//////////////////////////////////////////////////////////////////////////////// /// (Mixing)Glass. //////////////////////////////////////////////////////////////////////////////// /obj/item/weapon/reagent_containers/glass name = " " var/base_name = " " desc = " " icon = 'icons/obj/chemical.dmi' icon_state = "null" item_state = "null" amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,50) volume = 50 flags = OPENCONTAINER var/label_text = "" // the fucking asshole who designed this can go die in a fire - Iamgoofball var/list/can_be_placed_into = list( /obj/machinery/chem_master/, /obj/machinery/chem_heater/, /obj/machinery/chem_dispenser/, /obj/machinery/reagentgrinder, /obj/structure/table, /obj/structure/closet, /obj/structure/sink, /obj/item/weapon/storage, /obj/machinery/atmospherics/unary/cryo_cell, /obj/machinery/dna_scannernew, /obj/item/weapon/grenade/chem_grenade, /obj/machinery/bot/medbot, /obj/item/weapon/storage/secure/safe, /obj/machinery/iv_drip, /obj/machinery/disease2/incubator, /obj/machinery/disposal, /obj/machinery/apiary, /mob/living/simple_animal/cow, /mob/living/simple_animal/hostile/retaliate/goat, /obj/machinery/computer/centrifuge, /obj/machinery/sleeper, /obj/machinery/smartfridge/, /obj/machinery/biogenerator, /obj/machinery/portable_atmospherics/hydroponics, /obj/machinery/constructable_frame) New() ..() base_name = name examine(mob/user) if(!..(user, 2)) return if (!is_open_container()) user << "\blue Airtight lid seals it completely." attack_self() ..() if (is_open_container()) usr << "You put the lid on \the [src]." flags ^= OPENCONTAINER else usr << "You take the lid off \the [src]." flags |= OPENCONTAINER update_icon() afterattack(obj/target, mob/user, proximity) if(!proximity) return if (!is_open_container()) return for(var/type in src.can_be_placed_into) if(istype(target, type)) return if(ismob(target) && target.reagents && reagents.total_volume) user << "\blue You splash the solution onto [target]." var/mob/living/M = target var/list/injected = list() for(var/datum/reagent/R in src.reagents.reagent_list) injected += R.name var/contained = english_list(injected) M.attack_log += text("\[[time_stamp()]\] Has been splashed with [src.name] by [key_name(user)]. Reagents: [contained]") user.attack_log += text("\[[time_stamp()]\] Used the [src.name] to splash [key_name(M)]. Reagents: [contained]") if(M.ckey) msg_admin_attack("[key_name_admin(user)] splashed [key_name_admin(M)] with [src.name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)])") if(!iscarbon(user)) M.LAssailant = null else M.LAssailant = user for(var/mob/O in viewers(world.view, user)) O.show_message(text("\red [] has been splashed with something by []!", target, user), 1) src.reagents.reaction(target, TOUCH) spawn(5) src.reagents.clear_reagents() return else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us. if(!target.reagents.total_volume && target.reagents) user << "\red [target] is empty." return if(reagents.total_volume >= reagents.maximum_volume) user << "\red [src] is full." return var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this) user << "\blue You fill [src] with [trans] units of the contents of [target]." else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it. if(!reagents.total_volume) user << "\red [src] is empty." return if(target.reagents.total_volume >= target.reagents.maximum_volume) user << "\red [target] is full." return // /vg/: Logging transfers of bad things if(target.reagents_to_log.len) var/list/badshit=list() for(var/bad_reagent in target.reagents_to_log) if(reagents.has_reagent(bad_reagent)) badshit += reagents_to_log[bad_reagent] if(badshit.len) var/hl="\red ([english_list(badshit)]) \black" message_admins("[key_name_admin(user)] added [reagents.get_reagent_ids(1)] to \a [target] with [src].[hl]") log_game("[key_name(user)] added [reagents.get_reagent_ids(1)] to \a [target] with [src].") var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this) user << "\blue You transfer [trans] units of the solution to [target]." /*else if(istype(target, /obj/machinery/bunsen_burner)) return else if(istype(target, /obj/machinery/radiocarbon_spectrometer)) return*/ else if(istype(target, /obj/effect/decal/cleanable)) //stops splashing while scooping up fluids return else if(reagents.total_volume) user << "\blue You splash the solution onto [target]." src.reagents.reaction(target, TOUCH) spawn(5) src.reagents.clear_reagents() return attackby(var/obj/item/I, mob/user as mob, params) if(istype(I, /obj/item/clothing/mask/cigarette)) //ciggies are weird return if(is_hot(I)) if(src.reagents) src.reagents.chem_temp += 15 user << "You heat [src] with [I]." src.reagents.handle_reactions() if(istype(I, /obj/item/weapon/pen) || istype(I, /obj/item/device/flashlight/pen)) var/tmp_label = sanitize(input(user, "Enter a label for [src.name]","Label",src.label_text)) if(length(tmp_label) > 10) user << "\red The label can be at most 10 characters long." else user << "\blue You set the label to \"[tmp_label]\"." src.label_text = tmp_label src.update_name_label() if(istype(I,/obj/item/weapon/storage/bag)) ..() proc/update_name_label() if(src.label_text == "") src.name = src.base_name else src.name = "[src.base_name] ([src.label_text])" /obj/item/weapon/reagent_containers/glass/beaker name = "beaker" desc = "A beaker. Can hold up to 50 units." icon = 'icons/obj/chemical.dmi' icon_state = "beaker" item_state = "beaker" materials = list(MAT_GLASS=500) var/obj/item/device/assembly_holder/assembly = null on_reagent_change() update_icon() pickup(mob/user) ..() update_icon() dropped(mob/user) ..() update_icon() attack_hand() ..() update_icon() update_icon() overlays.Cut() if(reagents.total_volume) var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10") var/percent = round((reagents.total_volume / volume) * 100) switch(percent) if(0 to 9) filling.icon_state = "[icon_state]-10" if(10 to 24) filling.icon_state = "[icon_state]10" if(25 to 49) filling.icon_state = "[icon_state]25" if(50 to 74) filling.icon_state = "[icon_state]50" if(75 to 79) filling.icon_state = "[icon_state]75" if(80 to 90) filling.icon_state = "[icon_state]80" if(91 to INFINITY) filling.icon_state = "[icon_state]100" filling.icon += mix_color_from_reagents(reagents.reagent_list) overlays += filling if (!is_open_container()) var/image/lid = image(icon, src, "lid_[initial(icon_state)]") overlays += lid if(assembly) overlays += "assembly" /obj/item/weapon/reagent_containers/glass/beaker/verb/remove_assembly() set name = "Remove Assembly" set category = "Object" set src in usr if(usr.stat || !usr.canmove || usr.restrained()) return if (assembly) usr << "You detach [assembly] from \the [src]" usr.put_in_hands(assembly) assembly = null update_icon() else usr << "There is no assembly to remove." /obj/item/weapon/reagent_containers/glass/beaker/proc/heat_beaker() if(reagents) reagents.chem_temp += 30 reagents.handle_reactions() /obj/item/weapon/reagent_containers/glass/beaker/attackby(obj/item/weapon/W as obj, mob/user as mob, params) if (istype(W,/obj/item/device/assembly_holder)) if (assembly) usr << "The [src] already has an assembly." return ..() assembly = W user.drop_item() W.loc = src overlays += "assembly" else ..() /obj/item/weapon/reagent_containers/glass/beaker/HasProximity(atom/movable/AM) if(assembly) assembly.HasProximity(AM) /obj/item/weapon/reagent_containers/glass/beaker/Crossed(atom/movable/AM) if(assembly) assembly.Crossed(AM) /obj/item/weapon/reagent_containers/glass/beaker/on_found(mob/finder as mob) //for mousetraps if(assembly) assembly.on_found(finder) /obj/item/weapon/reagent_containers/glass/beaker/hear_talk(mob/living/M, msg) if(assembly) assembly.hear_talk(M, msg) /obj/item/weapon/reagent_containers/glass/beaker/large name = "large beaker" desc = "A large beaker. Can hold up to 100 units." icon_state = "beakerlarge" materials = list(MAT_GLASS=2500) volume = 100 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,50,100) flags = OPENCONTAINER /obj/item/weapon/reagent_containers/glass/beaker/vial name = "vial" desc = "A small glass vial. Can hold up to 25 units." icon_state = "vial" materials = list(MAT_GLASS=250) volume = 25 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25) flags = OPENCONTAINER /obj/item/weapon/reagent_containers/glass/beaker/noreact name = "cryostasis beaker" desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units." icon_state = "beakernoreact" materials = list(MAT_GLASS=500) volume = 50 amount_per_transfer_from_this = 10 flags = OPENCONTAINER | NOREACT /obj/item/weapon/reagent_containers/glass/beaker/bluespace name = "bluespace beaker" desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units." icon_state = "beakerbluespace" materials = list(MAT_GLASS=5000) volume = 300 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,50,100,300) flags = OPENCONTAINER /obj/item/weapon/reagent_containers/glass/beaker/cryoxadone New() ..() reagents.add_reagent("cryoxadone", 30) update_icon() /obj/item/weapon/reagent_containers/glass/beaker/sulphuric New() ..() reagents.add_reagent("sacid", 50) update_icon() /obj/item/weapon/reagent_containers/glass/beaker/slime New() ..() reagents.add_reagent("slimejelly", 50) update_icon() /obj/item/weapon/reagent_containers/glass/bucket desc = "It's a bucket." name = "bucket" icon = 'icons/obj/janitor.dmi' icon_state = "bucket" item_state = "bucket" materials = list(MAT_METAL=200) w_class = 3.0 amount_per_transfer_from_this = 20 possible_transfer_amounts = list(5,10,15,25,30,50,80,100,120) volume = 120 flags = OPENCONTAINER attackby(var/obj/D, mob/user as mob, params) if(isprox(D)) user << "You add [D] to [src]." qdel(D) user.put_in_hands(new /obj/item/weapon/bucket_sensor) user.unEquip(src) qdel(src) else ..() /obj/item/weapon/reagent_containers/glass/beaker/vial name = "vial" desc = "Small glass vial. Looks fragile." icon_state = "vial" materials = list(MAT_GLASS=500) volume = 15 amount_per_transfer_from_this = 5 possible_transfer_amounts = list(1,5,15) flags = OPENCONTAINER /* /obj/item/weapon/reagent_containers/glass/blender_jug name = "Blender Jug" desc = "A blender jug, part of a blender." icon = 'icons/obj/kitchen.dmi' icon_state = "blender_jug_e" volume = 100 on_reagent_change() switch(src.reagents.total_volume) if(0) icon_state = "blender_jug_e" if(1 to 75) icon_state = "blender_jug_h" if(76 to 100) icon_state = "blender_jug_f" /obj/item/weapon/reagent_containers/glass/canister //not used apparantly desc = "It's a canister. Mainly used for transporting fuel." name = "canister" icon = 'icons/obj/tank.dmi' icon_state = "canister" item_state = "canister" materials = list(MAT_METAL=300) w_class = 4.0 amount_per_transfer_from_this = 20 possible_transfer_amounts = list(10,20,30,60) volume = 120 /obj/item/weapon/reagent_containers/glass/dispenser name = "reagent glass" desc = "A reagent glass." icon = 'icons/obj/chemical.dmi' icon_state = "beaker0" amount_per_transfer_from_this = 10 flags = OPENCONTAINER /obj/item/weapon/reagent_containers/glass/dispenser/surfactant name = "reagent glass (surfactant)" icon_state = "liquid" New() ..() reagents.add_reagent("fluorosurfactant", 20) */