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Paradise/code/modules/hydroponics/fermenting_barrel.dm
T
Vi3triceandGitHub f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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/obj/structure/fermenting_barrel
name = "wooden barrel"
desc = "A large wooden barrel. You can ferment fruits and such inside it, or just use it to hold liquid."
icon = 'icons/obj/objects.dmi'
icon_state = "barrel"
density = TRUE
anchored = TRUE
container_type = DRAINABLE | AMOUNT_VISIBLE
pressure_resistance = 2 * ONE_ATMOSPHERE
max_integrity = 300
var/open = FALSE
var/speed_multiplier = 1 //How fast it distills. Defaults to 100% (1.0). Lower is better.
/obj/structure/fermenting_barrel/Initialize()
create_reagents(300) //Bluespace beakers, but without the portability or efficiency in circuits.
. = ..()
/obj/structure/fermenting_barrel/examine(mob/user)
. = ..()
. += "<span class='notice'>It is currently [open ? "open, letting you pour liquids in." : "closed, letting you draw liquids from the tap."] </span>"
/obj/structure/fermenting_barrel/proc/makeWine(obj/item/reagent_containers/food/snacks/grown/G)
if(G.reagents)
G.reagents.trans_to(src, G.reagents.total_volume)
var/amount = G.seed.potency / 4
if(G.distill_reagent)
reagents.add_reagent(G.distill_reagent, amount)
else
var/data = list()
data["names"] = list("[initial(G.name)]" = 1)
data["color"] = G.filling_color
data["alcohol_perc"] = G.wine_power
if(G.wine_flavor)
data["tastes"] = list(G.wine_flavor = 1)
else
data["tastes"] = list(G.tastes[1] = 1)
reagents.add_reagent("fruit_wine", amount, data)
qdel(G)
playsound(src, 'sound/effects/bubbles.ogg', 50, TRUE)
/obj/structure/fermenting_barrel/attackby(obj/item/I, mob/user, params)
var/obj/item/reagent_containers/food/snacks/grown/G = I
if(istype(G))
if(!G.can_distill)
to_chat(user, "<span class='warning'>You can't distill this into anything...</span>")
return FALSE
else if(!user.drop_item())
to_chat(user, "<span class='warning'>[G] is stuck to your hand!</span>")
return FALSE
G.forceMove(src)
to_chat(user, "<span class='notice'>You place [G] into [src] to start the fermentation process.</span>")
addtimer(CALLBACK(src, .proc/makeWine, G), rand(80, 120) * speed_multiplier)
else if(I.is_refillable())
return FALSE // To refill via afterattack proc
else
return ..()
/obj/structure/fermenting_barrel/attack_hand(mob/user)
open = !open
if(open)
container_type = REFILLABLE | AMOUNT_VISIBLE
to_chat(user, "<span class='notice'>You open [src], letting you fill it.</span>")
else
container_type = DRAINABLE | AMOUNT_VISIBLE
to_chat(user, "<span class='notice'>You close [src], letting you draw from its tap.</span>")
update_icon(UPDATE_ICON_STATE)
/obj/structure/fermenting_barrel/crowbar_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0))
return
TOOL_ATTEMPT_DISMANTLE_MESSAGE
if(I.use_tool(src, user, 50, volume = I.tool_volume))
TOOL_DISMANTLE_SUCCESS_MESSAGE
deconstruct(disassembled = TRUE)
/obj/structure/fermenting_barrel/wrench_act(mob/living/user, obj/item/I)
. = TRUE
default_unfasten_wrench(user, I, time = 20)
/obj/structure/fermenting_barrel/deconstruct(disassembled = FALSE)
var/mat_drop = 15
if(disassembled)
mat_drop = 30
new /obj/item/stack/sheet/wood(drop_location(), mat_drop)
..()
/obj/structure/fermenting_barrel/update_icon_state()
if(open)
icon_state = "barrel_open"
else
icon_state = "barrel"
/datum/crafting_recipe/fermenting_barrel
name = "Wooden Barrel"
result = list(/obj/structure/fermenting_barrel)
reqs = list(/obj/item/stack/sheet/wood = 30)
time = 50
category = CAT_PRIMAL