/// Allows humanoids to eat arbitrary items /datum/component/special_tastes /// associated list of item to reagents and tastes /// Typepath = (list(reagents = list(reagents), tastes = list(tastes)); Ex: list(/obj/item/stack/sheet/mineral/silver = list("reagents" = list("nutriment" = 5, "vitamin" = 1), "tastes" = list("metal and blood" = 1))) var/list/obj/item/edible_items = list() /datum/component/special_tastes/Initialize(list/edible_items) if(!length(edible_items)) return COMPONENT_INCOMPATIBLE if(!ishuman(parent)) return COMPONENT_INCOMPATIBLE for(var/obj/item/current_item as anything in edible_items) if(!islist(edible_items[current_item])) // if not a list of reagents return COMPONENT_INCOMPATIBLE src.edible_items = edible_items RegisterSignal(parent, COMSIG_ATTACK_BY, PROC_REF(attempt_ingest)) /// check if item is in the list of potential food /datum/component/special_tastes/proc/attempt_ingest(datum/source, obj/item/attacking_item, mob/living/carbon/human/attacker) SIGNAL_HANDLER // COMSIG_ATTACK_BY if(parent != attacker) // only if they attack themselves with it return var/is_edible = FALSE var/obj/item/similar_to for(var/potential_type in edible_items) if(istype(attacking_item, potential_type)) is_edible = TRUE similar_to = potential_type break if(!is_edible) return attempt_to_eat(attacker, attacking_item, similar_to) return COMPONENT_SKIP_AFTERATTACK /// Handle eating and nutrition gain from eating minerals /datum/component/special_tastes/proc/attempt_to_eat(mob/living/carbon/human/user, obj/item/attacking_item, obj/item/similar_to) if(istype(attacking_item, /obj/item/stack)) var/obj/item/stack/stacked_item = attacking_item if(stacked_item.amount > 1) to_chat(user, SPAN_NOTICE("You can only eat one of [stacked_item] at a time.")) return var/obj/item/food/food = turn_into_food(attacking_item, similar_to) user.drop_item_to_ground(attacking_item, TRUE, TRUE) user.put_in_active_hand(food) var/fullness = user.nutrition + 10 for(var/datum/reagent/consumable/chem in food.reagents.reagent_list) fullness += chem.nutriment_factor * chem.volume / (chem.metabolization_rate * user.metabolism_efficiency) if(!(fullness > (600 * (1 + user.overeatduration / 2000)))) // need to work around the sleep()'s in eat() user.consume(food) food.On_Consume(user, user) qdel(attacking_item) return // couldnt eat it, undo to_chat(user, SPAN_NOTICE("You are too full to eat [attacking_item].")) user.drop_item_to_ground(food, TRUE, TRUE) user.put_in_active_hand(attacking_item) qdel(food) /// Turn the item into food, can only be eaten in 1 bite to prevent creating a half-eaten item that those without the trait can also eat. /datum/component/special_tastes/proc/turn_into_food(obj/item/future_food, obj/item/similar_to) var/obj/item/food/food = new food.name = future_food.name food.desc = future_food.desc food.icon = future_food.icon food.icon_state = future_food.icon_state var/list/food_info = edible_items[similar_to] var/list/chem_info = food_info["reagents"] var/list/taste_info = food_info["tastes"] for(var/reagent_id in chem_info) var/reagent_amount = chem_info[reagent_id] food.reagents.add_reagent(reagent_id, reagent_amount, taste_info.Copy()) food.bitesize = food.reagents.total_volume return food /datum/component/special_tastes/Destroy(force, silent) UnregisterSignal(parent, COMSIG_ATTACK_BY) return ..()