////////////////////////////// // 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