/* * These absorb the functionality of the plant bag, ore satchel, etc. * They use the use_to_pickup, quick_gather, and quick_empty functions * that were already defined in weapon/storage, but which had been * re-implemented in other classes. * * Contains: * Trash Bag * Mining Satchel * Plant Bag * Sheet Snatcher * Cash Bag * Chemistry Bag Food Bag * -Sayu */ // Generic non-item /obj/item/weapon/storage/bag allow_quick_gather = 1 allow_quick_empty = 1 display_contents_with_number = 0 // UNStABLE AS FuCK, turn on when it stops crashing clients use_to_pickup = 1 slot_flags = SLOT_BELT drop_sound = 'sound/items/drop/backpack.ogg' pickup_sound = 'sound/items/pickup/backpack.ogg' // ----------------------------- // Trash bag // ----------------------------- /obj/item/weapon/storage/bag/trash name = "trash bag" desc = "It's the heavy-duty black polymer kind. Time to take out the trash!" icon = 'icons/obj/janitor.dmi' icon_state = "trashbag0" item_state_slots = list(slot_r_hand_str = "trashbag", slot_l_hand_str = "trashbag") drop_sound = 'sound/items/drop/wrapper.ogg' pickup_sound = 'sound/items/pickup/wrapper.ogg' w_class = ITEMSIZE_LARGE max_w_class = ITEMSIZE_SMALL max_storage_space = ITEMSIZE_SMALL * 21 can_hold = list() // any cant_hold = list(/obj/item/weapon/disk/nuclear) /obj/item/weapon/storage/bag/trash/update_icon() if(contents.len == 0) icon_state = "trashbag0" else if(contents.len < 9) icon_state = "trashbag1" else if(contents.len < 18) icon_state = "trashbag2" else icon_state = "trashbag3" // ----------------------------- // Plastic Bag // ----------------------------- /obj/item/weapon/storage/bag/plasticbag name = "plastic bag" desc = "It's a very flimsy, very noisy alternative to a bag." icon = 'icons/obj/trash.dmi' icon_state = "plasticbag" drop_sound = 'sound/items/drop/wrapper.ogg' pickup_sound = 'sound/items/pickup/wrapper.ogg' w_class = ITEMSIZE_LARGE max_w_class = ITEMSIZE_SMALL can_hold = list() // any cant_hold = list(/obj/item/weapon/disk/nuclear) // ----------------------------- // Mining Satchel // ----------------------------- /* * 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. */ /obj/item/weapon/storage/bag/ore name = "mining satchel" desc = "This little bugger can be used to store and transport ores." icon = 'icons/obj/mining.dmi' icon_state = "satchel" slot_flags = SLOT_BELT | SLOT_POCKET w_class = ITEMSIZE_NORMAL max_storage_space = ITEMSIZE_COST_NORMAL * 25 max_w_class = ITEMSIZE_NORMAL can_hold = list(/obj/item/weapon/ore) var/stored_ore = list() var/last_update = 0 /obj/item/weapon/storage/bag/ore/remove_from_storage(obj/item/W as obj, atom/new_location) if(!istype(W)) return 0 if(new_location) if(ismob(loc)) W.dropped(usr) if(ismob(new_location)) W.hud_layerise() else W.reset_plane_and_layer() W.forceMove(new_location) else W.forceMove(get_turf(src)) W.on_exit_storage(src) update_icon() return 1 /obj/item/weapon/storage/bag/ore/gather_all(turf/T as turf, mob/user as mob, var/silent = 0) var/success = 0 var/failure = 0 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. if(contents.len >= max_storage_space) failure = 1 break I.forceMove(src) success = 1 if(success && !failure && !silent) to_chat(user, "You put everything in [src].") else if(success && (!silent || (silent && contents.len >= max_storage_space))) to_chat(user, "You fill the [src].") else if(!silent) to_chat(user, "You fail to pick anything up with \the [src].") 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. var/obj/structure/ore_box/O = user.pulling O.attackby(src, user) /obj/item/weapon/storage/bag/ore/equipped(mob/user) ..() 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. GLOB.moved_event.register(user, src, /obj/item/weapon/storage/bag/ore/proc/autoload, user) /obj/item/weapon/storage/bag/ore/dropped(mob/user) ..() 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. GLOB.moved_event.register(user, src, /obj/item/weapon/storage/bag/ore/proc/autoload, user) else GLOB.moved_event.unregister(user, src) /obj/item/weapon/storage/bag/ore/proc/autoload(mob/user) var/obj/item/weapon/ore/O = locate() in get_turf(src) if(O) gather_all(get_turf(src), user) /obj/item/weapon/storage/bag/ore/proc/rangedload(atom/A, mob/user) var/obj/item/weapon/ore/O = locate() in get_turf(A) if(O) gather_all(get_turf(A), user) /obj/item/weapon/storage/bag/ore/examine(mob/user) . = ..() if(!Adjacent(user)) //Can only check the contents of ore bags if you can physically reach them. return . if(istype(user, /mob/living)) add_fingerprint(user) if(!contents.len) . += "It is empty." else if(world.time > last_update + 10) update_ore_count() last_update = world.time . += "It holds:" for(var/ore in stored_ore) . += "- [stored_ore[ore]] [ore]" /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. if(world.time > last_update + 10) update_ore_count() last_update = world.time user.examinate(src) /obj/item/weapon/storage/bag/ore/proc/update_ore_count() //Stolen from ore boxes. stored_ore = list() for(var/obj/item/weapon/ore/O in contents) if(stored_ore[O.name]) stored_ore[O.name]++ else stored_ore[O.name] = 1 // ----------------------------- // Plant bag // ----------------------------- /obj/item/weapon/storage/bag/plants name = "plant bag" icon = 'icons/obj/hydroponics_machines.dmi' icon_state = "plantbag" max_storage_space = ITEMSIZE_COST_NORMAL * 25 max_w_class = ITEMSIZE_NORMAL w_class = ITEMSIZE_SMALL can_hold = list(/obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown) /obj/item/weapon/storage/bag/plants/large name = "large plant bag" w_class = ITEMSIZE_SMALL max_storage_space = ITEMSIZE_COST_NORMAL * 45 // ----------------------------- // Sheet Snatcher // ----------------------------- // Because it stacks stacks, this doesn't operate normally. // However, making it a storage/bag allows us to reuse existing code in some places. -Sayu /obj/item/weapon/storage/bag/sheetsnatcher name = "sheet snatcher" icon = 'icons/obj/mining.dmi' icon_state = "sheetsnatcher" desc = "A patented storage system designed for any kind of mineral sheet." var/capacity = 300; //the number of sheets it can carry. w_class = ITEMSIZE_NORMAL storage_slots = 7 allow_quick_empty = 1 // this function is superceded /obj/item/weapon/storage/bag/sheetsnatcher/can_be_inserted(obj/item/W as obj, stop_messages = 0) if(!istype(W,/obj/item/stack/material)) if(!stop_messages) to_chat(usr, "The snatcher does not accept [W].") return 0 var/current = 0 for(var/obj/item/stack/material/S in contents) current += S.amount if(capacity == current)//If it's full, you're done if(!stop_messages) to_chat(usr, "The snatcher is full.") return 0 return 1 // Modified handle_item_insertion. Would prefer not to, but... /obj/item/weapon/storage/bag/sheetsnatcher/handle_item_insertion(obj/item/W as obj, prevent_warning = 0) var/obj/item/stack/material/S = W if(!istype(S)) return 0 var/amount var/inserted = 0 var/current = 0 for(var/obj/item/stack/material/S2 in contents) current += S2.amount if(capacity < current + S.amount)//If the stack will fill it up amount = capacity - current else amount = S.amount for(var/obj/item/stack/material/sheet in contents) if(S.type == sheet.type) // we are violating the amount limitation because these are not sane objects sheet.amount += amount // they should only be removed through procs in this file, which split them up. S.amount -= amount inserted = 1 break if(!inserted || !S.amount) usr.remove_from_mob(S) usr.update_icons() //update our overlays if (usr.client && usr.s_active != src) usr.client.screen -= S S.dropped(usr) if(!S.amount) qdel(S) else S.loc = src orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) update_icon() return 1 // Sets up numbered display to show the stack size of each stored mineral // NOTE: numbered display is turned off currently because it's broken /obj/item/weapon/storage/bag/sheetsnatcher/orient2hud(mob/user as mob) var/adjusted_contents = contents.len //Numbered contents display var/list/datum/numbered_display/numbered_contents if(display_contents_with_number) numbered_contents = list() adjusted_contents = 0 for(var/obj/item/stack/material/I in contents) adjusted_contents++ var/datum/numbered_display/D = new/datum/numbered_display(I) D.number = I.amount numbered_contents.Add( D ) var/row_num = 0 var/col_count = min(7,storage_slots) -1 if (adjusted_contents > 7) row_num = round((adjusted_contents-1) / 7) // 7 is the maximum allowed width. src.slot_orient_objs(row_num, col_count, numbered_contents) return // Modified quick_empty verb drops appropriate sized stacks /obj/item/weapon/storage/bag/sheetsnatcher/quick_empty() var/location = get_turf(src) for(var/obj/item/stack/material/S in contents) while(S.amount) var/obj/item/stack/material/N = new S.type(location) var/stacksize = min(S.amount,N.max_amount) N.amount = stacksize S.amount -= stacksize N.update_icon() if(!S.amount) qdel(S) // todo: there's probably something missing here orient2hud(usr) if(usr.s_active) usr.s_active.show_to(usr) update_icon() // Instead of removing /obj/item/weapon/storage/bag/sheetsnatcher/remove_from_storage(obj/item/W as obj, atom/new_location) var/obj/item/stack/material/S = W if(!istype(S)) return 0 //I would prefer to drop a new stack, but the item/attack_hand code // that calls this can't recieve a different object than you clicked on. //Therefore, make a new stack internally that has the remainder. // -Sayu if(S.amount > S.max_amount) var/obj/item/stack/material/temp = new S.type(src) temp.amount = S.amount - S.max_amount S.amount = S.max_amount return ..(S,new_location) // ----------------------------- // Sheet Snatcher (Cyborg) // ----------------------------- /obj/item/weapon/storage/bag/sheetsnatcher/borg name = "sheet snatcher 9000" desc = "" capacity = 500//Borgs get more because >specialization // ----------------------------- // Food Bag (Service Hound) // ----------------------------- /obj/item/weapon/storage/bag/dogborg name = "dog bag" icon = 'icons/obj/storage.dmi' icon_state = "foodbag" desc = "A bag for storing things of all kinds." max_storage_space = ITEMSIZE_COST_NORMAL * 25 max_w_class = ITEMSIZE_NORMAL w_class = ITEMSIZE_SMALL can_hold = list(/obj/item/weapon/reagent_containers/food/snacks,/obj/item/weapon/reagent_containers/food/condiment, /obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/coin,/obj/item/weapon/spacecash, /obj/item/weapon/reagent_containers/food/snacks/grown,/obj/item/seeds,/obj/item/weapon/grown,/obj/item/weapon/reagent_containers/pill) // ----------------------------- // Cash Bag // ----------------------------- /obj/item/weapon/storage/bag/cash name = "cash bag" icon = 'icons/obj/storage.dmi' icon_state = "cashbag" desc = "A bag for carrying lots of cash. It's got a big dollar sign printed on the front." max_storage_space = ITEMSIZE_COST_NORMAL * 25 max_w_class = ITEMSIZE_NORMAL w_class = ITEMSIZE_SMALL can_hold = list(/obj/item/weapon/coin,/obj/item/weapon/spacecash) // ----------------------------- // Chemistry Bag // ----------------------------- /obj/item/weapon/storage/bag/chemistry name = "chemistry bag" icon = 'icons/obj/storage.dmi' icon_state = "chembag" desc = "A bag for storing pills, patches, and bottles." max_storage_space = 200 w_class = ITEMSIZE_LARGE slowdown = 1 can_hold = list(/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/glass/bottle) // ----------------------------- // Food Bag // ----------------------------- /obj/item/weapon/storage/bag/food name = "food bag" icon = 'icons/obj/storage.dmi' icon_state = "foodbag" desc = "A bag for storing foods of all kinds." max_storage_space = ITEMSIZE_COST_NORMAL * 25 max_w_class = ITEMSIZE_NORMAL w_class = ITEMSIZE_SMALL can_hold = list(/obj/item/weapon/reagent_containers/food/snacks,/obj/item/weapon/reagent_containers/food/condiment) // ----------------------------- // Evidence Bag // ----------------------------- /obj/item/weapon/storage/bag/detective name = "secure satchel" icon = 'icons/obj/storage.dmi' icon_state = "detbag" desc = "A bag for storing investigation things. You know, securely." max_storage_space = ITEMSIZE_COST_NORMAL * 15 max_w_class = ITEMSIZE_NORMAL w_class = ITEMSIZE_SMALL can_hold = list(/obj/item/weapon/forensics/swab,/obj/item/weapon/sample/print,/obj/item/weapon/sample/fibers,/obj/item/weapon/evidencebag)