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* Part 1
* Testing 1
* Revert "Testing 1"
This reverts commit fc06554b28.
* Part 1.1
* Part 2 - UI Style List
* Preferences lists
* Preferences lists - DONE
* More inputs
* MOOOOOORE
* UI style else
* Last ones
* Double name fix
* Pre-selected Search
* Return Pick Darkness
* Return Pick Darkness
* Missing users
* Some review changes
* Revert MULE lists
* I just hate MERGE CONFLICT label
* List window tweaks
* I think there it is
* why i am stopid
* Update tgui.bundle.js
713 lines
31 KiB
Plaintext
713 lines
31 KiB
Plaintext
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//////////////////////////////
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// Fish Tanks //
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//////////////////////////////
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/obj/machinery/fishtank
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name = "placeholder tank"
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desc = "So generic, it might as well have no description at all."
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icon = 'icons/obj/fish_items.dmi'
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icon_state = "tank1"
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density = FALSE
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anchored = FALSE
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pass_flags = 0
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var/tank_type = "" // Type of aquarium, used for icon updating
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var/water_capacity = 0 // Number of units the tank holds (varies with tank type)
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var/water_level = 0 // Number of units currently in the tank (new tanks start empty)
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var/light_switch = FALSE
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var/filth_level = 0 // How dirty the tank is (max 10)
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var/lid_switch = FALSE
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var/max_fish = 0 // How many fish the tank can support (varies with tank type, 1 fish per 50 units sounds reasonable)
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var/food_level = 0 // Amount of fishfood floating in the tank (max 10)
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var/list/fish_list = list() // Tracks the current types of fish in the tank
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var/egg_count = 0 // How many fish eggs can be harvested from the tank (capped at the max_fish value)
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var/list/egg_list = list() // Tracks the current types of harvestable eggs in the tank
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var/has_lid = FALSE // 0 if the tank doesn't have a lid/light, 1 if it does
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var/leaking = FALSE // 0 if not leaking, 1 if minor leak, 2 if major leak (not leaking by default)
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var/shard_count = 0 // Number of glass shards to salvage when broken (1 less than the number of sheets to build the tank)
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/obj/machinery/fishtank/bowl
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name = "fish bowl"
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desc = "A small bowl capable of housing a single fish, commonly found on desks. This one has a tiny treasure chest in it!"
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icon_state = "bowl1"
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density = FALSE // Small enough to not block stuff
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anchored = FALSE // Small enough to move even when filled
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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
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tank_type = "bowl"
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water_capacity = 50 // Not very big, therefore it can't hold much
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max_fish = 1 // What a lonely fish
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has_lid = FALSE
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max_integrity = 15 // Not very sturdy
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shard_count = 0 // No salvageable shards
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/obj/machinery/fishtank/tank
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name = "fish tank"
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desc = "A large glass tank designed to house aquatic creatures. Contains an integrated water circulation system."
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icon = 'icons/obj/fish_items.dmi'
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icon_state = "tank1"
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density = TRUE
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anchored = TRUE
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pass_flags = LETPASSTHROW
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tank_type = "tank"
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water_capacity = 200 // Decent sized, holds almost 2 full buckets
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max_fish = 4 // Room for a few fish
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has_lid = TRUE
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max_integrity = 50 // Average strength, will take a couple hits from a toolbox.
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shard_count = 2
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/obj/machinery/fishtank/wall
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name = "wall aquarium"
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desc = "This aquarium is massive! It completely occupies the same space as a wall, and looks very sturdy too!"
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icon_state = "wall1"
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density = TRUE
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anchored = TRUE
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pass_flags = 0 // This thing is the size of a wall, you can't throw past it.
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tank_type = "wall"
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water_capacity = 500 // This thing fills an entire tile, it holds a lot.
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max_fish = 10 // Plenty of room for a lot of fish
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has_lid = TRUE
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max_integrity = 100 // This thing is a freaking wall, it can handle abuse.
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shard_count = 3
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//////////////////////////////
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// VERBS & PROCS //
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//////////////////////////////
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/obj/machinery/fishtank/AltClick(mob/user)
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if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
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return
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lid_switch = !lid_switch
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update_icon(UPDATE_OVERLAYS)
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/obj/machinery/fishtank/AltShiftClick(mob/user)
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if(user.stat || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) || !Adjacent(user))
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return
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light_switch = !light_switch
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if(light_switch)
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set_light(2, 2, "#a0a080")
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else
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adjust_tank_light()
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//////////////////////////////
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// NEW() PROCS //
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//////////////////////////////
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/obj/machinery/fishtank/tank/Initialize(mapload)
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. = ..()
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if(prob(5)) //5% chance to get the castle decoration
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icon_state = "tank2"
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//////////////////////////////
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// ICON PROCS //
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//////////////////////////////
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/obj/machinery/fishtank/update_overlays()
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. = ..()
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//Update Alert Lights
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if(has_lid) //Skip the alert lights for aquariums that don't have lids (fishbowls)
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if(egg_count > 0) //There is at least 1 egg to harvest
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. += "over_egg"
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if(lid_switch) //Lid is closed, lid status light is red
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. += "over_lid_1"
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else //Lid is open, lid status light is green
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. += "over_lid_0"
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if(food_level > 5) //Food_level is high and isn't a concern yet
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. += "over_food_0"
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else if(food_level > 2) //Food_level is starting to get low, but still above the breeding threshold
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. += "over_food_1"
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else //Food_level is below breeding threshold, or fully consumed, feed the fish!
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. += "over_food_2"
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. += "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
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//Update water overlay
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if(!water_level)
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return //Skip the rest of this if there is no water in the aquarium
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var/water_type = "_clean" //Default to clean water
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if(filth_level > 5) water_type = "_dirty" //Show dirty water above filth_level 5 (breeding threshold)
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if(water_level > (water_capacity * 0.85)) //Show full if the water_level is over 85% of water_capacity
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. += "over_[tank_type]_full[water_type]"
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else if(water_level > (water_capacity * 0.35)) //Show half-full if the water_level is over 35% of water_capacity
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. += "over_[tank_type]_half[water_type]"
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/obj/machinery/fishtank/wall/update_overlays()
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. = ..()
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// Update fish overlay for wall tanks
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var/num_fish = length(fish_list)
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if(!num_fish)
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return
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switch(num_fish)
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if(1 to 3)
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. += "over_tank_fish_33"
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if(4 to 7)
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. += "over_tank_fish_66"
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if(7 to INFINITY)
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. += "over_tank_fish_100"
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//////////////////////////////
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// PROCESS PROC //
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//////////////////////////////
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//Stops atmos from passing wall tanks, since they are effectively full-windows.
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/obj/machinery/fishtank/wall/CanAtmosPass(turf/T)
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return FALSE
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/obj/machinery/fishtank/process()
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//Start by counting fish in the tank
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var/fish_count = get_num_fish()
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var/ate_food = FALSE
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//Check if the water level can support the current number of fish
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if((fish_count * 50) > water_level)
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if(prob(50)) //Not enough water for all the fish, chance to kill one
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fish_count--
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kill_fish() //Chance passed, kill a random fish
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adjust_filth_level(2) //Dead fish raise the filth level quite a bit, reflect this
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//Check filth_level
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if(filth_level == 10 && fish_count > 0) //This tank is nasty and possibly unsuitable for fish if any are in it
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if(prob(30)) //Chance for a fish to die each cycle while the tank is this nasty
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fish_count--
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kill_fish() //Kill a random fish, don't raise filth level since we're at cap already
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//Check breeding conditions
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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
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if(food_level >= 0.1 && filth_level <=5) //Breeding is going to use extra food, and the filth_level shouldn't be too high
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if(prob(((fish_count - 2) * 5)+10)) //Chances increase with each additional fish, 10% base + 5% per additional fish
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breed_fish()
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adjust_food_level(-0.1) //Remove extra food for the breeding process
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ate_food = TRUE
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//Handle standard food and filth adjustments
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if(food_level > 0 && prob(50)) //Chance for the fish to eat some food
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if(food_level >= (fish_count * 0.05)) //If there is at least enough food to go around, feed all the fish
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adjust_food_level(fish_count * -0.05)
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else //Use up the last of the food
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adjust_food_level(-food_level)
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ate_food = TRUE
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if(water_level > 0) //Don't dirty the tank if it has no water
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if(fish_count == 0) //If the tank has no fish, algae growth can occur
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if(filth_level < 7.5 && prob(15)) //Algae growth is a low chance and cannot exceed filth_level of 7.5
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adjust_filth_level(0.05) //Algae growth is slower than fish filth build-up
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else if(filth_level < 10 && prob(10)) //Chance for the tank to get dirtier if the filth_level isn't 10
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if(ate_food && prob(25)) //If they ate this cycle, there is an additional chance they make a bigger mess
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adjust_filth_level(fish_count * 0.1)
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else //If they didn't make the big mess, make a little one
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adjust_filth_level(0.1)
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//Handle special interactions
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handle_special_interactions()
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//Handle water leakage from damage
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if(water_level > 0) //Can't leak water if there is no water in the tank
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if(leaking == 2) //At or below 25% health, the tank will lose 10 water_level per cycle (major leak)
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adjust_water_level(-10)
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else if(leaking == 1) //At or below 50% health, the tank will lose 1 water_level per cycle (minor leak)
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adjust_water_level(-1)
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update_icon()
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//////////////////////////////
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// SUPPORT PROCS //
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//////////////////////////////
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/obj/machinery/fishtank/proc/get_num_fish()
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return length(fish_list)
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/obj/machinery/fishtank/proc/handle_special_interactions()
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for(var/datum/fish/fish in fish_list)
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fish.special_interact(src)
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adjust_tank_light()
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/obj/machinery/fishtank/proc/adjust_tank_light()
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if(!light_switch) //tank light overrides fish lights
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var/glo_light = 0
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for(var/datum/fish/fish in fish_list)
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if(istype(fish, /datum/fish/glofish))
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glo_light ++
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if(glo_light)
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set_light(2, glo_light, "#99FF66")
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else
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set_light(0, 0)
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/obj/machinery/fishtank/proc/adjust_water_level(amount = 0)
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water_level = min(water_capacity, max(0, water_level + amount))
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update_icon()
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/obj/machinery/fishtank/proc/adjust_filth_level(amount = 0)
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filth_level = min(10, max(0, filth_level + amount))
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/obj/machinery/fishtank/proc/adjust_food_level(amount = 0)
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food_level = min(10, max(0, food_level + amount))
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/obj/machinery/fishtank/proc/check_health()
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//Leaking status check
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if(obj_integrity <= (max_integrity * 0.25)) //Major leak at or below 25% health (-10 water/cycle)
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leaking = 2
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else if(obj_integrity <= (max_integrity * 0.5)) //Minor leak at or below 50% health (-1 water/cycle)
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leaking = 1
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else //Not leaking above 50% health
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leaking = 0
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/obj/machinery/fishtank/proc/kill_fish(datum/fish/fish_type = null)
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//Check if we were passed a fish to kill, otherwise kill a random one
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if(!fish_type)
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fish_type = pick(fish_list)
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fish_list.Remove(fish_type) //Kill a fish of the specified type
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if(istype(fish_type, /datum/fish/glofish))
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adjust_tank_light()
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qdel(fish_type)
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update_icon(UPDATE_OVERLAYS)
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/obj/machinery/fishtank/proc/add_fish(datum/fish/fish_type = null)
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//Check if we were passed a fish type
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if(fish_type)
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fish_type = new fish_type
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fish_list.Add(fish_type) //Add a fish of the specified type
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//Announce the new fish
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visible_message("A new [fish_type.fish_name] has hatched in [src]!")
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update_icon(UPDATE_OVERLAYS)
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//Null type fish are dud eggs, give a message to inform the player
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else
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to_chat(usr, "The eggs disolve in the water. They were duds!")
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/obj/machinery/fishtank/proc/harvest_eggs(mob/user, obj/item/storage/bag/fish/fish_bag)
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if(!egg_count) //Can't harvest non-existant eggs
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return
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if(egg_count > max_fish) //Make sure the number of eggs doesn't exceed the max_fish for the tank
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egg_count = max_fish //If you somehow exceeded the cap, set the egg_count to max, destroy the excess later
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var/duds = 0
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while(egg_count > 0) //Loop until you've harvested all the eggs
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var/obj/item/fish_eggs/egg = pick(egg_list) //Select an egg at random
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if(egg != /obj/item/fish_eggs) // Don't harvest duds
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egg = new egg(get_turf(user)) //Spawn the egg at the user's feet
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if(fish_bag?.can_be_inserted(egg))
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fish_bag.handle_item_insertion(egg)
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else
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duds++
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egg_list.Remove(egg) //Remove the egg from the egg_list
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egg_count -- //Decrease the egg_count and begin again
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egg_list.Cut() //Destroy any excess eggs, clearing the egg_list
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if(duds)
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to_chat(user, "<span class='notice'>[duds] egg\s [duds == 1 ? "was a dud" : "were duds"]!</span>")
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/obj/machinery/fishtank/proc/harvest_fish(mob/user)
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if(!get_num_fish()) //Can't catch non-existant fish!
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to_chat(user, "<span class='warning'>There are no fish in [src] to catch!</span>")
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return
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var/list/fish_types = list() // fish sorted by type. Key is type of fish, value is a list of fish of that type
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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
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for(var/datum/fish/F in fish_list) // Group up the fish first
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fish_types[F.type] += list(F)
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for(var/key in fish_types) // Then populate the list
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var/datum/fish/fish_type = key
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var/count = length(fish_types[key])
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var/fish_description = "[initial(fish_type.fish_name)][count > 1 ? " (x[count])" : ""]"
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fish_types_input[fish_description] = fish_type
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var/caught_fish = tgui_input_list(user, "Select a fish to catch.", "Fishing", fish_types_input) //Select a fish from the tank
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if(!caught_fish)
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return
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if(!Adjacent(user))
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to_chat(user, "<span class='warning'>You are no longer next to [src], so you can't catch fish!</span>")
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return
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if(!get_num_fish())
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to_chat(user, "<span class='warning'>There are no fish in [src] to catch!</span>")
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return
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var/fish_type_caught = fish_types_input[caught_fish]
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var/list/fishes_of_type = list()
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for(var/datum/fish/F in fish_list)
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if(F.type == fish_type_caught)
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fishes_of_type += list(F)
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if(!length(fishes_of_type))
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var/datum/fish/fish_type = fish_type_caught
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to_chat(user, "<span class='warning'>There are no [fish_type.fish_name] in [src] to catch!</span>")
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return
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var/datum/fish/fish_to_scoop = pick(fishes_of_type)
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// Is the user holding a fish bag?
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var/obj/item/storage/bag/fish_bag
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if(istype(user.r_hand, /obj/item/storage/bag/fish))
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fish_bag = user.r_hand
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else if(istype(user.l_hand, /obj/item/storage/bag/fish))
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fish_bag = user.l_hand
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var/fish_name = fish_to_scoop.fish_name
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// Move the fish in
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var/fish_item = fish_to_scoop.fish_item
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if(fish_item)
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var/obj/item/I = new fish_item(get_turf(user))
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if(fish_bag?.can_be_inserted(I))
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fish_bag.handle_item_insertion(I)
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user.visible_message("[user.name] scoops \a [fish_name] from [src].", "You scoop \a [fish_name] out of [src].")
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kill_fish(fish_to_scoop) //Kill the caught fish from the tank
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/obj/machinery/fishtank/proc/spill_water()
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var/turf/simulated/T = get_turf(src)
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switch(tank_type)
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if("bowl") //Fishbowl: Wets it's own tile
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if(istype(T))
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T.MakeSlippery()
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if("tank") //Fishtank: Wets it's own tile and the 4 adjacent tiles (cardinal directions)
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if(istype(T))
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T.MakeSlippery()
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for(var/turf/simulated/ST in T.AdjacentTurfs(open_only = TRUE, cardinal_only = TRUE))
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ST.MakeSlippery()
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if("wall") //Wall-tank: Wets it's own tile and the surrounding 8 tiles (3x3 square)
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for(var/turf/simulated/ST in spiral_range_turfs(1, loc))
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ST.MakeSlippery()
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/obj/machinery/fishtank/proc/breed_fish()
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var/list/breed_candidates = fish_list.Copy()
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var/datum/fish/parent1 = pick_n_take(breed_candidates)
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if(!parent1.crossbreeder) //fish with crossbreed = 0 will only breed with their own species, and only leave duds if they can't breed
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var/match_found = FALSE
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for(var/datum/fish/possible in breed_candidates)
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if(parent1.type == possible.type)
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match_found = TRUE
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break
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if(match_found)
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egg_list.Add(parent1.egg_item)
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else
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egg_list.Add(/obj/item/fish_eggs)
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else
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var/datum/fish/parent2 = pick(breed_candidates)
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if(!parent2.crossbreeder) //second fish refuses to crossbreed, spawn a dud
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egg_list.Add(/obj/item/fish_eggs)
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else if(parent1.type == parent2.type) //both fish are the same type
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if(prob(90)) //90% chance to get that type of egg
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egg_list.Add(parent1.egg_item)
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else //10% chance to get a dud
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egg_list.Add(/obj/item/fish_eggs)
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else //different types of fish
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if(prob(30)) //30% chance to get dud
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egg_list.Add(/obj/item/fish_eggs)
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else
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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 += "<br>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 += "<br>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 += "<br>There are [egg_count] eggs able to be harvested! "
|
|
|
|
examine_message += "<br>"
|
|
|
|
//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 += "<br>"
|
|
|
|
//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 += "<br>"
|
|
|
|
//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
|
|
. += "<span class='notice'>[examine_message]</span>"
|
|
. += "<span class='info'>You can <b>Alt-Click</b> [src] to open/close its lid.</span>"
|
|
. += "<span class='info'>You can <b>Alt-Shift-Click</b> [src] to enable/disable its light.</span>"
|
|
|
|
//////////////////////////////
|
|
// 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("<span class='notice'>[M.name] stares at into [src] while sitting perfectly still.</span>", "<span class='notice'>The lid is closed, so you stare into [src] intently.</span>")
|
|
else
|
|
if(fish_count) //Tank must actually have fish to try catching one
|
|
M.visible_message("<span class='warning'>[M.name] leaps up onto [src] and attempts to fish through the opening!</span>", "<span class='notice'>You jump up onto [src] and begin fishing through the opening!</span>")
|
|
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("<span class='notice'>[M.name] slipped and got soaked!</span>", "<span class='notice'>You slipped and got soaked!</span>")
|
|
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("<span class='warning'>[M.name] catches and devours a live fish!</span>", "<span class='notice'>You catch and devour a live fish, yum!</span>")
|
|
kill_fish() //Kill a random fish
|
|
M.health = M.maxHealth //Eating fish heals the predator
|
|
else
|
|
to_chat(M, "<span class='warning'>There are no fish in [src]!</span>")
|
|
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("<span class='notice'>[M.name] scrapes it's claws along [src]'s lid.</span>", "<span class='notice'>The lid is closed, so you scrape your claws against [src]'s lid.</span>")
|
|
else
|
|
if(fish_count) //Tank must actually have fish to try catching one
|
|
M.visible_message("<span class='warning'>[M.name] reaches into [src] and attempts to fish through the opening!</span>", "<span class='warning'>You reach into [src] and begin fishing through the opening!</span>")
|
|
if(water_level && prob(5)) //Bears are good at catching fish, only a 5% chance to fail
|
|
M.visible_message("<span class='warning'>[M.name] swipes at the water!</span>", "<span class='notice'>You just barely missed that fish!</span>")
|
|
else //No water or didn't slip, get that fish!
|
|
M.visible_message("<span class='warning'>[M.name] catches and devours a live fish!</span>", "<span class='notice'>You catch and devour a live fish, yum!</span>")
|
|
kill_fish() //Kill a random fish
|
|
M.health = M.maxHealth //Eating fish heals the predator
|
|
else
|
|
to_chat(M, "<span class='warning'>There are no fish in [src]!</span>")
|
|
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("<span class='danger'>[user] bangs against [src]!</span>",
|
|
"<span class='danger'>You bang against [src]!</span>",
|
|
"You hear a banging sound.")
|
|
else
|
|
user.visible_message("<span class='notice'>[user] taps on [src].</span>",
|
|
"<span class='notice'>You tap on [src].</span>",
|
|
"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, "<span class='notice'>[src] is already full!</span>")
|
|
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("<span class='notice'>[user.name] pours the contents of [O.name] into [src].</span>", "<span class='notice'>[message]</span>")
|
|
//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, "<span class='notice'>[src] is empty!</span>")
|
|
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("<span class='notice'>[user.name] scoops out some water from [src].</span>", "<span class='notice'>You completely fill [O.name] from [src].</span>")
|
|
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("<span class='notice'>[user.name] scoops out some water from [src].</span>", "<span class='notice'>You fill [O.name] with the last of the water in [src].</span>")
|
|
//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, "<span class='warning'>[src] has no water; [egg.name] won't hatch without water!</span>")
|
|
else
|
|
//Don't add eggs if the tank already has the max number of fish
|
|
if(get_num_fish() >= max_fish)
|
|
to_chat(user, "<span class='notice'>[src] can't hold any more fish.</span>")
|
|
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("<span class='notice'>[user.name] shakes some fish food into the empty [src]... How sad.</span>", "<span class='notice'>You shake some fish food into the empty [src]... If only it had fish.</span>")
|
|
else
|
|
user.visible_message("<span class='notice'>[user.name] feeds the fish in [src]. The fish look excited!</span>", "<span class='notice'>You feed the fish in [src]. They look excited!</span>")
|
|
adjust_food_level(10)
|
|
else
|
|
to_chat(user, "<span class='notice'>[src] already has plenty of food in it. You decide to not add more.</span>")
|
|
else
|
|
to_chat(user, "<span class='notice'>[src] doesn't have any water in it. You should fill it with water first.</span>")
|
|
//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("<span class='notice'>[user.name] harvests some fish eggs from [src].</span>", "<span class='notice'>You scoop the fish eggs out of [src].</span>")
|
|
harvest_eggs(user, fish_bag)
|
|
else
|
|
user.visible_message("<span class='notice'>[user.name] fails to harvest any fish eggs from [src].</span>", "<span class='notice'>There are no fish eggs in [src] to scoop out.</span>")
|
|
//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, "<span class='warning'>[src] is already spotless!</span>")
|
|
else
|
|
adjust_filth_level(-filth_level)
|
|
user.visible_message("<span class='notice'>[user.name] scrubs the inside of [src], cleaning the filth.</span>", "<span class='notice'>You scrub the inside of [src], cleaning the filth.</span>")
|
|
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, "<span class='warning'>[src] must be empty before you disassemble it!</span>")
|
|
return
|
|
if(!I.tool_use_check(user, 0))
|
|
return
|
|
to_chat(user, "<span class='notice'>Now disassembling [src].</span>")
|
|
if(I.use_tool(src, user, 50, volume = I.tool_volume))
|
|
deconstruct(TRUE)
|