
// Power used to maintain temperature once it's heated.
// Going with 25% of the active power. This is a somewhat arbitrary value.
resistance = 60000 // Approx. 10 minutes to heat up.
max_contents = 2
container_type = /obj/item/weapon/reagent_containers/cooking_container/fryer
stat = POWEROFF // Starts turned off
var/datum/reagents/oil
var/optimal_oil = 9000 //90 litres of cooking oil
/obj/machinery/appliance/cooker/fryer/Initialize()
. = ..()
fry_loop = new(list(src), FALSE)
oil = new/datum/reagents(optimal_oil * 1.25, src)
var/variance = rand()*0.15
// Fryer is always a little below full, but its usually negligible
if(prob(20))
// Sometimes the fryer will start with much less than full oil, significantly impacting efficiency until filled
variance = rand()*0.5
oil.add_reagent("cornoil", optimal_oil*(1 - variance))
/obj/machinery/appliance/cooker/fryer/Destroy()
QDEL_NULL(fry_loop)
QDEL_NULL(oil)
return ..()
/obj/machinery/appliance/cooker/fryer/examine(var/mob/user)
. = ..()
if(Adjacent(user))
to_chat(user, "Oil Level: [oil.total_volume]/[optimal_oil]")
/obj/machinery/appliance/cooker/fryer/heat_up()
if (..())
//Set temperature of oil reagent
var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent()
if (OL && istype(OL))
OL.data["temperature"] = temperature
/obj/machinery/appliance/cooker/fryer/equalize_temperature()
if (..())
//Set temperature of oil reagent
var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent()
if (OL && istype(OL))
OL.data["temperature"] = temperature
/obj/machinery/appliance/cooker/fryer/update_cooking_power()
..()//In addition to parent temperature calculation
//Fryer efficiency also drops when oil levels arent optimal
var/oil_level = 0
var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent()
if(OL && istype(OL))
oil_level = OL.volume
var/oil_efficiency = 0
if(oil_level)
oil_efficiency = oil_level / optimal_oil
if(oil_efficiency > 1)
//We're above optimal, efficiency goes down as we pass too much over it
oil_efficiency = 1 - (oil_efficiency - 1)
cooking_power *= oil_efficiency
/obj/machinery/appliance/cooker/fryer/update_icon()
if(!stat)
..()
if(cooking == TRUE)
icon_state = on_icon
if(fry_loop)
fry_loop.start(src)
else
icon_state = off_icon
if(fry_loop)
fry_loop.stop(src)
else
icon_state = off_icon
if(fry_loop)
fry_loop.stop(src)
..()
//Fryer gradually infuses any cooked food with oil. Moar calories
//This causes a slow drop in oil levels, encouraging refill after extended use
/obj/machinery/appliance/cooker/fryer/do_cooking_tick(var/datum/cooking_item/CI)
if(..() && (CI.oil < CI.max_oil) && prob(20))
var/datum/reagents/buffer = new /datum/reagents(2)
oil.trans_to_holder(buffer, min(0.5, CI.max_oil - CI.oil))
CI.oil += buffer.total_volume
CI.container.soak_reagent(buffer)
//To solve any odd logic problems with results having oil as part of their compiletime ingredients.
//Upon finishing a recipe the fryer will analyse any oils in the result, and replace them with our oil
//As well as capping the total to the max oil
/obj/machinery/appliance/cooker/fryer/finish_cooking(var/datum/cooking_item/CI)
..()
var/total_oil = 0
var/total_our_oil = 0
var/total_removed = 0
var/datum/reagent/our_oil = oil.get_master_reagent()
for (var/obj/item/I in CI.container)
if (I.reagents && I.reagents.total_volume)
for (var/datum/reagent/R in I.reagents.reagent_list)
if (istype(R, /datum/reagent/nutriment/triglyceride/oil))
total_oil += R.volume
if (R.id != our_oil.id)
total_removed += R.volume
I.reagents.remove_reagent(R.id, R.volume)
else
total_our_oil += R.volume
if (total_removed > 0 || total_oil != CI.max_oil)
total_oil = min(total_oil, CI.max_oil)
if (total_our_oil < total_oil)
//If we have less than the combined total, then top up from our reservoir
var/datum/reagents/buffer = new /datum/reagents(INFINITY)
oil.trans_to_holder(buffer, total_oil - total_our_oil)
CI.container.soak_reagent(buffer)
else if (total_our_oil > total_oil)
//If we have more than the maximum allowed then we delete some.
//This could only happen if one of the objects spawns with the same type of oil as ours
var/portion = 1 - (total_oil / total_our_oil) //find the percentage to remove
for (var/obj/item/I in CI.container)
if (I.reagents && I.reagents.total_volume)
for (var/datum/reagent/R in I.reagents.reagent_list)
if (R.id == our_oil.id)
I.reagents.remove_reagent(R.id, R.volume*portion)
/obj/machinery/appliance/cooker/fryer/cook_mob(var/mob/living/victim, var/mob/user)
if(!istype(victim))
return
// user.visible_message("<span class='danger'>\The [user] starts pushing \the [victim] into \the [src]!</span>")
//Removed delay on this action in favour of a cooldown after it
//If you can lure someone close to the fryer and grab them then you deserve success.
//And a delay on this kind of niche action just ensures it never happens
//Cooldown ensures it can't be spammed to instakill someone
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN*3)
fry_loop.start(src)
if(!do_mob(user, victim, 20))
cooking = FALSE
icon_state = off_icon
fry_loop.stop(src)
return
if(!victim || !victim.Adjacent(user))
to_chat(user, "<span class='danger'>Your victim slipped free!</span>")
cooking = FALSE
icon_state = off_icon
fry_loop.stop(src)
return
var/damage = rand(7,13) // Though this damage seems reduced, some hot oil is transferred to the victim and will burn them for a while after
var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent()
damage *= OL.heatdamage(victim)
var/obj/item/organ/external/E
var/nopain
if(ishuman(victim) && user.zone_sel.selecting != "groin" && user.zone_sel.selecting != "chest")
var/mob/living/carbon/human/H = victim
E = H.get_organ(user.zone_sel.selecting)
if(!E || E.species.flags & NO_PAIN)
nopain = 2
else if(E.robotic >= ORGAN_ROBOT)
nopain = 1
user.visible_message("<span class='danger'>\The [user] shoves \the [victim][E ? "'s [E.name]" : ""] into \the [src]!</span>")
if (damage > 0)
if(E)
if(E.children && E.children.len)
for(var/obj/item/organ/external/child in E.children)
if(nopain && nopain < 2 && !(child.robotic >= ORGAN_ROBOT))
nopain = 0
child.take_damage(0, damage)
damage -= (damage*0.5)//IF someone's arm is plunged in, the hand should take most of it
E.take_damage(0, damage)
else
victim.apply_damage(damage, BURN, user.zone_sel.selecting)
if(!nopain)
to_chat(victim, "<span class='danger'>Agony consumes you as searing hot oil scorches your [E ? E.name : "flesh"] horribly!</span>")
victim.emote("scream")
else
to_chat(victim, "<span class='danger'>Searing hot oil scorches your [E ? E.name : "flesh"]!</span>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Has [cook_type] \the [victim] ([victim.ckey]) in \a [src]</font>")
victim.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been [cook_type] in \a [src] by [user.name] ([user.ckey])</font>")
msg_admin_attack("[key_name_admin(user)] [cook_type] \the [victim] ([victim.ckey]) in \a [src]. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
//Coat the victim in some oil
oil.trans_to(victim, 40)
fry_loop.stop()
/obj/machinery/appliance/cooker/fryer/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/reagent_containers/glass) && I.reagents)
if (I.reagents.total_volume <= 0 && oil)
//Its empty, handle scooping some hot oil out of the fryer
oil.trans_to(I, I.reagents.maximum_volume)
user.visible_message("[user] scoops some oil out of \the [src].", span("notice","You scoop some oil out of \the [src]."))
return 1
else
//It contains stuff, handle pouring any oil into the fryer
//Possibly in future allow pouring non-oil reagents in, in order to sabotage it and poison food.
//That would really require coding some sort of filter or better replacement mechanism first
//So for now, restrict to oil only
var/amount = 0
for (var/datum/reagent/R in I.reagents.reagent_list)
if (istype(R, /datum/reagent/nutriment/triglyceride/oil))
var/delta = oil.get_free_space()
delta = min(delta, R.volume)
oil.add_reagent(R.id, delta)
I.reagents.remove_reagent(R.id, delta)
amount += delta
if (amount > 0)
user.visible_message("[user] pours some oil into \the [src].", span("notice","You pour [amount]u of oil into \the [src]."), "<span class='notice'>You hear something viscous being poured into a metal container.</span>")
return 1
//If neither of the above returned, then call parent as normal
..()