////////////////////////////// // 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 = FALSE anchored = FALSE pass_flags = 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 = FALSE var/filth_level = 0 // How dirty the tank is (max 10) var/lid_switch = FALSE 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/list/fish_list = list() // 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 = list() // Tracks the current types of harvestable eggs in the tank var/has_lid = FALSE // 0 if the tank doesn't have a lid/light, 1 if it does var/leaking = FALSE // 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 = FALSE // Small enough to not block stuff anchored = FALSE // Small enough to move even when filled pass_flags = PASSTABLE | LETPASSTHROW // Just like at the county fair, you can't seem to throw the ball in to win the goldfish, and it's 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 = FALSE max_integrity = 15 // Not very sturdy 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 = TRUE anchored = TRUE pass_flags = LETPASSTHROW tank_type = "tank" water_capacity = 200 // Decent sized, holds almost 2 full buckets max_fish = 4 // Room for a few fish has_lid = TRUE max_integrity = 50 // Average strength, will take a couple hits from a toolbox. 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 = TRUE anchored = TRUE pass_flags = 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 = TRUE max_integrity = 100 // This thing is a freaking wall, it can handle abuse. shard_count = 3 ////////////////////////////// // VERBS & PROCS // ////////////////////////////// /obj/machinery/fishtank/AltClick(mob/user) if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user)) return lid_switch = !lid_switch update_icon(UPDATE_OVERLAYS) /obj/machinery/fishtank/AltShiftClick(mob/user) if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user)) return light_switch = !light_switch if(light_switch) set_light(2, 2, "#a0a080") else adjust_tank_light() ////////////////////////////// // NEW() PROCS // ////////////////////////////// /obj/machinery/fishtank/tank/Initialize(mapload) . = ..() if(prob(5)) //5% chance to get the castle decoration icon_state = "tank2" ////////////////////////////// // ICON PROCS // ////////////////////////////// /obj/machinery/fishtank/update_overlays() . = ..() //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 . += "over_egg" if(lid_switch) //Lid is closed, lid status light is red . += "over_lid_1" else //Lid is open, lid status light is green . += "over_lid_0" if(food_level > 5) //Food_level is high and isn't a concern yet . += "over_food_0" else if(food_level > 2) //Food_level is starting to get low, but still above the breeding threshold . += "over_food_1" else //Food_level is below breeding threshold, or fully consumed, feed the fish! . += "over_food_2" . += "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) 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 . += "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 . += "over_[tank_type]_half[water_type]" /obj/machinery/fishtank/wall/update_overlays() . = ..() // Update fish overlay for wall tanks var/num_fish = length(fish_list) if(!num_fish) return switch(num_fish) if(1 to 3) . += "over_tank_fish_33" if(4 to 7) . += "over_tank_fish_66" if(7 to INFINITY) . += "over_tank_fish_100" ////////////////////////////// // PROCESS PROC // ////////////////////////////// //Stops atmos from passing wall tanks, since they are effectively full-windows. /obj/machinery/fishtank/wall/CanAtmosPass(turf/T) return FALSE /obj/machinery/fishtank/process() //Start by counting fish in the tank var/fish_count = get_num_fish() var/ate_food = FALSE //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 fish_count-- kill_fish() //Chance passed, kill a random fish adjust_filth_level(2) //Dead fish raise the filth level quite a bit, reflect this //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 fish_count-- 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 >= 0.1 && 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 breed_fish() adjust_food_level(-0.1) //Remove extra food for the breeding process ate_food = TRUE //Handle standard food and filth adjustments if(food_level > 0 && prob(50)) //Chance for the fish to eat some food if(food_level >= (fish_count * 0.05)) //If there is at least enough food to go around, feed all the fish adjust_food_level(fish_count * -0.05) else //Use up the last of the food adjust_food_level(-food_level) ate_food = TRUE 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 adjust_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 adjust_filth_level(fish_count * 0.1) else //If they didn't make the big mess, make a little one adjust_filth_level(0.1) //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) adjust_water_level(-10) else if(leaking == 1) //At or below 50% health, the tank will lose 1 water_level per cycle (minor leak) adjust_water_level(-1) update_icon() ////////////////////////////// // SUPPORT PROCS // ////////////////////////////// /obj/machinery/fishtank/proc/get_num_fish() return length(fish_list) /obj/machinery/fishtank/proc/handle_special_interactions() for(var/datum/fish/fish in fish_list) fish.special_interact(src) adjust_tank_light() /obj/machinery/fishtank/proc/adjust_tank_light() if(!light_switch) //tank light overrides fish lights var/glo_light = 0 for(var/datum/fish/fish in fish_list) if(istype(fish, /datum/fish/glofish)) glo_light ++ if(glo_light) set_light(2, glo_light, "#99FF66") else set_light(0, 0) /obj/machinery/fishtank/proc/adjust_water_level(amount = 0) water_level = min(water_capacity, max(0, water_level + amount)) update_icon() /obj/machinery/fishtank/proc/adjust_filth_level(amount = 0) filth_level = min(10, max(0, filth_level + amount)) /obj/machinery/fishtank/proc/adjust_food_level(amount = 0) food_level = min(10, max(0, food_level + amount)) /obj/machinery/fishtank/proc/check_health() //Leaking status check if(obj_integrity <= (max_integrity * 0.25)) //Major leak at or below 25% health (-10 water/cycle) leaking = 2 else if(obj_integrity <= (max_integrity * 0.5)) //Minor leak at or below 50% health (-1 water/cycle) leaking = 1 else //Not leaking above 50% health leaking = 0 /obj/machinery/fishtank/proc/kill_fish(datum/fish/fish_type = null) //Check if we were passed a fish to kill, otherwise kill a random one if(!fish_type) fish_type = pick(fish_list) fish_list.Remove(fish_type) //Kill a fish of the specified type if(istype(fish_type, /datum/fish/glofish)) adjust_tank_light() qdel(fish_type) update_icon(UPDATE_OVERLAYS) /obj/machinery/fishtank/proc/add_fish(datum/fish/fish_type = null) //Check if we were passed a fish type if(fish_type) fish_type = new fish_type fish_list.Add(fish_type) //Add a fish of the specified type //Announce the new fish visible_message("A new [fish_type.fish_name] has hatched in [src]!") update_icon(UPDATE_OVERLAYS) //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/harvest_eggs(mob/user, obj/item/storage/bag/fish/fish_bag) 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 var/duds = 0 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 if(egg != /obj/item/fish_eggs) // Don't harvest duds egg = new egg(get_turf(user)) //Spawn the egg at the user's feet if(fish_bag?.can_be_inserted(egg)) fish_bag.handle_item_insertion(egg) else duds++ 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 if(duds) to_chat(user, "[duds] egg\s [duds == 1 ? "was a dud" : "were duds"]!") /obj/machinery/fishtank/proc/harvest_fish(mob/user) if(!get_num_fish()) //Can't catch non-existant fish! to_chat(user, "There are no fish in [src] to catch!") return var/list/fish_types = list() // fish sorted by type. Key is type of fish, value is a list of fish of that type var/list/fish_types_input = list() // The choices given to the player, and the types of fish those choices are for. Key is string shown to player, value is type of fish for(var/datum/fish/F in fish_list) // Group up the fish first fish_types[F.type] += list(F) for(var/key in fish_types) // Then populate the list var/datum/fish/fish_type = key var/count = length(fish_types[key]) var/fish_description = "[initial(fish_type.fish_name)][count > 1 ? " (x[count])" : ""]" fish_types_input[fish_description] = fish_type var/caught_fish = tgui_input_list(user, "Select a fish to catch.", "Fishing", fish_types_input) //Select a fish from the tank if(!caught_fish) return if(!Adjacent(user)) to_chat(user, "You are no longer next to [src], so you can't catch fish!") return if(!get_num_fish()) to_chat(user, "There are no fish in [src] to catch!") return var/fish_type_caught = fish_types_input[caught_fish] var/list/fishes_of_type = list() for(var/datum/fish/F in fish_list) if(F.type == fish_type_caught) fishes_of_type += list(F) if(!length(fishes_of_type)) var/datum/fish/fish_type = fish_type_caught to_chat(user, "There are no [fish_type.fish_name] in [src] to catch!") return var/datum/fish/fish_to_scoop = pick(fishes_of_type) // Is the user holding a fish bag? var/obj/item/storage/bag/fish_bag if(istype(user.r_hand, /obj/item/storage/bag/fish)) fish_bag = user.r_hand else if(istype(user.l_hand, /obj/item/storage/bag/fish)) fish_bag = user.l_hand var/fish_name = fish_to_scoop.fish_name // Move the fish in var/fish_item = fish_to_scoop.fish_item if(fish_item) var/obj/item/I = new fish_item(get_turf(user)) if(fish_bag?.can_be_inserted(I)) fish_bag.handle_item_insertion(I) user.visible_message("[user.name] scoops \a [fish_name] from [src].", "You scoop \a [fish_name] out of [src].") kill_fish(fish_to_scoop) //Kill the caught fish from the tank /obj/machinery/fishtank/proc/spill_water() var/turf/simulated/T = get_turf(src) switch(tank_type) if("bowl") //Fishbowl: Wets it's own tile if(istype(T)) T.MakeSlippery() if("tank") //Fishtank: Wets it's own tile and the 4 adjacent tiles (cardinal directions) if(istype(T)) T.MakeSlippery() for(var/turf/simulated/ST in T.AdjacentTurfs(open_only = TRUE, cardinal_only = TRUE)) ST.MakeSlippery() if("wall") //Wall-tank: Wets it's own tile and the surrounding 8 tiles (3x3 square) for(var/turf/simulated/ST in spiral_range_turfs(1, loc)) ST.MakeSlippery() /obj/machinery/fishtank/proc/breed_fish() var/list/breed_candidates = fish_list.Copy() var/datum/fish/parent1 = pick_n_take(breed_candidates) if(!parent1.crossbreeder) //fish with crossbreed = 0 will only breed with their own species, and only leave duds if they can't breed var/match_found = FALSE for(var/datum/fish/possible in breed_candidates) if(parent1.type == possible.type) match_found = TRUE break if(match_found) egg_list.Add(parent1.egg_item) else egg_list.Add(/obj/item/fish_eggs) else var/datum/fish/parent2 = pick(breed_candidates) if(!parent2.crossbreeder) //second fish refuses to crossbreed, spawn a dud egg_list.Add(/obj/item/fish_eggs) else if(parent1.type == parent2.type) //both fish are the same type if(prob(90)) //90% chance to get that type of egg egg_list.Add(parent1.egg_item) else //10% chance to get a dud egg_list.Add(/obj/item/fish_eggs) else //different types of fish if(prob(30)) //30% chance to get dud egg_list.Add(/obj/item/fish_eggs) else if(prob(50)) //chance to get egg for either parent type (50/50 for either parent, 35% overall each) egg_list.Add(parent1.egg_item) else egg_list.Add(parent2.egg_item) egg_count++ /obj/machinery/fishtank/welder_act(mob/user, obj/item/I) . = TRUE if(!I.tool_use_check(user, 0)) return default_welder_repair(user, I) ////////////////////////////// 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) . = ..() var/examine_message = "" var/fish_count = get_num_fish() //Approximate water level examine_message += "Water level: " if(!water_level) examine_message += "[src] is empty! " else if(water_level < water_capacity * 0.1) examine_message += "[src] is nearly empty! " else if(water_level <= water_capacity * 0.25) examine_message += "[src] is about one-quarter filled. " else if(water_level <= water_capacity * 0.5) examine_message += "[src] is about half filled. " else if(water_level <= water_capacity * 0.75) examine_message += "[src] is about three-quarters filled. " else if(water_level < water_capacity) examine_message += "[src] is nearly full! " else if(water_level == water_capacity) examine_message += "[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 += "[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) var/datum/fish/fish_type = fish_list[fish_num] var/fish_name = fish_type.fish_name 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 += "\an [fish_name]" 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 += "[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) //Tank has water, so it's actually leaking if(leaking == 1) examine_message += "[src] is leaking." if(leaking == 2) examine_message += "[src] is leaking profusely!" else //No water, report the cracks instead if(leaking == 1) examine_message += "[src] is cracked." if(leaking == 2) examine_message += "[src] is nearly shattered!" //Finally, report the full examine_message constructed from the above reports . += "[examine_message]" . += "You can Alt-Click [src] to open/close its lid." . += "You can Alt-Shift-Click [src] to enable/disable its light." ////////////////////////////// // ATTACK PROCS // ////////////////////////////// /obj/machinery/fishtank/attack_animal(mob/living/simple_animal/M) var/fish_count = get_num_fish() if(istype(M, /mob/living/simple_animal/pet/cat)) if(M.a_intent == INTENT_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 [src] while sitting perfectly still.", "The lid is closed, so you stare into [src] intently.") else if(fish_count) //Tank must actually have fish to try catching one M.visible_message("[M.name] leaps up onto [src] and attempts to fish through the opening!", "You jump up onto [src] and begin fishing through the opening!") 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)) do_sparks(3, 1, src) 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(M, "There are no fish in [src]!") else return ..() else if(istype(M, /mob/living/simple_animal/hostile/bear)) if(M.a_intent == INTENT_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 [src]'s lid.", "The lid is closed, so you scrape your claws against [src]'s lid.") else if(fish_count) //Tank must actually have fish to try catching one M.visible_message("[M.name] reaches into [src] and attempts to fish through the opening!", "You reach into [src] and begin fishing through the opening!") 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(M, "There are no fish in [src]!") else return ..() else return ..() /obj/machinery/fishtank/attack_hand(mob/user) if(isAI(user)) return user.changeNext_move(CLICK_CD_MELEE) playsound(get_turf(src), 'sound/effects/glassknock.ogg', 80, TRUE) if(user.a_intent == INTENT_HARM) user.visible_message("[user] bangs against [src]!", "You bang against [src]!", "You hear a banging sound.") else user.visible_message("[user] taps on [src].", "You tap on [src].", "You hear a knocking sound.") /obj/machinery/fishtank/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(damage_amount) playsound(src, 'sound/effects/Glasshit.ogg', 75, 1) else playsound(src, 'sound/weapons/tap.ogg', 50, 1) if(BURN) playsound(src, 'sound/items/welder.ogg', 100, 1) /obj/machinery/fishtank/deconstruct(disassembled = TRUE) if(QDELETED(src)) return if(!disassembled) playsound(src, "shatter", 70, 1) for(var/i in 1 to shard_count) //Produce the appropriate number of glass shards var/obj/item/shard/S = new /obj/item/shard(get_turf(src)) transfer_fingerprints_to(S) 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 new /obj/item/stack/sheet/glass(get_turf(src), shard_count + 1) //Produce the appropriate number of glass sheets, in a single stack qdel(src) /obj/machinery/fishtank/attackby(obj/item/O, mob/user) //Open reagent containers add and remove water if(O.is_drainable()) //Containers with any reagents will get dumped in if(O.reagents.total_volume) var/water_value = 0 water_value += O.reagents.get_reagent_amount("water") //Water is full value water_value += O.reagents.get_reagent_amount("holywater") *1.1 //Holywater is (somehow) better. Who said religion had to make sense? water_value += O.reagents.get_reagent_amount("tonic") * 0.25 //Tonic water is 25% value water_value += O.reagents.get_reagent_amount("sodawater") * 0.50 //Sodawater is 50% value water_value += O.reagents.get_reagent_amount("fishwater") * 0.75 //Fishwater is 75% value, to account for the fish poo water_value += O.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." O.reagents.clear_reagents() else if(water_level == water_capacity) to_chat(user, "[src] is already full!") else message = "The filtration process purifies the water, raising the water level." if((water_level + water_value) == water_capacity) message += " You filled [src] to the brim!" if((water_level + water_value) > water_capacity) message += " You overfilled [src] and some water runs down the side, wasted." O.reagents.clear_reagents() adjust_water_level(water_value) user.visible_message("[user.name] pours the contents of [O.name] into [src].", "[message]") //Empty containers will scoop out water, filling the container as much as possible from the water_level else if(O.is_refillable()) if(!water_level) to_chat(user, "[src] is empty!") else if(water_level >= O.reagents.maximum_volume) //Enough to fill the container completely O.reagents.add_reagent("fishwater", O.reagents.maximum_volume) adjust_water_level(-O.reagents.maximum_volume) user.visible_message("[user.name] scoops out some water from [src].", "You completely fill [O.name] from [src].") else //Fill the container as much as possible with the water_level O.reagents.add_reagent("fishwater", water_level) adjust_water_level(-water_level) user.visible_message("[user.name] scoops out some water from [src].", "You fill [O.name] with the last of the water in [src].") //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) to_chat(user, "[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(get_num_fish() >= max_fish) to_chat(user, "[src] can't hold any more fish.") else add_fish(egg.fish_type) qdel(egg) //Fish food else if(istype(O, /obj/item/fishfood)) //Only add food if there is water and it isn't already full of food if(water_level) if(food_level < 10) if(!get_num_fish()) 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 [src]. The fish look excited!", "You feed the fish in [src]. They look excited!") adjust_food_level(10) else to_chat(user, "[src] already has plenty of food in it. You decide to not add more.") else to_chat(user, "[src] doesn't have any water in it. You should fill it with water first.") //Fish egg scoop else if(istype(O, /obj/item/egg_scoop)) if(egg_count) // Is the user holding a fish bag? var/obj/item/storage/bag/fish_bag if(istype(user.r_hand, /obj/item/storage/bag/fish)) fish_bag = user.r_hand else if(istype(user.l_hand, /obj/item/storage/bag/fish)) fish_bag = user.l_hand user.visible_message("[user.name] harvests some fish eggs from [src].", "You scoop the fish eggs out of [src].") harvest_eggs(user, fish_bag) else user.visible_message("[user.name] fails to harvest any fish eggs from [src].", "There are no fish eggs in [src] to scoop out.") //Fish net else if(istype(O, /obj/item/fish_net)) harvest_fish(user) //Tank brush else if(istype(O, /obj/item/tank_brush)) if(filth_level == 0) to_chat(user, "[src] is already spotless!") else adjust_filth_level(-filth_level) user.visible_message("[user.name] scrubs the inside of [src], cleaning the filth.", "You scrub the inside of [src], cleaning the filth.") else return ..() /obj/machinery/fishtank/wrench_act(mob/user, obj/item/I) //Wrenches can deconstruct empty tanks, but not tanks with any water. Kills any fish left inside and destroys any unharvested eggs in the process . = TRUE if(water_level) to_chat(user, "[src] must be empty before you disassemble it!") return if(!I.tool_use_check(user, 0)) return to_chat(user, "Now disassembling [src].") if(I.use_tool(src, user, 50, volume = I.tool_volume)) deconstruct(TRUE)