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Port over fermentation barrel, minor refactor of reagent container, add in wine power etc.
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@@ -1236,3 +1236,107 @@
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drink_icon = "synthignonglass"
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drink_name = "Glass of Synthignon"
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drink_desc = "Someone mixed good wine and robot booze. Romantic, but atrocious."
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/datum/reagent/consumable/ethanol/fruit_wine
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name = "Fruit Wine"
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id = "fruit_wine"
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description = "A wine made from grown plants."
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color = "#FFFFFF"
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alcohol_perc = 0.35
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taste_message = "bad coding"
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can_synth = FALSE
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var/list/names = list("null fruit" = 1) //Names of the fruits used. Associative list where name is key, value is the percentage of that fruit.
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var/list/tastes = list("bad coding" = 1) //List of tastes. See above.
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/datum/reagent/consumable/ethanol/fruit_wine/on_new(list/data)
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names = data["names"]
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tastes = data["tastes"]
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alcohol_perc = data["alcohol_perc"]
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color = data["color"]
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generate_data_info(data)
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/datum/reagent/consumable/ethanol/fruit_wine/on_merge(list/data, amount)
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var/diff = (amount/volume)
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if(diff < 1)
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color = BlendRGB(color, data["color"], diff/2) //The percentage difference over two, so that they take average if equal.
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else
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color = BlendRGB(color, data["color"], (1/diff)/2) //Adjust so it's always blending properly.
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var/oldvolume = volume-amount
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var/list/cachednames = data["names"]
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for(var/name in names | cachednames)
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names[name] = ((names[name] * oldvolume) + (cachednames[name] * amount)) / volume
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var/list/cachedtastes = data["tastes"]
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for(var/taste in tastes | cachedtastes)
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tastes[taste] = ((tastes[taste] * oldvolume) + (cachedtastes[taste] * amount)) / volume
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alcohol_perc *= oldvolume
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var/newzepwr = data["alcohol_perc"] * amount
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alcohol_perc += newzepwr
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alcohol_perc /= volume //Blending alcohol percentage to volume.
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generate_data_info(data)
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/datum/reagent/consumable/ethanol/fruit_wine/proc/generate_data_info(list/data)
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var/minimum_percent = 0.15 //Percentages measured between 0 and 1.
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var/list/primary_tastes = list()
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var/list/secondary_tastes = list()
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drink_name = "glass of [name]"
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drink_desc = description
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for(var/taste in tastes)
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switch(tastes[taste])
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if(minimum_percent*2 to INFINITY)
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primary_tastes += taste
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if(minimum_percent to minimum_percent*2)
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secondary_tastes += taste
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var/minimum_name_percent = 0.35
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name = ""
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var/list/names_in_order = sortTim(names, /proc/cmp_numeric_dsc, TRUE)
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var/named = FALSE
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for(var/fruit_name in names)
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if(names[fruit_name] >= minimum_name_percent)
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name += "[fruit_name] "
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named = TRUE
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if(named)
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name += "wine"
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else
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name = "mixed [names_in_order[1]] wine"
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var/alcohol_description
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switch(alcohol_perc)
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if(1.2 to INFINITY)
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alcohol_description = "suicidally strong"
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if(0.9 to 1.2)
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alcohol_description = "rather strong"
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if(0.7 to 0.9)
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alcohol_description = "strong"
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if(0.4 to 0.7)
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alcohol_description = "rich"
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if(0.2 to 0.4)
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alcohol_description = "mild"
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if(0 to 0.2)
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alcohol_description = "sweet"
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else
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alcohol_description = "watery" //How the hell did you get negative boozepwr?
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var/list/fruits = list()
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if(names_in_order.len <= 3)
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fruits = names_in_order
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else
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for(var/i in 1 to 3)
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fruits += names_in_order[i]
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fruits += "other plants"
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var/fruit_list = english_list(fruits)
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description = "A [alcohol_description] wine brewed from [fruit_list]."
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var/flavor = ""
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if(!primary_tastes.len)
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primary_tastes = list("[alcohol_description] alcohol")
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flavor += english_list(primary_tastes)
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if(secondary_tastes.len)
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flavor += ", with a hint of "
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flavor += english_list(secondary_tastes)
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taste_message = flavor
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if(holder.my_atom)
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holder.my_atom.on_reagent_change()
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@@ -95,7 +95,6 @@
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spawn(5) reagents.clear_reagents()
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return
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else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
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if(target.reagents && !target.reagents.total_volume)
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to_chat(user, "<span class='warning'>[target] is empty and can't be refilled!</span>")
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return
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@@ -107,7 +106,7 @@
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var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
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to_chat(user, "<span class='notice'>You fill [src] with [trans] unit\s of the contents of [target].</span>")
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else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it.
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else if(target.is_refillable() && is_drainable()) //Something like a glass. Player probably wants to transfer TO it.
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if(!reagents.total_volume)
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to_chat(user, "<span class='warning'>[src] is empty.</span>")
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return
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