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