Files
Yogstation/code/modules/reagents/reagent_containers/glass.dm
2015-12-12 16:29:24 +04:00

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/obj/item/weapon/reagent_containers/glass
name = "glass"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5, 10, 15, 25, 30, 50)
volume = 50
flags = OPENCONTAINER
spillable = 1
can_be_placed_into = list(
/obj/machinery/chem_master/,
/obj/machinery/chem_dispenser/,
/obj/machinery/chem_heater/,
/obj/machinery/reagentgrinder,
/obj/machinery/biogenerator,
/obj/machinery/r_n_d/destructive_analyzer,
/obj/machinery/r_n_d/experimentor,
/obj/machinery/autolathe,
/obj/structure/table,
/obj/structure/rack,
/obj/structure/closet,
/obj/structure/sink,
/obj/item/weapon/storage,
/obj/machinery/atmospherics/components/unary/cryo_cell,
/obj/item/weapon/grenade/chem_grenade,
/mob/living/simple_animal/bot/medbot,
/obj/machinery/computer/pandemic,
/obj/structure/safe,
/obj/machinery/disposal,
/obj/machinery/hydroponics,
/obj/machinery/biogenerator,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/retaliate/goat
)
/obj/item/weapon/reagent_containers/glass/attack(mob/M, mob/user, obj/target)
if(!canconsume(M, user))
return
if(!spillable)
return
if(!reagents || !reagents.total_volume)
user << "<span class='warning'>[src] is empty!</span>"
return
if(istype(M))
if(user.a_intent == "harm")
var/R
M.visible_message("<span class='danger'>[user] splashes the contents of [src] onto [M]!</span>", \
"<span class='userdanger'>[user] splashes the contents of [src] onto [M]!</span>")
if(reagents)
for(var/datum/reagent/A in reagents.reagent_list)
R += A.id + " ("
R += num2text(A.volume) + "),"
reagents.reaction(M, TOUCH)
add_logs(user, M, "splashed", R)
reagents.clear_reagents()
else
if(M != user)
M.visible_message("<span class='danger'>[user] attempts to feed something to [M].</span>", \
"<span class='userdanger'>[user] attempts to feed something to you.</span>")
if(!do_mob(user, M))
return
if(!reagents || !reagents.total_volume)
return // The drink might be empty after the delay, such as by spam-feeding
M.visible_message("<span class='danger'>[user] feeds something to [M].</span>", "<span class='userdanger'>[user] feeds something to you.</span>")
add_logs(user, M, "fed", reagentlist(src))
else
user << "<span class='notice'>You swallow a gulp of [src].</span>"
var/fraction = min(5/reagents.total_volume, 1)
reagents.reaction(M, INGEST, fraction)
spawn(5)
reagents.trans_to(M, 5)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
/obj/item/weapon/reagent_containers/glass/afterattack(obj/target, mob/user, proximity)
if((!proximity) || !check_allowed_items(target,target_self=1)) return
else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(target.reagents && !target.reagents.total_volume)
user << "<span class='warning'>[target] is empty and can't be refilled!</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>[src] is full.</span>"
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "<span class='notice'>You fill [src] with [trans] unit\s of the contents of [target].</span>"
else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "<span class='warning'>[src] is empty!</span>"
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "<span class='notice'>[target] is full.</span>"
return
var/trans = reagents.trans_to(target, amount_per_transfer_from_this)
user << "<span class='notice'>You transfer [trans] unit\s of the solution to [target].</span>"
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary. //gee thanks noize
//NINJACODE
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(istype(target, /obj/effect/decal/cleanable)) //stops splashing while scooping up fluids
return
else if(reagents.total_volume)
if(user.a_intent == "harm")
user.visible_message("<span class='danger'>[user] splashes the contents of [src] onto [target]!</span>", \
"<span class='notice'>You splash the contents of [src] onto [target].</span>")
reagents.reaction(target, TOUCH)
reagents.clear_reagents()
/obj/item/weapon/reagent_containers/glass/attackby(obj/item/I, mob/user, params)
var/hotness = I.is_hot()
if(hotness)
var/added_heat = (hotness / 100) //ishot returns a temperature
if(reagents)
if(reagents.chem_temp < hotness) //can't be heated to be hotter than the source
reagents.chem_temp += added_heat
user << "<span class='notice'>You heat [src] with [I].</span>"
reagents.handle_reactions()
else
user << "<span class='warning'>[src] is already hotter than [I]!</span>"
if(istype(I,/obj/item/weapon/reagent_containers/food/snacks/egg)) //breaking eggs
var/obj/item/weapon/reagent_containers/food/snacks/egg/E = I
if(reagents)
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>[src] is full.</span>"
else
user << "<span class='notice'>You break [E] in [src].</span>"
reagents.add_reagent("eggyolk", 5)
qdel(E)
return
..()
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker. It can hold up to 50 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker"
item_state = "beaker"
materials = list(MAT_GLASS=500)
/obj/item/weapon/reagent_containers/glass/beaker/New()
..()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/on_reagent_change()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/pickup(mob/user)
..()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/dropped(mob/user)
..()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/attack_hand()
..()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/update_icon()
overlays.Cut()
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10")
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) filling.icon_state = "[icon_state]-10"
if(10 to 24) filling.icon_state = "[icon_state]10"
if(25 to 49) filling.icon_state = "[icon_state]25"
if(50 to 74) filling.icon_state = "[icon_state]50"
if(75 to 79) filling.icon_state = "[icon_state]75"
if(80 to 90) filling.icon_state = "[icon_state]80"
if(91 to INFINITY) filling.icon_state = "[icon_state]100"
filling.color = mix_color_from_reagents(reagents.reagent_list)
overlays += filling
/obj/item/weapon/reagent_containers/glass/beaker/large
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
materials = list(MAT_GLASS=2500)
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/noreact
name = "cryostasis beaker"
desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
icon_state = "beakernoreact"
materials = list(MAT_GLASS=500)
volume = 50
amount_per_transfer_from_this = 10
flags = OPENCONTAINER | NOREACT
/obj/item/weapon/reagent_containers/glass/beaker/bluespace
name = "bluespace beaker"
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
icon_state = "beakerbluespace"
materials = list(MAT_GLASS=5000)
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100,300)
flags = OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
list_reagents = list("cryoxadone" = 30)
/obj/item/weapon/reagent_containers/glass/beaker/sulphuric
list_reagents = list("sacid" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/slime
list_reagents = list("slimejelly" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/large/styptic
name = "styptic reserve tank"
list_reagents = list("styptic_powder" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/large/silver_sulfadiazine
name = "silver sulfadiazine reserve tank"
list_reagents = list("silver_sulfadiazine" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/large/charcoal
name = "antitoxin reserve tank"
list_reagents = list("charcoal" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/large/epinephrine
name = "epinephrine reserve tank"
list_reagents = list("epinephrine" = 50)
/obj/item/weapon/reagent_containers/glass/bucket
name = "bucket"
desc = "It's a bucket."
icon = 'icons/obj/janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
materials = list(MAT_METAL=200)
w_class = 3
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,50,70)
volume = 70
flags = OPENCONTAINER | BLOCKHAIR
slot_flags = SLOT_HEAD
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) //Weak melee protection, because you can wear it on your head
/obj/item/weapon/reagent_containers/glass/bucket/attackby(obj/O, mob/user, params)
if(istype(O, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "<span class='warning'>[src] is out of water!</span>"
else
reagents.trans_to(O, 5)
user << "<span class='notice'>You wet [O] in [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
else if(isprox(O))
user << "<span class='notice'>You add [O] to [src].</span>"
qdel(O)
user.unEquip(src)
qdel(src)
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
else
..()
/obj/item/weapon/reagent_containers/glass/bucket/equipped(mob/user, slot)
..()
if(slot == slot_head && reagents.total_volume)
user << "<span class='userdanger'>[src]'s contents spill all over you!</span>"
reagents.reaction(user, TOUCH)
reagents.clear_reagents()
/obj/item/weapon/reagent_containers/glass/bucket/equip_to_best_slot(var/mob/M)
if(reagents.total_volume)
if(src != M.get_active_hand())
M << "<span class='warning'>You are not holding anything to equip!</span>"
return 0
if(M.s_active && M.s_active.can_be_inserted(src,1)) //if storage active insert there
M.s_active.handle_item_insertion(src)
return 1
if(istype(M, /mob/living/simple_animal/drone))
var/mob/living/simple_animal/drone/D = M
var/obj/item/weapon/storage/T = D.internal_storage
if (!T)
if (D.equip_to_slot_if_possible(src, slot_drone_storage, 0, 1, 1))
return 1
else if (istype(T) && T.can_be_inserted(src,1)) //If carrying storage item like toolbox
T.handle_item_insertion(src)
return 1
var/obj/item/weapon/storage/S = M.get_inactive_hand()
if(istype(S) && S.can_be_inserted(src,1)) //see if we have box in other hand
S.handle_item_insertion(src)
return 1
S = M.get_item_by_slot(slot_back) //else we put in backpack
if(istype(S) && S.can_be_inserted(src,1))
S.handle_item_insertion(src)
playsound(src.loc, "rustle", 50, 1, -5)
return 1
M << "<span class='warning'>You are unable to equip that!</span>"
return 0
else return ..()