/* * These absorb the functionality of the plant bag, ore satchel, etc. * They use the use_to_pickup, quick_gather, and quick_empty functions * that were already defined in weapon/storage, but which had been * re-implemented in other classes. * * Contains: * Trash Bag * Mining Satchel * Plant Bag * Sheet Snatcher * Book Bag * Tray * * -Sayu */ // Generic non-item /obj/item/weapon/storage/bag allow_quick_gather = 1 allow_quick_empty = 1 display_contents_with_number = 1 // should work fine now use_to_pickup = 1 slot_flags = SLOT_BELT // ----------------------------- // Trash bag // ----------------------------- /obj/item/weapon/storage/bag/trash name = "trash bag" desc = "It's the heavy-duty black polymer kind. Time to take out the trash!" icon = 'icons/obj/trash.dmi' icon_state = "trashbag0" item_state = "trashbag" w_class = 4 max_w_class = 2 storage_slots = 30 can_hold = list() // any cant_hold = list("/obj/item/weapon/disk/nuclear","/obj/item/flag/nation") /obj/item/weapon/storage/bag/trash/suicide_act(mob/user) user.visible_message("[user] puts the [src.name] over their head and starts chomping at the insides! Disgusting!") playsound(loc, 'sound/items/eatfood.ogg', 50, 1, -1) return (TOXLOSS) /obj/item/weapon/storage/bag/trash/update_icon() if(contents.len == 0) icon_state = "trashbag0" else if(contents.len < 12) icon_state = "trashbag1" else if(contents.len < 21) icon_state = "trashbag2" else icon_state = "trashbag3" /obj/item/weapon/storage/bag/trash/cyborg /obj/item/weapon/storage/bag/trash/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J) J.put_in_cart(src, user) J.mybag=src J.update_icon() /obj/item/weapon/storage/bag/trash/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J) return // ----------------------------- // Plastic Bag // ----------------------------- /obj/item/weapon/storage/bag/plasticbag name = "plastic bag" desc = "It's a very flimsy, very noisy alternative to a bag." icon = 'icons/obj/trash.dmi' icon_state = "plasticbag" item_state = "plasticbag" slot_flags = SLOT_HEAD|SLOT_BELT throwforce = 0 w_class = 4 max_w_class = 2 storage_slots = 7 display_contents_with_number = 0 //or else this will lead to stupid behavior. can_hold = list() // any cant_hold = list("/obj/item/weapon/disk/nuclear","/obj/item/flag/nation") var/head = 0 /obj/item/weapon/storage/bag/plasticbag/mob_can_equip(M as mob, slot) if(slot==slot_head && contents.len) M << "\red You need to empty the bag first!" return 0 return ..() /obj/item/weapon/storage/bag/plasticbag/equipped(var/mob/user, var/slot) if(slot==slot_head) head = 1 storage_slots = 0 processing_objects.Add(src) return /obj/item/weapon/storage/bag/plasticbag/process() if(is_equipped() && head) if(ishuman(loc)) var/mob/living/carbon/human/H = loc if(H.internal) return H.losebreath += 1 else head = 0 storage_slots = 7 processing_objects.Remove(src) return // ----------------------------- // Mining Satchel // ----------------------------- /obj/item/weapon/storage/bag/ore name = "Mining Satchel" desc = "This little bugger can be used to store and transport ores." icon = 'icons/obj/mining.dmi' icon_state = "satchel" slot_flags = SLOT_BELT | SLOT_POCKET w_class = 3 storage_slots = 50 max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * ore.w_class max_w_class = 3 can_hold = list("/obj/item/weapon/ore") /obj/item/weapon/storage/bag/ore/holding //miners, your messiah has arrived name = "mining satchel of holding" desc = "A revolution in convenience, this satchel allows for infinite ore storage. It's been outfitted with anti-malfunction safety measures." storage_slots = INFINITY max_combined_w_class = INFINITY origin_tech = "bluespace=3" icon_state = "satchel_bspace" // ----------------------------- // Plant bag // ----------------------------- /obj/item/weapon/storage/bag/plants icon = 'icons/obj/hydroponics.dmi' icon_state = "plantbag" name = "Plant Bag" storage_slots = 50; //the number of plant pieces it can carry. max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * plants.w_class max_w_class = 3 w_class = 1 can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/grown","/obj/item/seeds","/obj/item/weapon/grown", "/obj/item/stack/tile/grass") /* /obj/item/weapon/storage/bag/plants/portaseeder name = "Portable Seed Extractor" desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant." icon_state = "portaseeder" origin_tech = "materials=2;biotech=2" verb/dissolve_contents() set name = "Activate Seed Extraction" set category = "Object" set desc = "Activate to convert your plants into plantable seeds." for(var/obj/item/O in contents) seedify(O, 1) for(var/mob/M in range(1)) if (M.s_active == src) src.close(M) */ // ----------------------------- // Sheet Snatcher // ----------------------------- // Because it stacks stacks, this doesn't operate normally. // However, making it a storage/bag allows us to reuse existing code in some places. -Sayu /obj/item/weapon/storage/bag/sheetsnatcher icon = 'icons/obj/mining.dmi' icon_state = "sheetsnatcher" name = "Sheet Snatcher" desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet." var/capacity = 300; //the number of sheets it can carry. w_class = 3 allow_quick_empty = 1 // this function is superceded New() ..() //verbs -= /obj/item/weapon/storage/verb/quick_empty //verbs += /obj/item/weapon/storage/bag/sheetsnatcher/quick_empty can_be_inserted(obj/item/W as obj, stop_messages = 0) if(!istype(W,/obj/item/stack/sheet) || istype(W,/obj/item/stack/sheet/mineral/sandstone) || istype(W,/obj/item/stack/sheet/wood)) if(!stop_messages) usr << "The snatcher does not accept [W]." return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu var/current = 0 for(var/obj/item/stack/sheet/S in contents) current += S.amount if(capacity == current)//If it's full, you're done if(!stop_messages) usr << "\red The snatcher is full." return 0 return 1 // Modified handle_item_insertion. Would prefer not to, but... handle_item_insertion(obj/item/W as obj, prevent_warning = 0) var/obj/item/stack/sheet/S = W if(!istype(S)) return 0 var/amount var/inserted = 0 var/current = 0 for(var/obj/item/stack/sheet/S2 in contents) current += S2.amount if(capacity < current + S.amount)//If the stack will fill it up amount = capacity - current else amount = S.amount for(var/obj/item/stack/sheet/sheet in contents) if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects sheet.amount += amount // they should only be removed through procs in this file, which split them up. S.amount -= amount inserted = 1 break if(!inserted || !S.amount) usr.unEquip(S) usr.update_icons() //update our overlays if (usr.client && usr.s_active != src) usr.client.screen -= S S.dropped(usr) if(!S.amount) del(S) else S.loc = src orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) update_icon() return 1 // Sets up numbered display to show the stack size of each stored mineral // NOTE: numbered display is turned off currently because it's broken orient2hud(mob/user as mob) var/adjusted_contents = contents.len //Numbered contents display var/list/datum/numbered_display/numbered_contents if(display_contents_with_number) numbered_contents = list() adjusted_contents = 0 for(var/obj/item/stack/sheet/I in contents) adjusted_contents++ var/datum/numbered_display/D = new/datum/numbered_display(I) D.number = I.amount numbered_contents.Add( D ) var/row_num = 0 var/col_count = min(7,storage_slots) -1 if (adjusted_contents > 7) row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width. src.standard_orient_objs(row_num, col_count, numbered_contents) return // Modified quick_empty verb drops appropriate sized stacks quick_empty() var/location = get_turf(src) for(var/obj/item/stack/sheet/S in contents) while(S.amount) var/obj/item/stack/sheet/N = new S.type(location) var/stacksize = min(S.amount,N.max_amount) N.amount = stacksize S.amount -= stacksize if(!S.amount) del(S) // todo: there's probably something missing here orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) update_icon() // Instead of removing remove_from_storage(obj/item/W as obj, atom/new_location) var/obj/item/stack/sheet/S = W if(!istype(S)) return 0 //I would prefer to drop a new stack, but the item/attack_hand code // that calls this can't recieve a different object than you clicked on. //Therefore, make a new stack internally that has the remainder. // -Sayu if(S.amount > S.max_amount) var/obj/item/stack/sheet/temp = new S.type(src) temp.amount = S.amount - S.max_amount S.amount = S.max_amount return ..(S,new_location) // ----------------------------- // Sheet Snatcher (Cyborg) // ----------------------------- /obj/item/weapon/storage/bag/sheetsnatcher/borg name = "Sheet Snatcher 9000" desc = "" capacity = 500//Borgs get more because >specialization // ----------------------------- // Cash Bag // ----------------------------- /obj/item/weapon/storage/bag/cash icon = 'icons/obj/storage.dmi' icon_state = "cashbag" name = "Cash bag" desc = "A bag for carrying lots of cash. It's got a big dollar sign printed on the front." storage_slots = 50; //the number of cash pieces it can carry. max_combined_w_class = 200 //Doesn't matter what this is, so long as it's more or equal to storage_slots * cash.w_class max_w_class = 3 w_class = 1 can_hold = list("/obj/item/weapon/coin","/obj/item/weapon/spacecash") // ----------------------------- // Book bag // ----------------------------- /obj/item/weapon/storage/bag/books name = "book bag" desc = "A bag for books." icon = 'icons/obj/library.dmi' icon_state = "bookbag" display_contents_with_number = 0 //This would look really stupid otherwise storage_slots = 7 max_combined_w_class = 21 max_w_class = 3 w_class = 4 //Bigger than a book because physics can_hold = list("/obj/item/weapon/book", "/obj/item/weapon/spellbook") //No bibles, consistent with bookcase /* * Trays - Agouri */ /obj/item/weapon/storage/bag/tray name = "tray" icon = 'icons/obj/food.dmi' icon_state = "tray" desc = "A metal tray to lay food on." force = 5 throwforce = 10.0 throw_speed = 3 throw_range = 5 w_class = 4.0 flags = CONDUCT m_amt = 3000 /obj/item/weapon/storage/bag/tray/attack(mob/living/M as mob, mob/living/user as mob) ..() // Drop all the things. All of them. var/list/obj/item/oldContents = contents.Copy() quick_empty() // Make each item scatter a bit for(var/obj/item/I in oldContents) spawn() for(var/i = 1, i <= rand(1,2), i++) if(I) step(I, pick(NORTH,SOUTH,EAST,WEST)) sleep(rand(2,4)) if(prob(50)) playsound(M, 'sound/items/trayhit1.ogg', 50, 1) else playsound(M, 'sound/items/trayhit2.ogg', 50, 1) if(ishuman(M)) if(prob(10)) M.Weaken(2) /obj/item/weapon/storage/bag/tray/proc/rebuild_overlays() overlays.Cut() for(var/obj/item/I in contents) overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = -1) /obj/item/weapon/storage/bag/tray/remove_from_storage(obj/item/W as obj, atom/new_location) ..() rebuild_overlays() /obj/item/weapon/storage/bag/tray/handle_item_insertion(obj/item/I, prevent_warning = 0) overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = -1) ..() /obj/item/weapon/storage/bag/tray/cyborg /obj/item/weapon/storage/bag/tray/cyborg/afterattack(atom/target, mob/user as mob) if ( isturf(target) || istype(target,/obj/structure/table) ) var foundtable = istype(target,/obj/structure/table/) if ( !foundtable ) //it must be a turf! for(var/obj/structure/table/T in target) foundtable = 1 break var turf/dropspot if ( !foundtable ) // don't unload things onto walls or other silly places. dropspot = user.loc else if ( isturf(target) ) // they clicked on a turf with a table in it dropspot = target else // they clicked on a table dropspot = target.loc overlays = null var droppedSomething = 0 for(var/obj/item/I in contents) I.loc = dropspot contents.Remove(I) droppedSomething = 1 if(!foundtable && isturf(dropspot)) // if no table, presume that the person just shittily dropped the tray on the ground and made a mess everywhere! spawn() for(var/i = 1, i <= rand(1,2), i++) if(I) step(I, pick(NORTH,SOUTH,EAST,WEST)) sleep(rand(2,4)) if ( droppedSomething ) if ( foundtable ) user.visible_message("\blue [user] unloads their service tray.") else user.visible_message("\blue [user] drops all the items on their tray.") return ..()