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tanks
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@@ -547,7 +547,7 @@ var/list/cheartstopper = list(/*"potassium_chloride",*/ CHEESYGLOOP) //this stop
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#define LEXORINS list(LEXORIN, CORIAMYRTIN)
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#define LEXORINS list(LEXORIN, CORIAMYRTIN)
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#define DEXALINS list(DEXALIN, THYMOL)
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#define DEXALINS list(DEXALIN, THYMOL)
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#define PETRITRICINCURES list(SACID, PACID, FORMIC_ACID, PACID, PHENOL, ACIDSPIT, ACIDTEA)
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#define PETRITRICINCURES list(SACID, PACID, FORMIC_ACID, PACID, PHENOL, ACIDSPIT, ACIDTEA)
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#define WATERS list(WATER, HOLYWATER)
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#define WATERS list(WATER, HOLYWATER, ICE)
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#define CORES list(SOFTCORES, MEDCORES)
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#define CORES list(SOFTCORES, MEDCORES)
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#define ALLNANITES list(NANITES, AUTISTNANITES)
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#define ALLNANITES list(NANITES, AUTISTNANITES)
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@@ -52,6 +52,7 @@
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var/leaking = NO_LEAK
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var/leaking = NO_LEAK
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var/shard_count = 0 // Number of glass shards to salvage when broken (1 less than the number of sheets to build the tank)
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var/shard_count = 0 // Number of glass shards to salvage when broken (1 less than the number of sheets to build the tank)
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var/automated = 0 // Cleans the aquarium on its own
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var/automated = 0 // Cleans the aquarium on its own
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var/acidic = FALSE
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/obj/machinery/fishtank/bowl
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/obj/machinery/fishtank/bowl
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name = "fish bowl"
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name = "fish bowl"
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@@ -234,12 +235,15 @@
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water_type = "clean"
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water_type = "clean"
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if (FILTH_THRESHOLD to MAX_FILTH)
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if (FILTH_THRESHOLD to MAX_FILTH)
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water_type = "dirty"
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water_type = "dirty"
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// Lest there can be fish in waterless environments
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switch (water_level/water_capacity)
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if(!acidic && water_level/water_capacity < 0.85))
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if (0.01 to 0.85) // Lest there can be fish in waterless environements
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overlays += icon('icons/obj/fish_items.dmi', "over_[tank_type]_half_[water_type]", WATER_LAYER)
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overlays += icon('icons/obj/fish_items.dmi', "over_[tank_type]_half_[water_type]", WATER_LAYER)
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if (0.85 to 1)
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else if (!acidic)
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overlays += icon('icons/obj/fish_items.dmi', "over_[tank_type]_full_[water_type]", WATER_LAYER)
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overlays += icon('icons/obj/fish_items.dmi', "over_[tank_type]_full_[water_type]", WATER_LAYER)
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else if (water_level/water_capacity < 0.85)
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overlays += icon('icons/obj/fish_items.dmi', "over_[tank_type]_full_[water_type]_acidic", WATER_LAYER)
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else
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overlays += icon('icons/obj/fish_items.dmi', "over_[tank_type]_full_[water_type]_acidic", WATER_LAYER)
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//////////////////////////////
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//////////////////////////////
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// PROCESS PROC //
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// PROCESS PROC //
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@@ -670,10 +674,20 @@
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//Containers with any reagents will get dumped in
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//Containers with any reagents will get dumped in
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if(C.reagents.total_volume)
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if(C.reagents.total_volume)
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var/water_value = 0
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var/water_value = 0
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if(C.reagents.get_reagent_amount(WATERS) > 0 && acidic)
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acidic = FALSE
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water_value += C.reagents.get_reagent_amount(WATER) //Water is full value
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water_value += C.reagents.get_reagent_amount(WATER) //Water is full value
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water_value += C.reagents.get_reagent_amount(HOLYWATER) *1.1 //Holywater is (somehow) better. Who said religion had to make sense?
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water_value += C.reagents.get_reagent_amount(HOLYWATER) *1.1 //Holywater is (somehow) better. Who said religion had to make sense?
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water_value += C.reagents.get_reagent_amount(ICE) * 0.80 //Ice is 80% value
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water_value += C.reagents.get_reagent_amount(ICE) * 0.80 //Ice is 80% value
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else if(C.reagents.get_reagent_amount(PACIDS) > 0 || C.reagents.get_reagent_amount(SACIDS) > 0 && !acidic)
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acidic = TRUE
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water_value += C.reagents.get_reagent_amount(PACIDS) * 2
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water_value += C.reagents.get_reagent_amount(SACIDS)
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else
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water_value += C.reagents.get_reagent_amount(WATER)
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water_value += C.reagents.get_reagent_amount(HOLYWATER) *1.1
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water_value += C.reagents.get_reagent_amount(ICE) * 0.80
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var/message = ""
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var/message = ""
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if(!water_value) //The container has no water value, clear everything in it
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if(!water_value) //The container has no water value, clear everything in it
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message = "<span class='warning'>The filtration process removes everything, leaving the water level unchanged.</span>"
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message = "<span class='warning'>The filtration process removes everything, leaving the water level unchanged.</span>"
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