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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
108 lines
3.3 KiB
Plaintext
108 lines
3.3 KiB
Plaintext
/obj/item/glass_jar
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name = "glass jar"
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desc = "A small empty jar."
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icon = 'icons/obj/items.dmi'
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icon_state = "jar"
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w_class = ITEMSIZE_SMALL
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matter = list("glass" = 200)
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flags = NOBLUDGEON
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var/list/accept_mobs = list(/mob/living/simple_animal/lizard, /mob/living/simple_animal/mouse)
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var/contains = 0 // 0 = nothing, 1 = money, 2 = animal, 3 = spiderling
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/obj/item/glass_jar/New()
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..()
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update_icon()
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/obj/item/glass_jar/afterattack(var/atom/A, var/mob/user, var/proximity)
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if(!proximity || contains)
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return
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if(istype(A, /mob))
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var/accept = 0
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for(var/D in accept_mobs)
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if(istype(A, D))
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accept = 1
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if(!accept)
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user << "[A] doesn't fit into \the [src]."
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return
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var/mob/L = A
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user.visible_message("<span class='notice'>[user] scoops [L] into \the [src].</span>", "<span class='notice'>You scoop [L] into \the [src].</span>")
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L.loc = src
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contains = 2
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update_icon()
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return
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else if(istype(A, /obj/effect/spider/spiderling))
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var/obj/effect/spider/spiderling/S = A
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user.visible_message("<span class='notice'>[user] scoops [S] into \the [src].</span>", "<span class='notice'>You scoop [S] into \the [src].</span>")
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S.loc = src
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processing_objects.Remove(S) // No growing inside jars
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contains = 3
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update_icon()
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return
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/obj/item/glass_jar/attack_self(var/mob/user)
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switch(contains)
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if(1)
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for(var/obj/O in src)
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O.loc = user.loc
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user << "<span class='notice'>You take money out of \the [src].</span>"
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contains = 0
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update_icon()
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return
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if(2)
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for(var/mob/M in src)
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M.loc = user.loc
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user.visible_message("<span class='notice'>[user] releases [M] from \the [src].</span>", "<span class='notice'>You release [M] from \the [src].</span>")
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contains = 0
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update_icon()
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return
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if(3)
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for(var/obj/effect/spider/spiderling/S in src)
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S.loc = user.loc
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user.visible_message("<span class='notice'>[user] releases [S] from \the [src].</span>", "<span class='notice'>You release [S] from \the [src].</span>")
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processing_objects.Add(S) // They can grow after being let out though
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contains = 0
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update_icon()
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return
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/obj/item/glass_jar/attackby(var/obj/item/W, var/mob/user)
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if(istype(W, /obj/item/weapon/spacecash))
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if(contains == 0)
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contains = 1
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if(contains != 1)
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return
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var/obj/item/weapon/spacecash/S = W
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user.visible_message("<span class='notice'>[user] puts [S.worth] [S.worth > 1 ? "thalers" : "thaler"] into \the [src].</span>")
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user.drop_from_inventory(S)
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S.loc = src
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update_icon()
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/obj/item/glass_jar/update_icon() // Also updates name and desc
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underlays.Cut()
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overlays.Cut()
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switch(contains)
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if(0)
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name = initial(name)
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desc = initial(desc)
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if(1)
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name = "tip jar"
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desc = "A small jar with money inside."
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for(var/obj/item/weapon/spacecash/S in src)
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var/image/money = image(S.icon, S.icon_state)
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money.pixel_x = rand(-2, 3)
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money.pixel_y = rand(-6, 6)
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money.transform *= 0.6
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underlays += money
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if(2)
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for(var/mob/M in src)
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var/image/victim = image(M.icon, M.icon_state)
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victim.pixel_y = 6
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underlays += victim
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name = "glass jar with [M]"
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desc = "A small jar with [M] inside."
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if(3)
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for(var/obj/effect/spider/spiderling/S in src)
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var/image/victim = image(S.icon, S.icon_state)
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underlays += victim
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name = "glass jar with [S]"
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desc = "A small jar with [S] inside."
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return |