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https://github.com/PolarisSS13/Polaris.git
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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.
263 lines
7.9 KiB
Plaintext
263 lines
7.9 KiB
Plaintext
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////////////////////////////////////////////////////////////////////////////////
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/// (Mixing)Glass.
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////////////////////////////////////////////////////////////////////////////////
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/obj/item/weapon/reagent_containers/glass
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name = " "
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var/base_name = " "
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desc = " "
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icon = 'icons/obj/chemical.dmi'
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icon_state = "null"
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item_state = "null"
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25,30,60)
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volume = 60
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w_class = ITEMSIZE_SMALL
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flags = OPENCONTAINER
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unacidable = 1 //glass doesn't dissolve in acid
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var/label_text = ""
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var/list/can_be_placed_into = list(
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/obj/machinery/chem_master/,
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/obj/machinery/chemical_dispenser,
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/obj/machinery/reagentgrinder,
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/obj/structure/table,
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/obj/structure/closet,
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/obj/structure/sink,
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/obj/item/weapon/storage,
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/obj/machinery/atmospherics/unary/cryo_cell,
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/obj/machinery/dna_scannernew,
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/obj/item/weapon/grenade/chem_grenade,
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/mob/living/bot/medbot,
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/obj/item/weapon/storage/secure/safe,
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/obj/machinery/iv_drip,
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/obj/machinery/disease2/incubator,
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/obj/machinery/disposal,
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/mob/living/simple_animal/cow,
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/mob/living/simple_animal/hostile/retaliate/goat,
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/obj/machinery/computer/centrifuge,
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/obj/machinery/sleeper,
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/obj/machinery/smartfridge/,
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/obj/machinery/biogenerator,
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/obj/structure/frame,
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/obj/machinery/radiocarbon_spectrometer,
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/obj/machinery/xenobio2/manualinjector
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)
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/obj/item/weapon/reagent_containers/glass/New()
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..()
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base_name = name
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/obj/item/weapon/reagent_containers/glass/examine(var/mob/user)
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if(!..(user, 2))
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return
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if(reagents && reagents.reagent_list.len)
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user << "<span class='notice'>It contains [reagents.total_volume] units of liquid.</span>"
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else
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user << "<span class='notice'>It is empty.</span>"
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if(!is_open_container())
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user << "<span class='notice'>Airtight lid seals it completely.</span>"
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/obj/item/weapon/reagent_containers/glass/attack_self()
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..()
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if(is_open_container())
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usr << "<span class = 'notice'>You put the lid on \the [src].</span>"
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flags ^= OPENCONTAINER
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else
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usr << "<span class = 'notice'>You take the lid off \the [src].</span>"
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flags |= OPENCONTAINER
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update_icon()
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/obj/item/weapon/reagent_containers/glass/do_surgery(mob/living/carbon/M, mob/living/user)
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if(user.a_intent != I_HELP) //in case it is ever used as a surgery tool
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return ..()
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afterattack(M, user, 1)
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return 1
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/obj/item/weapon/reagent_containers/glass/afterattack(var/obj/target, var/mob/user, var/proximity)
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if(!is_open_container() || !proximity)
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return
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for(var/type in can_be_placed_into)
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if(istype(target, type))
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return
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if(standard_splash_mob(user, target))
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return
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if(standard_dispenser_refill(user, target))
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return
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if(standard_pour_into(user, target))
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return
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if(reagents.total_volume)
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user << "<span class='notice'>You splash the solution onto [target].</span>"
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reagents.splash(target, reagents.total_volume)
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return
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/obj/item/weapon/reagent_containers/glass/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/pen) || istype(W, /obj/item/device/flashlight/pen))
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var/tmp_label = sanitizeSafe(input(user, "Enter a label for [name]", "Label", label_text), MAX_NAME_LEN)
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if(length(tmp_label) > 10)
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user << "<span class='notice'>The label can be at most 10 characters long.</span>"
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else
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user << "<span class='notice'>You set the label to \"[tmp_label]\".</span>"
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label_text = tmp_label
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update_name_label()
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/obj/item/weapon/reagent_containers/glass/proc/update_name_label()
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if(label_text == "")
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name = base_name
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else
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name = "[base_name] ([label_text])"
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/obj/item/weapon/reagent_containers/glass/beaker
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name = "beaker"
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desc = "A beaker."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "beaker"
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item_state = "beaker"
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matter = list("glass" = 500)
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/obj/item/weapon/reagent_containers/glass/beaker/New()
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..()
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desc += " Can hold up to [volume] units."
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/obj/item/weapon/reagent_containers/glass/beaker/on_reagent_change()
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update_icon()
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/obj/item/weapon/reagent_containers/glass/beaker/pickup(mob/user)
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..()
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update_icon()
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/obj/item/weapon/reagent_containers/glass/beaker/dropped(mob/user)
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..()
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update_icon()
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/obj/item/weapon/reagent_containers/glass/beaker/attack_hand()
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..()
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update_icon()
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/obj/item/weapon/reagent_containers/glass/beaker/update_icon()
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overlays.Cut()
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if(reagents.total_volume)
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var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10")
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var/percent = round((reagents.total_volume / volume) * 100)
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switch(percent)
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if(0 to 9) filling.icon_state = "[icon_state]-10"
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if(10 to 24) filling.icon_state = "[icon_state]10"
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if(25 to 49) filling.icon_state = "[icon_state]25"
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if(50 to 74) filling.icon_state = "[icon_state]50"
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if(75 to 79) filling.icon_state = "[icon_state]75"
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if(80 to 90) filling.icon_state = "[icon_state]80"
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if(91 to INFINITY) filling.icon_state = "[icon_state]100"
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filling.color = reagents.get_color()
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overlays += filling
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if (!is_open_container())
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var/image/lid = image(icon, src, "lid_[initial(icon_state)]")
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overlays += lid
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/obj/item/weapon/reagent_containers/glass/beaker/large
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name = "large beaker"
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desc = "A large beaker."
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icon_state = "beakerlarge"
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matter = list("glass" = 5000)
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volume = 120
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25,30,60,120)
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flags = OPENCONTAINER
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/obj/item/weapon/reagent_containers/glass/beaker/noreact
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name = "cryostasis beaker"
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desc = "A cryostasis beaker that allows for chemical storage without reactions."
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icon_state = "beakernoreact"
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matter = list("glass" = 500)
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volume = 60
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amount_per_transfer_from_this = 10
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flags = OPENCONTAINER | NOREACT
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/obj/item/weapon/reagent_containers/glass/beaker/bluespace
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name = "bluespace beaker"
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desc = "A bluespace beaker, powered by experimental bluespace technology."
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icon_state = "beakerbluespace"
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matter = list("glass" = 5000)
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volume = 300
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25,30,60,120,300)
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flags = OPENCONTAINER
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/obj/item/weapon/reagent_containers/glass/beaker/vial
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name = "vial"
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desc = "A small glass vial."
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icon_state = "vial"
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matter = list("glass" = 250)
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volume = 30
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,25)
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flags = OPENCONTAINER
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/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone/New()
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..()
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reagents.add_reagent("cryoxadone", 30)
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update_icon()
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/obj/item/weapon/reagent_containers/glass/beaker/sulphuric/New()
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..()
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reagents.add_reagent("sacid", 60)
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update_icon()
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/obj/item/weapon/reagent_containers/glass/bucket
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desc = "It's a bucket."
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name = "bucket"
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icon = 'icons/obj/janitor.dmi'
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icon_state = "bucket"
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item_state = "bucket"
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matter = list(DEFAULT_WALL_MATERIAL = 200)
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w_class = ITEMSIZE_NORMAL
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amount_per_transfer_from_this = 20
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possible_transfer_amounts = list(10,20,30,60,120)
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volume = 120
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flags = OPENCONTAINER
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unacidable = 0
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/obj/item/weapon/reagent_containers/glass/bucket/attackby(var/obj/D, mob/user as mob)
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if(isprox(D))
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user << "You add [D] to [src]."
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qdel(D)
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user.put_in_hands(new /obj/item/weapon/bucket_sensor)
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user.drop_from_inventory(src)
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qdel(src)
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return
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else if(istype(D, /obj/item/weapon/mop))
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if(reagents.total_volume < 1)
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user << "<span class='warning'>\The [src] is empty!</span>"
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else
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reagents.trans_to_obj(D, 5)
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user << "<span class='notice'>You wet \the [D] in \the [src].</span>"
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playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
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return
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else
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return ..()
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/obj/item/weapon/reagent_containers/glass/bucket/update_icon()
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overlays.Cut()
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if (!is_open_container())
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var/image/lid = image(icon, src, "lid_[initial(icon_state)]")
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overlays += lid
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/obj/item/weapon/reagent_containers/glass/cooler_bottle
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desc = "A bottle for a water-cooler."
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name = "water-cooler bottle"
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icon = 'icons/obj/vending.dmi'
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icon_state = "water_cooler_bottle"
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matter = list("glass" = 2000)
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w_class = ITEMSIZE_NORMAL
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amount_per_transfer_from_this = 20
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possible_transfer_amounts = list(10,20,30,60,120)
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volume = 120
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