//////////////////////////////
// Fish Tanks! //
//////////////////////////////
/obj/machinery/fishtank
name = "placeholder tank"
desc = "So generic, it might as well have no description at all."
icon = 'icons/obj/fish_items.dmi'
icon_state = "tank1"
density = 0
anchored = 0
throwpass = 0
var/tank_type = "" // Type of aquarium, used for icon updating
var/water_capacity = 0 // Number of units the tank holds (varies with tank type)
var/water_level = 0 // Number of units currently in the tank (new tanks start empty)
var/light_switch = 0 // 0 = off, 1 = on (off by default)
var/filth_level = 0.0 // How dirty the tank is (max 10)
var/lid_switch = 0 // 0 = open, 1 = closed (open by default)
var/max_fish = 0 // How many fish the tank can support (varies with tank type, 1 fish per 50 units sounds reasonable)
var/food_level = 0 // Amount of fishfood floating in the tank (max 10)
var/fish_count = 0 // Number of fish in the tank
var/list/fish_list = null // Tracks the current types of fish in the tank
var/egg_count = 0 // How many fish eggs can be harvested from the tank (capped at the max_fish value)
var/list/egg_list = null // Tracks the current types of harvestable eggs in the tank
var/has_lid = 0 // 0 if the tank doesn't have a lid/light, 1 if it does
var/max_health = 0 // Can handle a couple hits
var/cur_health = 0 // Current health, starts at max_health
var/leaking = 0 // 0 if not leaking, 1 if minor leak, 2 if major leak (not leaking by default)
var/shard_count = 0 // Number of glass shards to salvage when broken (1 less than the number of sheets to build the tank)
/obj/machinery/fishtank/bowl
name = "fish bowl"
desc = "A small bowl capable of housing a single fish, commonly found on desks. This one has a tiny treasure chest in it!"
icon_state = "bowl1"
density = 0 // Small enough to not block stuff
anchored = 0 // Small enough to move even when filled
throwpass = 1 // Just like at the county fair, you can't seem to throw the ball in to win the goldfish
pass_flags = PASSTABLE // Small enough to pull onto a table
tank_type = "bowl"
water_capacity = 50 // Not very big, therefore it can't hold much
max_fish = 1 // What a lonely fish
has_lid = 0
max_health = 15 // Not very sturdy
cur_health = 15
shard_count = 0 // No salvageable shards
/obj/machinery/fishtank/tank
name = "fish tank"
desc = "A large glass tank designed to house aquatic creatures. Contains an integrated water circulation system."
icon = 'icons/obj/fish_items.dmi'
icon_state = "tank1"
density = 1
anchored = 1
throwpass = 1 // You can throw objects over this, despite it's density, because it's short enough.
tank_type = "tank"
water_capacity = 200 // Decent sized, holds almost 2 full buckets
max_fish = 4 // Room for a few fish
has_lid = 1
max_health = 50 // Average strength, will take a couple hits from a toolbox.
cur_health = 50
shard_count = 2
/obj/machinery/fishtank/wall
name = "wall aquarium"
desc = "This aquarium is massive! It completely occupies the same space as a wall, and looks very sturdy too!"
icon_state = "wall1"
density = 1
anchored = 1
throwpass = 0 // This thing is the size of a wall, you can't throw past it.
tank_type = "wall"
water_capacity = 500 // This thing fills an entire tile, it holds a lot.
max_fish = 10 // Plenty of room for a lot of fish
has_lid = 1
max_health = 100 // This thing is a freaking wall, it can handle abuse.
cur_health = 100
shard_count = 3
//////////////////////////////
// VERBS & PROCS //
//////////////////////////////
/obj/machinery/fishtank/verb/toggle_lid_verb()
set name = "Toggle Tank Lid"
set category = "Object"
set src in view(1)
toggle_lid(usr)
/obj/machinery/fishtank/proc/toggle_lid(var/mob/living/user)
lid_switch = !lid_switch
update_icon()
/obj/machinery/fishtank/verb/toggle_light_verb()
set name = "Toggle Tank Light"
set category = "Object"
set src in view(1)
toggle_light(usr)
/obj/machinery/fishtank/proc/toggle_light(var/mob/living/user)
light_switch = !light_switch
if(light_switch)
set_light(2,2,"#a0a080")
else
set_light(0)
//////////////////////////////
// NEW() PROCS //
//////////////////////////////
/obj/machinery/fishtank/New()
..()
fish_list = new/list()
egg_list = new/list()
if(!has_lid) //Tank doesn't have a lid/light, remove the verbs for then
verbs -= /obj/machinery/fishtank/verb/toggle_lid_verb
verbs -= /obj/machinery/fishtank/verb/toggle_light_verb
/obj/machinery/fishtank/tank/New()
..()
if(prob(5)) //5% chance to get the castle decoration
icon_state = "tank2"
//////////////////////////////
// ICON PROCS //
//////////////////////////////
/obj/machinery/fishtank/update_icon()
overlays.Cut()
//Update Alert Lights
if(has_lid) //Skip the alert lights for aquariums that don't have lids (fishbowls)
if(egg_count > 0) //There is at least 1 egg to harvest
overlays += "over_egg"
if(lid_switch == 1) //Lid is closed, lid status light is red
overlays += "over_lid_1"
else //Lid is open, lid status light is green
overlays += "over_lid_0"
if(food_level > 5) //Food_level is high and isn't a concern yet
overlays += "over_food_0"
else if(food_level > 2) //Food_level is starting to get low, but still above the breeding threshold
overlays += "over_food_1"
else //Food_level is below breeding threshold, or fully consumed, feed the fish!
overlays += "over_food_2"
overlays += "over_leak_[leaking]" //Green if we aren't leaking, light blue and slow blink if minor link, dark blue and rapid flashing for major leak
//Update water overlay
if(water_level == 0) return //Skip the rest of this if there is no water in the aquarium
var/water_type = "_clean" //Default to clean water
if(filth_level > 5) water_type = "_dirty" //Show dirty water above filth_level 5 (breeding threshold)
if(water_level > (water_capacity * 0.85)) //Show full if the water_level is over 85% of water_capacity
overlays += "over_[tank_type]_full[water_type]"
else if(water_level > (water_capacity * 0.35)) //Show half-full if the water_level is over 35% of water_capacity
overlays += "over_[tank_type]_half[water_type]"
return
//////////////////////////////
// PROCESS PROC //
//////////////////////////////
//Stops atmos from passing wall tanks, since they are effectively full-windows.
/obj/machinery/fishtank/wall/CanAtmosPass(var/turf/T)
return 0
/obj/machinery/fishtank/process()
//Start by counting fish in the tank
fish_count = 0
for(var/fish in fish_list)
if(fish)
fish_count++
//Check if the water level can support the current number of fish
if((fish_count * 50) > water_level)
if(prob(50)) //Not enough water for all the fish, chance to kill one
kill_fish() //Chance passed, kill a random fish
filth_level += 2 //Dead fish raise the filth level quite a bit, reflect this
//Check filth_level
check_filth_level()
if(filth_level == 10 && fish_count > 0) //This tank is nasty and possibly unsuitable for fish if any are in it
if(prob(30)) //Chance for a fish to die each cycle while the tank is this nasty
kill_fish() //Kill a random fish, don't raise filth level since we're at cap already
//Check breeding conditions
if(fish_count >=2 && egg_count < max_fish) //Need at least 2 fish to breed, but won't breed if there are as many eggs as max_fish
if(food_level > 2 && filth_level <=5) //Breeding is going to use extra food, and the filth_level shouldn't be too high
if(prob(((fish_count - 2) * 5)+10)) //Chances increase with each additional fish, 10% base + 5% per additional fish
egg_count++ //A new set of eggs were laid, increase egg_count
egg_list.Add(select_egg_type()) //Add the new egg to the egg_list for storage
food_level -= 2 //Remove extra food for the breeding process
//Handle standard food and filth adjustments
check_food_level()
var/ate_food = 0
if(food_level > 0 && prob(50)) //Chance for the fish to eat some food
if(food_level >= (fish_count * 0.1)) //If there is at least enough food to go around, feed all the fish
food_level -= fish_count * 0.1
else //Use up the last of the food
food_level = 0
ate_food = 1
check_food_level()
if(water_level > 0) //Don't dirty the tank if it has no water
if(fish_count == 0) //If the tank has no fish, algae growth can occur
if(filth_level < 7.5 && prob(15)) //Algae growth is a low chance and cannot exceed filth_level of 7.5
filth_level += 0.05 //Algae growth is slower than fish filth build-up
else if(filth_level < 10 && prob(10)) //Chance for the tank to get dirtier if the filth_level isn't 10
if(ate_food && prob(25)) //If they ate this cycle, there is an additional chance they make a bigger mess
filth_level += fish_count * 0.1
else //If they didn't make the big mess, make a little one
filth_level += 0.1
check_filth_level()
//Handle special interactions
handle_special_interactions()
//Handle water leakage from damage
if(water_level > 0) //Can't leak water if there is no water in the tank
if(leaking == 2) //At or below 25% health, the tank will lose 10 water_level per cycle (major leak)
water_level -= 10
else if(leaking == 1) //At or below 50% health, the tank will lose 1 water_level per cycle (minor leak)
water_level -= 1
check_water_level()
//////////////////////////////
// SUPPORT PROCS //
//////////////////////////////
/obj/machinery/fishtank/proc/handle_special_interactions()
var/glo_light = 0
for(var/fish in fish_list)
switch(fish)
if("catfish") //Catfish have a small chance of cleaning some filth since they are a bottom-feeder
if((filth_level > 0) && prob(30))
filth_level -= 0.1
if("feederfish") //Feeder fish have a small chance of sacrificing themselves to produce some food
if(fish_count < 2) //Don't sacrifice the last fish, there's nothing to eat it
continue
if(food_level <= 5 && prob(25))
kill_fish("feederfish") //Kill the fish to reflect it's sacrifice, but don't increase the filth_level
food_level += 1 //The corpse became food for the other fish, ecology at it's finest
if("glofish")
glo_light++
if(!light_switch && (glo_light > 0))
set_light(2,glo_light,"#99FF66")
check_food_level()
check_filth_level()
check_water_level()
/obj/machinery/fishtank/proc/check_water_level()
if(water_level < 0) //Water_level cannot be negative, set it to 0 if it is
water_level = 0
if(water_level > water_capacity) //Water_level cannot exceed capacity, set it to capacity if it does
water_level = water_capacity
update_icon()
/obj/machinery/fishtank/proc/check_filth_level()
if(filth_level < 0) //Filth_level cannot be negative, set it to 0 if it is
filth_level = 0
if(filth_level > 10) //Filth_level cannot exceed 10 (cap), set it to 10 if it does
filth_level = 10
/obj/machinery/fishtank/proc/check_food_level()
if(food_level < 0) //Food_level cannot be negative, set it to 0 if it is
food_level = 0
if(food_level > 10) //Food_level cannot exceed 10 (cap), set it to 10 if it does
food_level = 10
/obj/machinery/fishtank/proc/check_health()
//Max value check
if(cur_health > max_health) //Cur_health cannot exceed max_health, set it to max_health if it does
cur_health = max_health
//Leaking status check
if(cur_health <= (max_health * 0.25)) //Major leak at or below 25% health (-10 water/cycle)
leaking = 2
else if(cur_health <= (max_health * 0.5)) //Minor leak at or below 50% health (-1 water/cycle)
leaking = 1
else //Not leaking above 50% health
leaking = 0
//Destruction check
if(cur_health <= 0) //The tank is broken, destroy it
destroy()
/obj/machinery/fishtank/proc/kill_fish(var/type = null)
//Check if we were passed a fish to kill, otherwise kill a random one
if(type)
fish_list.Remove(type) //Kill a fish of the specified type
fish_count -- //Lower fish_count to reflect the death of a fish, so the everything else works fine
else
fish_list.Remove(pick(fish_list)) //Kill a random fish
fish_count -- //Lower fish_count to reflect the death of a fish, so the everything else works fine
/obj/machinery/fishtank/proc/add_fish(var/type = null)
//Check if we were passed a fish type
if(type)
fish_list.Add("[type]") //Add a fish of the specified type
fish_count++ //Increase fish_count to reflect the introduction of a fish, so the everything else works fine
//Announce the new fish
src.visible_message("A new [type] has hatched in \the [src]!")
//Null type fish are dud eggs, give a message to inform the player
else
to_chat(usr, "The eggs disolve in the water. They were duds!")
/obj/machinery/fishtank/proc/select_egg_type()
var/fish = pick(fish_list) //Select a fish from the fish in the tank
if(prob(25)) //25% chance to be a dud (blank) egg
fish = "dud"
var/obj/item/fish_eggs/egg_path = null //Create empty variable to receive the egg_path
egg_path = fish_eggs_list[fish] //Locate the corresponding path from fish_eggs_list that matches the fish
if(!egg_path) //The fish wasn't located in the fish_eggs_list, potentially due to a typo, so return a dud egg
return /obj/item/fish_eggs
else //The fish was located in the fish_eggs_list, so return the proper egg
return egg_path
/obj/machinery/fishtank/proc/harvest_eggs(var/mob/user)
if(!egg_count) //Can't harvest non-existant eggs
return
if(egg_count > max_fish) //Make sure the number of eggs doesn't exceed the max_fish for the tank
egg_count = max_fish //If you somehow exceeded the cap, set the egg_count to max, destroy the excess later
while(egg_count > 0) //Loop until you've harvested all the eggs
var/obj/item/fish_eggs/egg = pick(egg_list) //Select an egg at random
egg = new egg(get_turf(user)) //Spawn the egg at the user's feet
egg_list.Remove(egg) //Remove the egg from the egg_list
egg_count -- //Decrease the egg_count and begin again
egg_list.Cut() //Destroy any excess eggs, clearing the egg_list
/obj/machinery/fishtank/proc/harvest_fish(var/mob/user)
if(!fish_count) //Can't catch non-existant fish!
to_chat(usr, "There are no fish in \the [src] to catch!")
return
var/caught_fish
caught_fish = input("Select a fish to catch.", "Fishing", caught_fish) in fish_list //Select a fish from the tank
if(caught_fish)
var/dead_fish = null
dead_fish = fish_items_list[caught_fish] //Locate the appropriate fish_item for the caught fish
if(!dead_fish) //No fish_item found, possibly due to typo or not being listed. Do nothing.
return
kill_fish(caught_fish) //Kill the caught fish from the tank
user.visible_message("[user.name] harvests \a [caught_fish] from \the [src].", "You scoop \a [caught_fish] out of \the [src].")
new dead_fish(get_turf(user)) //Spawn the appropriate fish_item at the user's feet.
/obj/machinery/fishtank/proc/destroy(var/deconstruct = 0)
var/turf/T = get_turf(src) //Store the tank's turf for atmos updating after deletion of tank
if(!deconstruct) //Check if we are deconstructing or breaking the tank
var/shards_left = shard_count
while(shards_left > 0) //Produce the appropriate number of glass shards
new /obj/item/weapon/shard(get_turf(src))
shards_left --
if(water_level) //Spill any water that was left in the tank when it broke
spill_water()
else //We are deconstructing, make glass sheets instead of shards
var/sheets = shard_count + 1 //Deconstructing it salvages all the glass used to build the tank
new /obj/item/stack/sheet/glass(get_turf(src), sheets) //Produce the appropriate number of glass sheets, in a single stack
qdel(src) //qdel the tank and it's contents
T.air_update_turf(1) //Update the air for the turf, to avoid permanent atmos sealing with wall tanks
/obj/machinery/fishtank/proc/spill_water()
switch(tank_type)
if("bowl") //Fishbowl: Wets it's own tile
var/turf/T = get_turf(src)
if(!istype(T, /turf/simulated)) return
var/turf/simulated/S = T
S.MakeSlippery()
if("tank") //Fishtank: Wets it's own tile and the 4 adjacent tiles (cardinal directions)
var/turf/ST = get_turf(src)
if(istype(ST, /turf/simulated))
var/turf/simulated/ST2 = ST
ST2.MakeSlippery()
var/list/L = ST.CardinalTurfs()
for(var/turf/T in L)
if(!istype(T, /turf/simulated)) continue
var/turf/simulated/S = T
S.MakeSlippery()
if("wall") //Wall-tank: Wets it's own tile and the surrounding 8 tiles (3x3 square)
for(var/turf/T in spiral_range_turfs(1, src.loc))
if(!istype(T, /turf/simulated)) continue
var/turf/simulated/S = T
S.MakeSlippery()
////////////////////////////// Note from FalseIncarnate:
// EXAMINE PROC // This proc is massive, messy, and probably could be handled better.
////////////////////////////// Feel free to try cleaning it up if you think of a better way to do it.
/obj/machinery/fishtank/examine(mob/user)
..(user)
var/examine_message = ""
//Approximate water level
examine_message += "Water level: "
if(water_level == 0)
examine_message += "\The [src] is empty! "
else if(water_level < water_capacity * 0.1)
examine_message += "\The [src] is nearly empty! "
else if(water_level <= water_capacity * 0.25)
examine_message += "\The [src] is about one-quarter filled. "
else if(water_level <= water_capacity * 0.5)
examine_message += "\The [src] is about half filled. "
else if(water_level <= water_capacity * 0.75)
examine_message += "\The [src] is about three-quarters filled. "
else if(water_level < water_capacity)
examine_message += "\The [src] is nearly full! "
else if(water_level == water_capacity)
examine_message += "\The [src] is full! "
examine_message += "
Cleanliness level: "
//Approximate filth level
if(filth_level == 0)
examine_message += "[src] is spotless! "
else if(filth_level <= 2.5)
examine_message += "[src] looks like the glass has been smudged. "
else if(filth_level <= 5) //This is the breeding threshold
examine_message += "[src] has some algae growth in it. "
else if(filth_level <= 7.5)
examine_message += "[src] has a lot of algae growth in it. "
else if(filth_level < 10)
examine_message += "[src] is getting hard to see into! Someone should clean it soon! "
else if(filth_level == 10)
examine_message += "[src] is absolutely disgusting! Someone should clean it NOW! "
examine_message += "
Food level: "
//Approximate food level
if(!fish_count) //Check if there are fish in the tank
if(food_level > 0) //Don't report a tank that has neither fish nor food in it
examine_message += "There's some food in [src], but no fish! "
else //We've got fish, report the food level
if(food_level == 0)
examine_message += "The fish look very hungry! "
else if(food_level < 2)
examine_message += "The fish are nibbling on the last of their food. "
else if(food_level < 10) //Breeding is possible
examine_message += "The fish seem happy! "
else if(food_level == 10)
examine_message += "There is a solid layer of fish food at the top. "
//Report the number of harvestable eggs
if(egg_count) //Don't bother if there isn't any eggs
examine_message += "
There are [egg_count] eggs able to be harvested! "
examine_message += "
"
//Report the number and types of live fish if there is water in the tank
if(fish_count == 0)
examine_message += "\The [src] doesn't contain any live fish. "
else
//Build a message reporting the types of fish
var/fish_num = fish_count
var/message = "You spot "
while(fish_num > 0)
if(fish_count > 1 && fish_num == 1) //If there were at least 2 fish, and this is the last one, add "and" to the message
message += "and "
message += "a [fish_list[fish_num]]"
fish_num --
if(fish_num > 0) //There's more fish, add a comma to the message
message +=", "
message +="." //No more fish, end the message with a period
//Display the number of fish and previously constructed message
examine_message += "\The [src] contains [fish_count] live fish. [message] "
examine_message += "
"
//Report lid state for tanks and wall-tanks
if(has_lid) //Only report if the tank actually has a lid
//Report lid state
if(lid_switch)
examine_message += "The lid is closed. "
else
examine_message += "The lid is open. "
examine_message += "
"
//Report if the tank is leaking/cracked
if(water_level > 0) //Tank has water, so it's actually leaking
if(leaking == 1) examine_message += "\The [src] is leaking."
if(leaking == 2) examine_message += "\The [src] is leaking profusely!"
else //No water, report the cracks instead
if(leaking == 1) examine_message += "\The [src] is cracked."
if(leaking == 2) examine_message += "\The [src] is nearly shattered!"
//Finally, report the full examine_message constructed from the above reports
to_chat(user, "[examine_message]")
return examine_message
//////////////////////////////
// ATACK PROCS //
//////////////////////////////
/obj/machinery/fishtank/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/pet/cat))
if(M.a_intent == I_HELP) //Cats can try to fish in open tanks on help intent
if(lid_switch) //Can't fish in a closed tank. Fishbowls are ALWAYS open.
M.visible_message("[M.name] stares at into \the [src] while sitting perfectly still.", "The lid is closed, so you stare into \the [src] intently.")
else
if(fish_count) //Tank must actually have fish to try catching one
M.visible_message("[M.name] leaps up onto \the[src] and attempts to fish through the opening!", "You jump up onto \the [src] and begin fishing through the opening!")
spawn(10)
if(water_level && prob(45)) //If there is water, there is a chance the cat will slip, Syndicat will spark like E-N when this happens
M.visible_message("[M.name] slipped and got soaked!", "You slipped and got soaked!")
if(istype(M, /mob/living/simple_animal/pet/cat/Syndi))
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
else //No water or didn't slip, get that fish!
M.visible_message("[M.name] catches and devours a live fish!", "You catch and devour a live fish, yum!")
kill_fish() //Kill a random fish
M.health = M.maxHealth //Eating fish heals the predator
else
to_chat(usr, "There are no fish in [src]!")
else
attack_generic(M, M.harm_intent_damage)
else if(istype(M, /mob/living/simple_animal/hostile/bear))
if(M.a_intent == I_HELP) //Bears can try to fish in open tanks on help intent
if(lid_switch) //Can't fish in a closed tank. Fishbowls are ALWAYS open.
M.visible_message("[M.name] scrapes it's claws along \the [src]'s lid.", "The lid is closed, so you scrape your claws against \the [src]'s lid.")
else
if(fish_count) //Tank must actually have fish to try catching one
M.visible_message("[M.name] reaches into \the[src] and attempts to fish through the opening!", "You reach into \the [src] and begin fishing through the opening!")
spawn(5)
if(water_level && prob(5)) //Bears are good at catching fish, only a 5% chance to fail
M.visible_message("[M.name] swipes at the water!", "You just barely missed that fish!")
else //No water or didn't slip, get that fish!
M.visible_message("[M.name] catches and devours a live fish!", "You catch and devour a live fish, yum!")
kill_fish() //Kill a random fish
M.health = M.maxHealth //Eating fish heals the predator
else
to_chat(usr, "There are no fish in [src]!")
else
attack_generic(M, M.harm_intent_damage)
else
if(M.melee_damage_upper > 0) //If the simple_animal has a melee_damage_upper defined, use that for the damage
attack_generic(M, M.melee_damage_upper)
else if(M.a_intent == I_HARM) //Let any simple_animal try to break tanks when on harm intent
if(M.harm_intent_damage <= 0) return //If it doesn't do damage, don't bother with the attack
attack_generic(M, M.harm_intent_damage)
check_health()
/obj/machinery/fishtank/attack_alien(mob/living/user as mob)
if(islarva(user)) return
attack_generic(user, 15)
/obj/machinery/fishtank/attack_slime(mob/living/user as mob)
var/mob/living/carbon/slime/S = user
if(!S.is_adult)
return
attack_generic(user, rand(10, 15))
/obj/machinery/fishtank/attack_hand(mob/user as mob)
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("[user] smashes through [src]!")
destroy()
else if(usr.a_intent == I_HARM)
user.changeNext_move(CLICK_CD_MELEE)
playsound(get_turf(src), 'sound/effects/glassknock.ogg', 80, 1)
usr.visible_message("[usr.name] bangs against the [src.name]!", \
"You bang against the [src.name]!", \
"You hear a banging sound.")
else
user.changeNext_move(CLICK_CD_MELEE)
playsound(src.loc, 'sound/effects/glassknock.ogg', 80, 1)
usr.visible_message("[usr.name] taps on the [src.name].", \
"You tap on the [src.name].", \
"You hear a knocking sound.")
return
/obj/machinery/fishtank/proc/hit(var/damage, var/sound_effect = 1)
cur_health = max(0, cur_health - damage)
if(sound_effect)
playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
check_health()
/obj/machinery/fishtank/proc/attack_generic(mob/living/user as mob, damage = 0) //used by attack_alien, attack_animal, and attack_slime
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
cur_health -= damage
if(cur_health <= 0)
user.visible_message("[user] smashes through \the [src]!")
destroy()
else //for nicer text~
user.visible_message("[user] smashes into \the [src]!")
playsound(loc, 'sound/effects/Glasshit.ogg', 100, 1)
check_health()
/obj/machinery/fishtank/attackby(var/obj/item/O, var/mob/user as mob)
//Welders repair damaged tanks on help intent, damage on all others
if(istype(O, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/W = O
if(user.a_intent == I_HELP)
if(W.isOn())
if(cur_health < max_health)
to_chat(usr, "You repair some of the cracks on \the [src].")
cur_health += 20
check_health()
else
to_chat(usr, "There is no damage to fix!")
else
if(cur_health < max_health)
to_chat(usr, "[W.name] must on to repair this damage.")
else
user.changeNext_move(CLICK_CD_MELEE)
hit(W.force)
return
//Open reagent containers add and remove water
if(O.is_open_container())
if(istype(O, /obj/item/weapon/reagent_containers/glass))
if(lid_switch)
to_chat(usr, "Open the lid on \the [src] first!")
return
var/obj/item/weapon/reagent_containers/glass/C = O
//Containers with any reagents will get dumped in
if(C.reagents.total_volume)
var/water_value = 0
water_value += C.reagents.get_reagent_amount("water") //Water is full value
water_value += C.reagents.get_reagent_amount("holywater") *1.1 //Holywater is (somehow) better. Who said religion had to make sense?
water_value += C.reagents.get_reagent_amount("tonic") * 0.25 //Tonic water is 25% value
water_value += C.reagents.get_reagent_amount("sodawater") * 0.50 //Sodawater is 50% value
water_value += C.reagents.get_reagent_amount("fishwater") * 0.75 //Fishwater is 75% value, to account for the fish poo
water_value += C.reagents.get_reagent_amount("ice") * 0.80 //Ice is 80% value
var/message = ""
if(!water_value) //The container has no water value, clear everything in it
message = "The filtration process removes everything, leaving the water level unchanged."
C.reagents.clear_reagents()
else
if(water_level == water_capacity)
to_chat(usr, "[src] is already full!")
return
else
message = "The filtration process purifies the water, raising the water level."
water_level += water_value
if(water_level == water_capacity)
message += " You filled \the [src] to the brim!"
if(water_level > water_capacity)
message += " You overfilled \the [src] and some water runs down the side, wasted."
C.reagents.clear_reagents()
check_water_level()
user.visible_message("[user.name] pours the contents of [C.name] into \the [src].", "[message]")
return
//Empty containers will scoop out water, filling the container as much as possible from the water_level
else
if(water_level == 0)
to_chat(usr, "[src] is empty!")
else
if(water_level >= C.volume) //Enough to fill the container completely
C.reagents.add_reagent("fishwater", C.volume)
water_level -= C.volume
user.visible_message("[user.name] scoops out some water from \the [src].", "You completely fill [C.name] from \the [src].")
else //Fill the container as much as possible with the water_level
C.reagents.add_reagent("fishwater", water_level)
water_level = 0
user.visible_message("[user.name] scoops out some water from \the [src].", "You fill [C.name] with the last of the water in \the [src].")
check_water_level()
return
//Wrenches can deconstruct empty tanks, but not tanks with any water. Kills any fish left inside and destroys any unharvested eggs in the process
if(istype(O, /obj/item/weapon/wrench))
if(water_level == 0)
to_chat(usr, "Now disassembling [src].")
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user,50, target = src))
destroy(1)
else
to_chat(usr, "[src] must be empty before you disassemble it!")
return
//Fish eggs
else if(istype(O, /obj/item/fish_eggs))
var/obj/item/fish_eggs/egg = O
//Don't add eggs if there is no water (they kinda need that to live)
if(water_level == 0)
to_chat(usr, "[src] has no water; [egg.name] won't hatch without water!")
else
//Don't add eggs if the tank already has the max number of fish
if(fish_count >= max_fish)
to_chat(usr, "[src] can't hold any more fish.")
else
add_fish(egg.fish_type)
qdel(egg)
return
//Fish food
else if(istype(O, /obj/item/weapon/fishfood))
//Only add food if there is water and it isn't already full of food
if(water_level)
if(food_level < 10)
if(fish_count == 0)
user.visible_message("[user.name] shakes some fish food into the empty [src]... How sad.", "You shake some fish food into the empty [src]... If only it had fish.")
else
user.visible_message("[user.name] feeds the fish in \the [src]. The fish look excited!", "You feed the fish in \the [src]. They look excited!")
food_level += 10
else
to_chat(usr, "[src] already has plenty of food in it. You decide to not add more.")
else
to_chat(usr, "[src] doesn't have any water in it. You should fill it with water first.")
check_food_level()
return
//Fish egg scoop
else if(istype(O, /obj/item/weapon/egg_scoop))
if(egg_count)
user.visible_message("[user.name] harvests some fish eggs from \the [src].", "You scoop the fish eggs out of \the [src].")
harvest_eggs(user)
else
user.visible_message("[user.name] fails to harvest any fish eggs from \the [src].", "There are no fish eggs in \the [src] to scoop out.")
return
//Fish net
if(istype(O, /obj/item/weapon/fish_net))
harvest_fish(user)
return
//Tank brush
if(istype(O, /obj/item/weapon/tank_brush))
if(filth_level == 0)
to_chat(usr, "[src] is already spotless!")
else
filth_level = 0
user.visible_message("[user.name] scrubs the inside of \the [src], cleaning the filth.", "You scrub the inside of \the [src], cleaning the filth.")
else if(O && O.force)
user.visible_message("\The [src] has been attacked by [user.name] with \the [O]!")
hit(O.force)
return