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vgstation13/code/modules/reagents/reagent_containers.dm
9600bauds 2e7d19ee5c If I rebase, noone can see my shit commit names
Oregon Trail 2: Return to Mississippi

look at me, clusterfack would be proud

Makes the Seed Extractor not awful

Squashes a couple of bugs with seed diverging and plant cuttings, removes unused variables.

Xenobotany & Shit

fak u

(B) HATE CONFLICT

Break Deity's fix again because clusterfack said so

like my old grandma used to say, "remember to commit often with descriptive commit names"

I SURE CANNOT WAIT TO FIX CONFLICTS ON PACID FOR THE FOURTH TIME

The Changelog Is Here

I have done as thy asked

remember to test your shit!

thank you for testing!

wait a sec this doesn't fire on process() anyways

Glowy plant no hate glow

SOIL IS NOT MACHINE

Fixed bio-lum fruits not glowing, added harvesting kudzu with plant bags, kudzu will only grow when mature

Push my Face into the Sun

I forgot about this

Thank you anonymous person
2015-12-13 16:44:47 -03:00

227 lines
8.9 KiB
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// Reagents to log when splashing non-mobs (all mob splashes are logged automatically)
var/list/LOGGED_SPLASH_REAGENTS = list("fuel", "thermite")
/obj/item/weapon/reagent_containers
name = "Container"
desc = "..."
icon = 'icons/obj/chemical.dmi'
icon_state = null
w_class = 1
var/amount_per_transfer_from_this = 5
var/possible_transfer_amounts = list(5,10,15,25,30)
var/volume = 30
/obj/item/weapon/reagent_containers/verb/set_APTFT() //set amount_per_transfer_from_this
set name = "Set transfer amount"
set category = "Object"
set src in range(0)
var/N = input("Amount per transfer from this:","[src]") as null|anything in possible_transfer_amounts
if (N)
amount_per_transfer_from_this = N
/obj/item/weapon/reagent_containers/New()
..()
create_reagents(volume)
if (!possible_transfer_amounts)
src.verbs -= /obj/item/weapon/reagent_containers/verb/set_APTFT
/obj/item/weapon/reagent_containers/attack_self(mob/user as mob)
return
/obj/item/weapon/reagent_containers/attack(mob/M as mob, mob/user as mob, def_zone)
return
// this prevented pills, food, and other things from being picked up by bags.
// possibly intentional, but removing it allows us to not duplicate functionality.
// -Sayu (storage consolidation)
/*
/obj/item/weapon/reagent_containers/attackby(obj/item/I as obj, mob/user as mob)
return
*/
/**
* This usually handles reagent transfer between containers and splashing the contents.
* Please see `transfer()` for a general reusable proc for that.
*
* If you're wondering why you're splashing machinery that accepts beakers when
* inserting them, it's because the machine is returning `FALSE` on `attackby()`,
* which causes `afterattack()` to be called. Return 1 instead on those cases.
*
* If your container is splashing/transferring things at a distance, your `afterattack()`
* isn't checking for adjacency. For that, check that `adjacency_flag` is `TRUE`.
*/
/obj/item/weapon/reagent_containers/afterattack(var/obj/target, var/mob/user, var/adjacency_flag, var/click_params)
return
/**
* Transfer reagents between reagent_containers/reagent_dispensers.
*/
/proc/transfer_sub(var/atom/source, var/atom/target, var/amount, var/mob/user)
// Typecheck shenanigans
var/source_empty
var/target_full
if (istype(source, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/S = source
source_empty = S.is_empty()
else if (istype(source, /obj/structure/reagent_dispensers))
var/obj/structure/reagent_dispensers/S = source
source_empty = S.is_empty()
else
//ASSERT(istype(source.reagents))
source_empty = source.reagents.is_empty()
//warning("Called transfer_sub() with a non-compatible source type ([source.type], [source], \ref[source])")
//return
if (istype(target, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/T = target
target_full = T.is_full()
// Reagent dispensers can't be refilled (yet) through normal means (TODO?)
/*else if (istype(target, /obj/structure/reagent_dispensers))
var/obj/structure/reagent_dispensers/T = target
target_full = T.is_full()*/
else
if(ismob(target)) return null
//ASSERT(istype(target.reagents))
if(!istype(target.reagents)) return
target_full = target.reagents.is_full()
//warning("Called transfer_sub() with a non-compatible target type ([target.type], [target], \ref[target])")
//return
// Actual transfer checks
if (source_empty)
to_chat(user, "<span class='warning'>\The [source] is empty.</span>")
return -1
if (target_full)
to_chat(user, "<span class='warning'>\The [target] is full.</span>")
return -1
return source.reagents.trans_to(target, amount)
/**
* Helper proc to handle reagent splashes. A negative `amount` will splash all the reagents.
*/
/proc/splash_sub(var/datum/reagents/reagents, var/atom/target, var/amount, var/mob/user)
if (amount == 0 || reagents.is_empty())
to_chat(user, "<span class='warning'>There's nothing to splash with!</span>")
return -1
reagents.reaction(target, TOUCH)
if (amount > 0)
reagents.remove_any(amount)
user.visible_message("<span class='warning'>\The [target] has been splashed with something by [user]!</span>",
"<span class='notice'>You splash some of the solution onto \the [target].</span>")
else
reagents.clear_reagents()
user.visible_message("<span class='warning'>\The [target] has been splashed with something by [user]!</span>",
"<span class='notice'>You splash the solution onto \the [target].</span>")
/**
* Transfers reagents to other containers/from dispensers. Handles splashing as well.
*
* Use this to avoid having duplicate code on every container. Note that this procedure doesn't check for
* adjacency between the source and the target.
*
* @param target What to check for transferring/splashing.
* @param user The mob performing the transfer.
* @param can_send Whether we are allowed to transfer our reagents to the target.
* @param can_receive Whether we are allowed to transfer from `reagent_dispensers`
* @param splashable_units How many units of reagents should be splashed. -1 for all of them, 0 to disable splashing.
*
* @return If we have transferred reagents, the amount transferred; otherwise, -1 if the transfer has failed, 0 if was a splash.
*/
/obj/item/weapon/reagent_containers/proc/transfer(var/atom/target, var/mob/user, var/can_send = TRUE, var/can_receive = TRUE, var/splashable_units = 0)
if (!istype(target) || !is_open_container())
return -1
var/success
// Transfer from dispenser
if (can_receive && istype(target, /obj/structure/reagent_dispensers))
var/tx_amount = transfer_sub(target, src, target:amount_per_transfer_from_this, user)
if (tx_amount > 0)
to_chat(user, "<span class='notice'>You fill \the [src][src.is_full() ? " to the brim" : ""] with [tx_amount] units of the contents of \the [target].</span>")
return tx_amount
// Transfer to container
else if (can_send /*&& target.reagents**/)
var/obj/container = target
if (!container.is_open_container() && istype(container,/obj/item/weapon/reagent_containers))
return -1
var/list/bad_reagents = reagents.get_bad_reagent_names() // Used for logging
var/tx_amount = transfer_sub(src, target, amount_per_transfer_from_this, user)
success = tx_amount
if(success)
if (tx_amount > 0)
to_chat(user, "<span class='notice'>You transfer [tx_amount] units of the solution to \the [target].</span>")
// Log transfers of 'bad things' (/vg/)
if (tx_amount > 0 && container.log_reagents && bad_reagents && bad_reagents.len > 0)
log_reagents(user, src, target, tx_amount, bad_reagents)
return (tx_amount)
if(!success)
// Mob splashing
if(splashable_units != 0)
var/to_splash = reagents.total_volume
if(ismob(target))
if (src.is_empty() || !target.reagents)
return -1
var/mob/living/M = target
// Log the 'attack'
var/list/splashed_reagents = english_list(get_reagent_names())
add_logs(user, M, "splashed", admin = TRUE, object = src, addition = "Reagents: [splashed_reagents]")
// Splash the target
splash_sub(reagents, M, splashable_units, user)
return (to_splash)
// Non-mob splashing
else
if(!src.is_empty())
for (var/reagent_id in LOGGED_SPLASH_REAGENTS)
if (reagents.has_reagent(reagent_id))
add_gamelogs(user, "poured '[reagent_id]' onto \the [target]", admin = TRUE, tp_link = TRUE, span_class = "danger")
// Splash the thing
splash_sub(reagents, target, splashable_units, user)
return (to_splash)
return 0
/obj/item/weapon/reagent_containers/proc/is_empty()
return reagents.total_volume <= 0
/obj/item/weapon/reagent_containers/proc/is_full()
return reagents.total_volume >= reagents.maximum_volume
/obj/item/weapon/reagent_containers/proc/can_transfer_an_APTFT()
return reagents.total_volume >= amount_per_transfer_from_this
/obj/item/weapon/reagent_containers/proc/get_reagent_names()
var/list/reagent_names = list()
for (var/datum/reagent/R in reagents.reagent_list)
reagent_names += R.name
return reagent_names
/obj/item/weapon/reagent_containers/proc/get_reagent_ids()
var/list/reagent_ids = list()
for (var/datum/reagent/R in reagents.reagent_list)
reagent_ids += R.id
return reagent_ids
/obj/item/weapon/reagent_containers/proc/reagentlist(var/obj/item/weapon/reagent_containers/snack) //Attack logs for regents in pills
var/data
if(snack.reagents.reagent_list && snack.reagents.reagent_list.len) //find a reagent list if there is and check if it has entries
for (var/datum/reagent/R in snack.reagents.reagent_list) //no reagents will be left behind
data += "[R.id]([R.volume] unit\s); " //Using IDs because SOME chemicals(I'm looking at you, chlorhydrate-beer) have the same names as other chemicals.
return data
else return "No reagents"