Files
Polaris/code/modules/reagents/Chemistry-Reagents.dm
Kelenius 873b38e0a5 Merge branch 'dev' into ofChemistryAndStuff
Conflicts:
	code/game/objects/effects/chem/chemsmoke.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Core.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Dispenser.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Food-Drinks.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Medicine.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Other.dm
	code/modules/reagents/Chemistry-Reagents/Chemistry-Reagents-Toxins.dm
2015-05-04 22:36:35 +03:00

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/datum/reagent
var/name = "Reagent"
var/id = "reagent"
var/description = "A non-descript chemical."
var/datum/reagents/holder = null
var/reagent_state = SOLID
var/list/data = null
var/volume = 0
var/metabolism = REM // This would be 0.2 normally
var/ingest_met = 0
var/touch_met = 0
var/dose = 0
var/max_dose = 0
var/overdose = 0
var/scannable = 0 // Shows up on health analyzers.
var/affects_dead = 0
var/glass_icon_state = null
var/glass_name = null
var/glass_desc = null
var/glass_center_of_mass = null
var/color = "#000000"
var/color_weight = 1
/datum/reagent/proc/remove_self(var/amount) // Shortcut
holder.remove_reagent(id, amount)
/datum/reagent/proc/touch_mob(var/mob/M) // This doesn't apply to being splashed - this is for, e.g. extinguishers and sprays. The difference is that reagent is not on the mob - it's in another object.
return
/datum/reagent/proc/touch_obj(var/obj/O) // Acid melting, cleaner cleaning, etc
return
/datum/reagent/proc/touch_turf(var/turf/T) // Cleaner cleaning, lube lubbing, etc, all go here
return
/datum/reagent/proc/on_mob_life(var/mob/living/carbon/M, var/alien, var/location) // Currently, on_mob_life is called on carbons. Any interaction with non-carbon mobs (lube) will need to be done in touch_mob.
if(!istype(M))
return
if(!affects_dead && M.stat == DEAD)
return
if(overdose && (location == CHEM_BLOOD))
overdose(M, alien)
var/removed = metabolism
if(ingest_met && (location == CHEM_INGEST))
removed = ingest_met
if(touch_met && (location == CHEM_TOUCH))
removed = touch_met
removed = min(removed, volume)
max_dose = max(volume, max_dose)
dose = min(dose + removed, max_dose)
if(removed >= (metabolism * 0.1) || removed >= 0.1) // If there's too little chemical, don't affect the mob, just remove it
switch(location)
if(CHEM_BLOOD)
affect_blood(M, alien, removed)
if(CHEM_INGEST)
affect_ingest(M, alien, removed)
if(CHEM_TOUCH)
affect_touch(M, alien, removed)
remove_self(removed)
return
/datum/reagent/proc/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
return
/datum/reagent/proc/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed)
affect_blood(M, alien, removed * 0.5)
return
/datum/reagent/proc/affect_touch(var/mob/living/carbon/M, var/alien, var/removed)
return
/datum/reagent/proc/overdose(var/mob/living/carbon/M, var/alien) // Overdose effect. Doesn't happen instantly.
M.adjustToxLoss(REM)
return
/datum/reagent/proc/initialize_data(var/newdata) // Called when the reagent is created.
if(!isnull(newdata))
data = newdata
return
/datum/reagent/proc/mix_data(var/newdata, var/newamount) // You have a reagent with data, and new reagent with its own data get added, how do you deal with that?
return
/datum/reagent/proc/get_data() // Just in case you have a reagent that handles data differently.
if(data && istype(data, /list))
return data.Copy()
else if(data)
return data
return null
/datum/reagent/Destroy() // This should only be called by the holder, so it's already handled clearing its references
..()
holder = null
/* DEPRECATED - TODO: REMOVE EVERYWHERE */
/datum/reagent/proc/reaction_turf(var/turf/target)
touch_turf(target)
/datum/reagent/proc/reaction_obj(var/obj/target)
touch_obj(target)
/datum/reagent/proc/reaction_mob(var/mob/target)
touch_mob(target)
/datum/reagent/woodpulp
name = "Wood Pulp"
id = "woodpulp"
description = "A mass of wood fibers."
reagent_state = LIQUID
color = "#B97A57"