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Most items in the codebase have a slowdown multiplier of one, when slowdown is handled species-side in multiples of 0.5. This makes the effect of species slowdown almost non-existant when item slowdown is involved, and makes species that have item slowdown reduction (such as Unathi) unnaturally fast. Do note that I also went through and removed odd slowdown numbers as well, as, due to the way slowdown is tied to tickrate, it should be done in intervals of 0.5. I tried to view things on a case by case scenario but there will probably be changes that will need to be double checked. Some items will be handled differently, I will list the exceptions below. Boots of Speed: Kept at -1, it is boots of speed after all. Chemistry Bag: Increased to 3. This should not really be toted around outside of chemistry. Hybrid Tools: They already have a lot of other disadvantages, and are kind of hard to get, and 0.1 is a weird number for slowdown. Site Manager's armor: Already 1.5 Unathi Breacher modules: These things are overpowered and Unathi already have a racial trait to virtually remove slowdown. Voidsuits: Already done in intervals of 0.5, no change. RHR Accellerator: This thing probably has appropriate slowdown values for what it is. Utility suits: Already done in intervals of 0.5 Clothing/suits/armor: Already done in intervals of 0.5
398 lines
13 KiB
Plaintext
398 lines
13 KiB
Plaintext
/*
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* These absorb the functionality of the plant bag, ore satchel, etc.
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* They use the use_to_pickup, quick_gather, and quick_empty functions
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* that were already defined in weapon/storage, but which had been
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* re-implemented in other classes.
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*
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* Contains:
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* Trash Bag
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* Mining Satchel
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* Plant Bag
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* Sheet Snatcher
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* Cash Bag
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* Chemistry Bag
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Food Bag
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* -Sayu
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*/
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// Generic non-item
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/obj/item/weapon/storage/bag
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allow_quick_gather = 1
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allow_quick_empty = 1
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display_contents_with_number = 0 // UNStABLE AS FuCK, turn on when it stops crashing clients
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use_to_pickup = 1
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slot_flags = SLOT_BELT
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drop_sound = 'sound/items/drop/backpack.ogg'
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pickup_sound = 'sound/items/pickup/backpack.ogg'
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// -----------------------------
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// Trash bag
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// -----------------------------
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/obj/item/weapon/storage/bag/trash
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name = "trash bag"
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desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
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icon = 'icons/obj/janitor.dmi'
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icon_state = "trashbag0"
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item_state_slots = list(slot_r_hand_str = "trashbag", slot_l_hand_str = "trashbag")
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drop_sound = 'sound/items/drop/wrapper.ogg'
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pickup_sound = 'sound/items/pickup/wrapper.ogg'
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w_class = ITEMSIZE_LARGE
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max_w_class = ITEMSIZE_SMALL
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max_storage_space = ITEMSIZE_SMALL * 21
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can_hold = list() // any
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cant_hold = list(/obj/item/weapon/disk/nuclear)
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/obj/item/weapon/storage/bag/trash/update_icon()
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if(contents.len == 0)
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icon_state = "trashbag0"
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else if(contents.len < 9)
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icon_state = "trashbag1"
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else if(contents.len < 18)
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icon_state = "trashbag2"
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else icon_state = "trashbag3"
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// -----------------------------
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// Plastic Bag
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// -----------------------------
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/obj/item/weapon/storage/bag/plasticbag
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name = "plastic bag"
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desc = "It's a very flimsy, very noisy alternative to a bag."
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icon = 'icons/obj/trash.dmi'
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icon_state = "plasticbag"
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drop_sound = 'sound/items/drop/wrapper.ogg'
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pickup_sound = 'sound/items/pickup/wrapper.ogg'
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w_class = ITEMSIZE_LARGE
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max_w_class = ITEMSIZE_SMALL
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can_hold = list() // any
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cant_hold = list(/obj/item/weapon/disk/nuclear)
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// -----------------------------
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// Mining Satchel
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// -----------------------------
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/*
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* Mechoid - Orebags are the most common quick-gathering thing, and also have tons of lag associated with it. Their checks are going to be hyper-simplified due to this, and their INCREDIBLY singular target contents.
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*/
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/obj/item/weapon/storage/bag/ore
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name = "mining satchel"
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desc = "This little bugger can be used to store and transport ores."
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icon = 'icons/obj/mining.dmi'
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icon_state = "satchel"
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slot_flags = SLOT_BELT | SLOT_POCKET
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w_class = ITEMSIZE_NORMAL
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max_storage_space = ITEMSIZE_COST_NORMAL * 25
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max_w_class = ITEMSIZE_NORMAL
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can_hold = list(/obj/item/weapon/ore)
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var/stored_ore = list()
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var/last_update = 0
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/obj/item/weapon/storage/bag/ore/remove_from_storage(obj/item/W as obj, atom/new_location)
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if(!istype(W)) return 0
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if(new_location)
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if(ismob(loc))
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W.dropped(usr)
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if(ismob(new_location))
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W.hud_layerise()
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else
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W.reset_plane_and_layer()
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W.forceMove(new_location)
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else
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W.forceMove(get_turf(src))
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W.on_exit_storage(src)
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update_icon()
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return 1
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/obj/item/weapon/storage/bag/ore/gather_all(turf/T as turf, mob/user as mob, var/silent = 0)
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var/success = 0
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var/failure = 0
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for(var/obj/item/weapon/ore/I in T) //Only ever grabs ores. Doesn't do any extraneous checks, as all ore is the same size. Tons of checks means it causes hanging for up to three seconds.
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if(contents.len >= max_storage_space)
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failure = 1
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break
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I.forceMove(src)
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success = 1
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if(success && !failure && !silent)
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to_chat(user, "<span class='notice'>You put everything in [src].</span>")
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else if(success && (!silent || (silent && contents.len >= max_storage_space)))
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to_chat(user, "<span class='notice'>You fill the [src].</span>")
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else if(!silent)
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to_chat(user, "<span class='notice'>You fail to pick anything up with \the [src].</span>")
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if(istype(user.pulling, /obj/structure/ore_box)) //Bit of a crappy way to do this, as it doubles spam for the user, but it works.
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var/obj/structure/ore_box/O = user.pulling
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O.attackby(src, user)
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/obj/item/weapon/storage/bag/ore/equipped(mob/user)
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..()
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if(user.get_inventory_slot(src) == slot_wear_suit || slot_l_hand || slot_l_hand || slot_belt) //Basically every place they can go. Makes sure it doesn't unregister if moved to other slots.
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GLOB.moved_event.register(user, src, /obj/item/weapon/storage/bag/ore/proc/autoload, user)
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/obj/item/weapon/storage/bag/ore/dropped(mob/user)
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..()
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if(user.get_inventory_slot(src) == slot_wear_suit || slot_l_hand || slot_l_hand || slot_belt) //See above. This should really be a define.
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GLOB.moved_event.register(user, src, /obj/item/weapon/storage/bag/ore/proc/autoload, user)
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else
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GLOB.moved_event.unregister(user, src)
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/obj/item/weapon/storage/bag/ore/proc/autoload(mob/user)
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var/obj/item/weapon/ore/O = locate() in get_turf(src)
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if(O)
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gather_all(get_turf(src), user)
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/obj/item/weapon/storage/bag/ore/proc/rangedload(atom/A, mob/user)
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var/obj/item/weapon/ore/O = locate() in get_turf(A)
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if(O)
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gather_all(get_turf(A), user)
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/obj/item/weapon/storage/bag/ore/examine(mob/user)
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. = ..()
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if(!Adjacent(user)) //Can only check the contents of ore bags if you can physically reach them.
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return .
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if(istype(user, /mob/living))
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add_fingerprint(user)
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if(!contents.len)
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. += "It is empty."
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else if(world.time > last_update + 10)
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update_ore_count()
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last_update = world.time
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. += "<span class='notice'>It holds:</span>"
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for(var/ore in stored_ore)
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. += "<span class='notice'>- [stored_ore[ore]] [ore]</span>"
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/obj/item/weapon/storage/bag/ore/open(mob/user as mob) //No opening it for the weird UI of having shit-tons of ore inside it.
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if(world.time > last_update + 10)
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update_ore_count()
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last_update = world.time
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user.examinate(src)
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/obj/item/weapon/storage/bag/ore/proc/update_ore_count() //Stolen from ore boxes.
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stored_ore = list()
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for(var/obj/item/weapon/ore/O in contents)
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if(stored_ore[O.name])
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stored_ore[O.name]++
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else
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stored_ore[O.name] = 1
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// -----------------------------
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// Plant bag
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// -----------------------------
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/obj/item/weapon/storage/bag/plants
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name = "plant bag"
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icon = 'icons/obj/hydroponics_machines.dmi'
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icon_state = "plantbag"
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max_storage_space = ITEMSIZE_COST_NORMAL * 25
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max_w_class = ITEMSIZE_NORMAL
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w_class = ITEMSIZE_SMALL
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can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown)
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/obj/item/weapon/storage/bag/plants/large
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name = "large plant bag"
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w_class = ITEMSIZE_SMALL
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max_storage_space = ITEMSIZE_COST_NORMAL * 45
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// -----------------------------
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// Sheet Snatcher
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// -----------------------------
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// Because it stacks stacks, this doesn't operate normally.
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// However, making it a storage/bag allows us to reuse existing code in some places. -Sayu
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/obj/item/weapon/storage/bag/sheetsnatcher
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name = "sheet snatcher"
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icon = 'icons/obj/mining.dmi'
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icon_state = "sheetsnatcher"
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desc = "A patented storage system designed for any kind of mineral sheet."
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var/capacity = 300; //the number of sheets it can carry.
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w_class = ITEMSIZE_NORMAL
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storage_slots = 7
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allow_quick_empty = 1 // this function is superceded
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/obj/item/weapon/storage/bag/sheetsnatcher/can_be_inserted(obj/item/W as obj, stop_messages = 0)
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if(!istype(W,/obj/item/stack/material))
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if(!stop_messages)
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to_chat(usr, "The snatcher does not accept [W].")
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return 0
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var/current = 0
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for(var/obj/item/stack/material/S in contents)
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current += S.amount
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if(capacity == current)//If it's full, you're done
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if(!stop_messages)
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to_chat(usr, "<span class='warning'>The snatcher is full.</span>")
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return 0
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return 1
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// Modified handle_item_insertion. Would prefer not to, but...
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/obj/item/weapon/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W as obj, prevent_warning = 0)
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var/obj/item/stack/material/S = W
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if(!istype(S)) return 0
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var/amount
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var/inserted = 0
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var/current = 0
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for(var/obj/item/stack/material/S2 in contents)
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current += S2.amount
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if(capacity < current + S.amount)//If the stack will fill it up
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amount = capacity - current
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else
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amount = S.amount
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for(var/obj/item/stack/material/sheet in contents)
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if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects
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sheet.amount += amount // they should only be removed through procs in this file, which split them up.
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S.amount -= amount
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inserted = 1
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break
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if(!inserted || !S.amount)
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usr.remove_from_mob(S)
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usr.update_icons() //update our overlays
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if (usr.client && usr.s_active != src)
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usr.client.screen -= S
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S.dropped(usr)
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if(!S.amount)
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qdel(S)
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else
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S.loc = src
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orient2hud(usr)
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if(usr.s_active)
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usr.s_active.show_to(usr)
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update_icon()
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return 1
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// Sets up numbered display to show the stack size of each stored mineral
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// NOTE: numbered display is turned off currently because it's broken
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/obj/item/weapon/storage/bag/sheetsnatcher/orient2hud(mob/user as mob)
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var/adjusted_contents = contents.len
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//Numbered contents display
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var/list/datum/numbered_display/numbered_contents
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if(display_contents_with_number)
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numbered_contents = list()
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adjusted_contents = 0
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for(var/obj/item/stack/material/I in contents)
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adjusted_contents++
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var/datum/numbered_display/D = new/datum/numbered_display(I)
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D.number = I.amount
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numbered_contents.Add( D )
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var/row_num = 0
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var/col_count = min(7,storage_slots) -1
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if (adjusted_contents > 7)
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row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width.
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src.slot_orient_objs(row_num, col_count, numbered_contents)
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return
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// Modified quick_empty verb drops appropriate sized stacks
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/obj/item/weapon/storage/bag/sheetsnatcher/quick_empty()
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var/location = get_turf(src)
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for(var/obj/item/stack/material/S in contents)
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while(S.amount)
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var/obj/item/stack/material/N = new S.type(location)
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var/stacksize = min(S.amount,N.max_amount)
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N.amount = stacksize
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S.amount -= stacksize
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N.update_icon()
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if(!S.amount)
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qdel(S) // todo: there's probably something missing here
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orient2hud(usr)
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if(usr.s_active)
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usr.s_active.show_to(usr)
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update_icon()
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// Instead of removing
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/obj/item/weapon/storage/bag/sheetsnatcher/remove_from_storage(obj/item/W as obj, atom/new_location)
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var/obj/item/stack/material/S = W
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if(!istype(S)) return 0
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//I would prefer to drop a new stack, but the item/attack_hand code
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// that calls this can't recieve a different object than you clicked on.
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//Therefore, make a new stack internally that has the remainder.
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// -Sayu
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if(S.amount > S.max_amount)
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var/obj/item/stack/material/temp = new S.type(src)
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temp.amount = S.amount - S.max_amount
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S.amount = S.max_amount
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return ..(S,new_location)
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// -----------------------------
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// Sheet Snatcher (Cyborg)
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// -----------------------------
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/obj/item/weapon/storage/bag/sheetsnatcher/borg
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name = "sheet snatcher 9000"
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desc = ""
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capacity = 500//Borgs get more because >specialization
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// -----------------------------
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// Cash Bag
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// -----------------------------
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/obj/item/weapon/storage/bag/cash
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name = "cash bag"
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icon = 'icons/obj/storage.dmi'
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icon_state = "cashbag"
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desc = "A bag for carrying lots of cash. It's got a big dollar sign printed on the front."
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max_storage_space = ITEMSIZE_COST_NORMAL * 25
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max_w_class = ITEMSIZE_NORMAL
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w_class = ITEMSIZE_SMALL
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can_hold = list(/obj/item/weapon/coin,/obj/item/weapon/spacecash)
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// -----------------------------
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// Chemistry Bag
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// -----------------------------
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/obj/item/weapon/storage/bag/chemistry
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name = "chemistry bag"
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icon = 'icons/obj/storage.dmi'
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icon_state = "chembag"
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desc = "A bag for storing pills, patches, and bottles."
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max_storage_space = 200
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w_class = ITEMSIZE_LARGE
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slowdown = 3
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can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/glass/bottle)
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// -----------------------------
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// Food Bag
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// -----------------------------
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/obj/item/weapon/storage/bag/food
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name = "food bag"
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icon = 'icons/obj/storage.dmi'
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icon_state = "foodbag"
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desc = "A bag for storing foods of all kinds."
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max_storage_space = ITEMSIZE_COST_NORMAL * 25
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max_w_class = ITEMSIZE_NORMAL
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w_class = ITEMSIZE_SMALL
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can_hold = list(/obj/item/weapon/reagent_containers/food/snacks,/obj/item/weapon/reagent_containers/food/condiment)
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// -----------------------------
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// Evidence Bag
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// -----------------------------
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/obj/item/weapon/storage/bag/detective
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name = "secure satchel"
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icon = 'icons/obj/storage.dmi'
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icon_state = "detbag"
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desc = "A bag for storing investigation things. You know, securely."
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max_storage_space = ITEMSIZE_COST_NORMAL * 15
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max_w_class = ITEMSIZE_NORMAL
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w_class = ITEMSIZE_SMALL
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can_hold = list(/obj/item/weapon/forensics/swab,/obj/item/weapon/sample/print,/obj/item/weapon/sample/fibers,/obj/item/weapon/evidencebag)
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