mirror of
https://github.com/ParadiseSS13/Paradise.git
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438 lines
13 KiB
Plaintext
438 lines
13 KiB
Plaintext
/*
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* These absorb the functionality of the plant bag, ore satchel, etc.
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* They use the use_to_pickup, quick_gather, and quick_empty functions
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* that were already defined in weapon/storage, but which had been
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* re-implemented in other classes.
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*
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* Contains:
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* Trash Bag
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* Mining Satchel
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* Plant Bag
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* Sheet Snatcher
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* Book Bag
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* Tray
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*
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* -Sayu
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*/
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// Generic non-item
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/obj/item/weapon/storage/bag
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allow_quick_gather = 1
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allow_quick_empty = 1
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display_contents_with_number = 1 // should work fine now
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use_to_pickup = 1
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slot_flags = SLOT_BELT
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// -----------------------------
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// Trash bag
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// -----------------------------
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/obj/item/weapon/storage/bag/trash
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name = "trash bag"
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desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
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icon = 'icons/obj/trash.dmi'
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icon_state = "trashbag0"
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item_state = "trashbag"
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w_class = 4
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max_w_class = 2
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storage_slots = 30
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can_hold = list() // any
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cant_hold = list("/obj/item/weapon/disk/nuclear","/obj/item/flag/nation")
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/obj/item/weapon/storage/bag/trash/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] puts the [src.name] over their head and starts chomping at the insides! Disgusting!</span>")
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playsound(loc, 'sound/items/eatfood.ogg', 50, 1, -1)
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return (TOXLOSS)
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/obj/item/weapon/storage/bag/trash/update_icon()
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if(contents.len == 0)
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icon_state = "trashbag0"
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else if(contents.len < 12)
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icon_state = "trashbag1"
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else if(contents.len < 21)
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icon_state = "trashbag2"
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else icon_state = "trashbag3"
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/obj/item/weapon/storage/bag/trash/cyborg
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/obj/item/weapon/storage/bag/trash/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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J.put_in_cart(src, user)
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J.mybag=src
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J.update_icon()
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/obj/item/weapon/storage/bag/trash/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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return
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// -----------------------------
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// Plastic Bag
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// -----------------------------
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/obj/item/weapon/storage/bag/plasticbag
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name = "plastic bag"
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desc = "It's a very flimsy, very noisy alternative to a bag."
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icon = 'icons/obj/trash.dmi'
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icon_state = "plasticbag"
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item_state = "plasticbag"
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slot_flags = SLOT_HEAD|SLOT_BELT
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throwforce = 0
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w_class = 4
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max_w_class = 2
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storage_slots = 7
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display_contents_with_number = 0 //or else this will lead to stupid behavior.
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can_hold = list() // any
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cant_hold = list("/obj/item/weapon/disk/nuclear","/obj/item/flag/nation")
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var/head = 0
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/obj/item/weapon/storage/bag/plasticbag/mob_can_equip(M as mob, slot)
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if(slot==slot_head && contents.len)
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M << "\red You need to empty the bag first!"
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return 0
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return ..()
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/obj/item/weapon/storage/bag/plasticbag/equipped(var/mob/user, var/slot)
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if(slot==slot_head)
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head = 1
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storage_slots = 0
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processing_objects.Add(src)
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return
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/obj/item/weapon/storage/bag/plasticbag/process()
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if(is_equipped() && head)
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if(ishuman(loc))
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var/mob/living/carbon/human/H = loc
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if(H.internal)
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return
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H.losebreath += 1
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else
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head = 0
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storage_slots = 7
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processing_objects.Remove(src)
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return
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// -----------------------------
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// Mining Satchel
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// -----------------------------
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/obj/item/weapon/storage/bag/ore
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name = "Mining Satchel"
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desc = "This little bugger can be used to store and transport ores."
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icon = 'icons/obj/mining.dmi'
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icon_state = "satchel"
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slot_flags = SLOT_BELT | SLOT_POCKET
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w_class = 3
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storage_slots = 50
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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
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max_w_class = 3
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can_hold = list("/obj/item/weapon/ore")
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/obj/item/weapon/storage/bag/ore/holding //miners, your messiah has arrived
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name = "mining satchel of holding"
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desc = "A revolution in convenience, this satchel allows for infinite ore storage. It's been outfitted with anti-malfunction safety measures."
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storage_slots = INFINITY
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max_combined_w_class = INFINITY
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origin_tech = "bluespace=3"
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icon_state = "satchel_bspace"
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// -----------------------------
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// Plant bag
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// -----------------------------
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/obj/item/weapon/storage/bag/plants
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icon = 'icons/obj/hydroponics.dmi'
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icon_state = "plantbag"
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name = "Plant Bag"
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storage_slots = 50; //the number of plant pieces it can carry.
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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
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max_w_class = 3
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w_class = 1
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can_hold = list("/obj/item/weapon/reagent_containers/food/snacks/grown","/obj/item/seeds","/obj/item/weapon/grown", "/obj/item/stack/tile/grass")
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/*
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/obj/item/weapon/storage/bag/plants/portaseeder
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name = "Portable Seed Extractor"
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desc = "For the enterprising botanist on the go. Less efficient than the stationary model, it creates one seed per plant."
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icon_state = "portaseeder"
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origin_tech = "materials=2;biotech=2"
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verb/dissolve_contents()
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set name = "Activate Seed Extraction"
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set category = "Object"
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set desc = "Activate to convert your plants into plantable seeds."
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for(var/obj/item/O in contents)
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seedify(O, 1)
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for(var/mob/M in range(1))
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if (M.s_active == src)
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src.close(M)
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*/
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// -----------------------------
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// Sheet Snatcher
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// -----------------------------
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// Because it stacks stacks, this doesn't operate normally.
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// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
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/obj/item/weapon/storage/bag/sheetsnatcher
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icon = 'icons/obj/mining.dmi'
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icon_state = "sheetsnatcher"
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name = "Sheet Snatcher"
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desc = "A patented Nanotrasen storage system designed for any kind of mineral sheet."
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var/capacity = 300; //the number of sheets it can carry.
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w_class = 3
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allow_quick_empty = 1 // this function is superceded
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New()
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..()
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//verbs -= /obj/item/weapon/storage/verb/quick_empty
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//verbs += /obj/item/weapon/storage/bag/sheetsnatcher/quick_empty
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can_be_inserted(obj/item/W as obj, stop_messages = 0)
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if(!istype(W,/obj/item/stack/sheet) || istype(W,/obj/item/stack/sheet/mineral/sandstone) || istype(W,/obj/item/stack/sheet/wood))
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if(!stop_messages)
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usr << "The snatcher does not accept [W]."
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return 0 //I don't care, but the existing code rejects them for not being "sheets" *shrug* -Sayu
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var/current = 0
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for(var/obj/item/stack/sheet/S in contents)
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current += S.amount
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if(capacity == current)//If it's full, you're done
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if(!stop_messages)
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usr << "\red The snatcher is full."
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return 0
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return 1
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// Modified handle_item_insertion. Would prefer not to, but...
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handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
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var/obj/item/stack/sheet/S = W
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if(!istype(S)) return 0
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var/amount
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var/inserted = 0
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var/current = 0
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for(var/obj/item/stack/sheet/S2 in contents)
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current += S2.amount
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if(capacity < current + S.amount)//If the stack will fill it up
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amount = capacity - current
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else
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amount = S.amount
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for(var/obj/item/stack/sheet/sheet in contents)
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if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
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sheet.amount += amount // they should only be removed through procs in this file, which split them up.
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S.amount -= amount
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inserted = 1
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break
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if(!inserted || !S.amount)
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usr.unEquip(S)
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usr.update_icons() //update our overlays
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if (usr.client && usr.s_active != src)
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usr.client.screen -= S
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S.dropped(usr)
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if(!S.amount)
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del(S)
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else
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S.loc = src
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orient2hud(usr)
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if(usr.s_active)
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usr.s_active.show_to(usr)
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update_icon()
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return 1
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// Sets up numbered display to show the stack size of each stored mineral
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// NOTE: numbered display is turned off currently because it's broken
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orient2hud(mob/user as mob)
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var/adjusted_contents = contents.len
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//Numbered contents display
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var/list/datum/numbered_display/numbered_contents
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if(display_contents_with_number)
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numbered_contents = list()
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adjusted_contents = 0
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for(var/obj/item/stack/sheet/I in contents)
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adjusted_contents++
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var/datum/numbered_display/D = new/datum/numbered_display(I)
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D.number = I.amount
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numbered_contents.Add( D )
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var/row_num = 0
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var/col_count = min(7,storage_slots) -1
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if (adjusted_contents > 7)
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row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
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src.standard_orient_objs(row_num, col_count, numbered_contents)
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return
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// Modified quick_empty verb drops appropriate sized stacks
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quick_empty()
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var/location = get_turf(src)
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for(var/obj/item/stack/sheet/S in contents)
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while(S.amount)
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var/obj/item/stack/sheet/N = new S.type(location)
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var/stacksize = min(S.amount,N.max_amount)
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N.amount = stacksize
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S.amount -= stacksize
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if(!S.amount)
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del(S) // todo: there's probably something missing here
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orient2hud(usr)
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if(usr.s_active)
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usr.s_active.show_to(usr)
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update_icon()
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// Instead of removing
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remove_from_storage(obj/item/W as obj, atom/new_location)
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var/obj/item/stack/sheet/S = W
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if(!istype(S)) return 0
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//I would prefer to drop a new stack, but the item/attack_hand code
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// that calls this can't recieve a different object than you clicked on.
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//Therefore, make a new stack internally that has the remainder.
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// -Sayu
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if(S.amount > S.max_amount)
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var/obj/item/stack/sheet/temp = new S.type(src)
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temp.amount = S.amount - S.max_amount
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S.amount = S.max_amount
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return ..(S,new_location)
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// -----------------------------
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// Sheet Snatcher (Cyborg)
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// -----------------------------
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/obj/item/weapon/storage/bag/sheetsnatcher/borg
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name = "Sheet Snatcher 9000"
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desc = ""
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capacity = 500//Borgs get more because >specialization
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// -----------------------------
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// Cash Bag
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// -----------------------------
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/obj/item/weapon/storage/bag/cash
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icon = 'icons/obj/storage.dmi'
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icon_state = "cashbag"
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name = "Cash bag"
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desc = "A bag for carrying lots of cash. It's got a big dollar sign printed on the front."
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storage_slots = 50; //the number of cash pieces it can carry.
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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
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max_w_class = 3
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w_class = 1
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can_hold = list("/obj/item/weapon/coin","/obj/item/weapon/spacecash")
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// -----------------------------
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// Book bag
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// -----------------------------
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/obj/item/weapon/storage/bag/books
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name = "book bag"
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desc = "A bag for books."
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icon = 'icons/obj/library.dmi'
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icon_state = "bookbag"
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display_contents_with_number = 0 //This would look really stupid otherwise
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storage_slots = 7
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max_combined_w_class = 21
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max_w_class = 3
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w_class = 4 //Bigger than a book because physics
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can_hold = list("/obj/item/weapon/book", "/obj/item/weapon/spellbook") //No bibles, consistent with bookcase
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/*
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* Trays - Agouri
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*/
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/obj/item/weapon/storage/bag/tray
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name = "tray"
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icon = 'icons/obj/food.dmi'
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icon_state = "tray"
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desc = "A metal tray to lay food on."
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force = 5
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throwforce = 10.0
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throw_speed = 3
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throw_range = 5
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w_class = 4.0
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flags = CONDUCT
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m_amt = 3000
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/obj/item/weapon/storage/bag/tray/attack(mob/living/M as mob, mob/living/user as mob)
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..()
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// Drop all the things. All of them.
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var/list/obj/item/oldContents = contents.Copy()
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quick_empty()
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// Make each item scatter a bit
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for(var/obj/item/I in oldContents)
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spawn()
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for(var/i = 1, i <= rand(1,2), i++)
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if(I)
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step(I, pick(NORTH,SOUTH,EAST,WEST))
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sleep(rand(2,4))
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if(prob(50))
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playsound(M, 'sound/items/trayhit1.ogg', 50, 1)
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else
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playsound(M, 'sound/items/trayhit2.ogg', 50, 1)
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if(ishuman(M))
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if(prob(10))
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M.Weaken(2)
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/obj/item/weapon/storage/bag/tray/proc/rebuild_overlays()
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overlays.Cut()
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for(var/obj/item/I in contents)
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overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = -1)
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/obj/item/weapon/storage/bag/tray/remove_from_storage(obj/item/W as obj, atom/new_location)
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..()
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rebuild_overlays()
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/obj/item/weapon/storage/bag/tray/handle_item_insertion(obj/item/I, prevent_warning = 0)
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overlays += image("icon" = I.icon, "icon_state" = I.icon_state, "layer" = -1)
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..()
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/obj/item/weapon/storage/bag/tray/cyborg
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/obj/item/weapon/storage/bag/tray/cyborg/afterattack(atom/target, mob/user as mob)
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if ( isturf(target) || istype(target,/obj/structure/table) )
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var foundtable = istype(target,/obj/structure/table/)
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if ( !foundtable ) //it must be a turf!
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for(var/obj/structure/table/T in target)
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foundtable = 1
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break
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var turf/dropspot
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if ( !foundtable ) // don't unload things onto walls or other silly places.
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dropspot = user.loc
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else if ( isturf(target) ) // they clicked on a turf with a table in it
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dropspot = target
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else // they clicked on a table
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dropspot = target.loc
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overlays = null
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var droppedSomething = 0
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for(var/obj/item/I in contents)
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I.loc = dropspot
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contents.Remove(I)
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droppedSomething = 1
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if(!foundtable && isturf(dropspot))
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// if no table, presume that the person just shittily dropped the tray on the ground and made a mess everywhere!
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spawn()
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for(var/i = 1, i <= rand(1,2), i++)
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if(I)
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step(I, pick(NORTH,SOUTH,EAST,WEST))
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sleep(rand(2,4))
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if ( droppedSomething )
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if ( foundtable )
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user.visible_message("\blue [user] unloads their service tray.")
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else
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user.visible_message("\blue [user] drops all the items on their tray.")
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return ..()
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