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382 lines
14 KiB
Plaintext
382 lines
14 KiB
Plaintext
// Reagents to log when splashing non-mobs (all mob splashes are logged automatically)
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var/list/LOGGED_SPLASH_REAGENTS = list(FUEL, THERMITE)
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/obj/item/weapon/reagent_containers
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name = "Container"
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desc = "..."
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icon = 'icons/obj/chemical.dmi'
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icon_state = null
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w_class = W_CLASS_TINY
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var/amount_per_transfer_from_this = 5
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var/possible_transfer_amounts = list(5,10,15,25,30)
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var/volume = 30
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var/amount_per_imbibe = 5
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/obj/item/weapon/reagent_containers/verb/set_APTFT() //set amount_per_transfer_from_this
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set name = "Set transfer amount"
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set category = "Object"
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set src in range(0)
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if(usr.incapacitated())
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return
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var/N = input("Amount per transfer from this:","[src]") as null|anything in possible_transfer_amounts
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if (N)
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amount_per_transfer_from_this = N
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/obj/item/weapon/reagent_containers/verb/empty_contents() //Just dump it out on the floor
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set name = "Dump contents"
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set category = "Object"
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set src in usr
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if(usr.incapacitated())
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to_chat(usr, "<span class='warning'>You can't do that while incapacitated.</span>")
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return
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if(!is_open_container(src))
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to_chat(usr, "<span class='warning'>You can't, \the [src] is closed.</span>")
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return
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if(src.is_empty())
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to_chat(usr, "<span class='warning'>\The [src] is empty.</span>")
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return
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if(isturf(usr.loc))
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if(reagents.total_volume > 10) //Beakersplashing only likes to do this sound when over 10 units
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playsound(src, 'sound/effects/slosh.ogg', 25, 1)
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usr.investigation_log(I_CHEMS, "has emptied \a [src] ([type]) containing [reagents.get_reagent_ids(1)] onto \the [usr.loc].")
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reagents.reaction(usr.loc)
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spawn()
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src.reagents.clear_reagents()
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usr.visible_message("<span class='warning'>[usr] splashes something onto the floor!</span>",
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"<span class='notice'>You empty \the [src] onto the floor.</span>")
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/obj/item/weapon/reagent_containers/proc/drain_into(mob/user, var/atom/where) //We're flushing our contents down the drain!
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if(usr.incapacitated())
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to_chat(usr, "<span class='warning'>You can't do that while incapacitated.</span>")
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return
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if(!is_open_container(src))
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to_chat(usr, "<span class='warning'>You can't, \the [src] is closed.</span>")
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return
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if(src.is_empty())
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to_chat(usr, "<span class='warning'>\The [src] is empty.</span>")
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return
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playsound(src, 'sound/effects/slosh.ogg', 25, 1)
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spawn()
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src.reagents.clear_reagents()
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to_chat(user, "<span class='notice'>You flush \the [src] down \the [where].</span>")
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/obj/item/weapon/reagent_containers/AltClick()
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if(is_holder_of(usr, src) && possible_transfer_amounts)
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set_APTFT()
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return
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return ..()
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/obj/item/weapon/reagent_containers/New()
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..()
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create_reagents(volume)
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if(!is_open_container(src))
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src.verbs -= /obj/item/weapon/reagent_containers/verb/empty_contents
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if(!possible_transfer_amounts)
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src.verbs -= /obj/item/weapon/reagent_containers/verb/set_APTFT
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/obj/item/weapon/reagent_containers/Destroy()
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if(istype(loc, /obj/machinery/iv_drip))
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var/obj/machinery/iv_drip/holder = loc
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holder.remove_container()
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. = ..()
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/obj/item/weapon/reagent_containers/attack_self(mob/user as mob)
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return
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/obj/item/weapon/reagent_containers/attack(mob/M as mob, mob/user as mob, def_zone)
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//If harm intent, splash it on em, else try to feed em it
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if(!M.reagents)
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return
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if(!is_open_container())
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to_chat(user, "<span class='warning'>You can't, \the [src] is closed.</span>")//Added this here and elsewhere to prevent drinking, etc. from closed drink containers. - Hinaichigo
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return
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if(!src.reagents.total_volume)
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to_chat(user, "<span class='warning'>\The [src] is empty.<span>")
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return 0
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if(user.a_intent != I_HELP)
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if(src.reagents)
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transfer(M, user, splashable_units = -1)
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playsound(M, 'sound/effects/slosh.ogg', 25, 1)
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return 1
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else if(M == user)
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imbibe(user)
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return 1
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else if(ishuman(M) || iscorgi(M))
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user.visible_message("<span class='danger'>[user] attempts to feed [M] \the [src].</span>", "<span class='danger'>You attempt to feed [M] \the [src].</span>")
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if(!do_mob(user, M, 30))
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return 1
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user.visible_message("<span class='danger'>[user] feeds [M] \the [src].</span>", "<span class='danger'>You feed [M] \the [src].</span>")
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add_attacklogs(user, M, "force-fed", src, "amount:[amount_per_imbibe], container containing [reagentlist(src)]", admin_warn = FALSE)
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/*M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: [reagentlist(src)]</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: [reagentlist(src)]</font>")
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log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")*/
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if(reagents.total_volume)
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imbibe(M)
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return 0
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/**
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* This usually handles reagent transfer between containers and splashing the contents.
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* Please see `transfer()` for a general reusable proc for that.
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*
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* If you're wondering why you're splashing machinery that accepts beakers when
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* inserting them, it's because the machine is returning `FALSE` on `attackby()`,
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* which causes `afterattack()` to be called. Return 1 instead on those cases.
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*
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* If your container is splashing/transferring things at a distance, your `afterattack()`
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* isn't checking for adjacency. For that, check that `adjacency_flag` is `TRUE`.
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*/
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/obj/item/weapon/reagent_containers/afterattack(var/obj/target, var/mob/user, var/adjacency_flag, var/click_params)
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return
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/**
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* Transfer reagents between reagent_containers/reagent_dispensers.
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*/
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/proc/transfer_sub(var/atom/source, var/atom/target, var/amount, var/mob/user, var/log_transfer = FALSE)
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// Typecheck shenanigans
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var/source_empty
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var/target_full
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if (istype(source, /obj/item/weapon/reagent_containers))
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var/obj/item/weapon/reagent_containers/S = source
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source_empty = S.is_empty()
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else if (istype(source, /obj/structure/reagent_dispensers))
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var/obj/structure/reagent_dispensers/S = source
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source_empty = S.is_empty()
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else
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//ASSERT(istype(source.reagents))
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source_empty = source.reagents.is_empty()
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//warning("Called transfer_sub() with a non-compatible source type ([source.type], [source], \ref[source])")
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//return
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if (istype(target, /obj/item/weapon/reagent_containers))
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var/obj/item/weapon/reagent_containers/T = target
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target_full = T.is_full()
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// Reagent dispensers can't be refilled (yet) through normal means (TODO?)
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/*else if (istype(target, /obj/structure/reagent_dispensers))
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var/obj/structure/reagent_dispensers/T = target
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target_full = T.is_full()*/
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else
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if(ismob(target))
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return null
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//ASSERT(istype(target.reagents))
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if(!istype(target.reagents))
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return
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target_full = target.reagents.is_full()
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//warning("Called transfer_sub() with a non-compatible target type ([target.type], [target], \ref[target])")
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//return
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// Actual transfer checks
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if (source_empty)
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to_chat(user, "<span class='warning'>\The [source] is empty.</span>")
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return -1
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if (target_full)
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to_chat(user, "<span class='warning'>\The [target] is full.</span>")
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return -1
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return source.reagents.trans_to(target, amount, log_transfer = log_transfer, whodunnit = user)
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/**
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* Helper proc to handle reagent splashes. A negative `amount` will splash all the reagents.
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*/
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/proc/splash_sub(var/datum/reagents/reagents, var/atom/target, var/amount, var/mob/user = null)
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if (amount == 0 || reagents.is_empty())
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if(user)
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to_chat(user, "<span class='warning'>There's nothing to splash with!</span>")
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return -1
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reagents.reaction(target, TOUCH)
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if (amount > 0)
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if(user)
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user.investigation_log(I_CHEMS, "has splashed [amount]u of [reagents.get_reagent_ids()] from \a [reagents.my_atom] \ref[reagents.my_atom] onto \the [target].")
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reagents.remove_any(amount)
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if(user)
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if(user.Adjacent(target))
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user.visible_message("<span class='warning'>\The [target] has been splashed with something by [user]!</span>",
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"<span class='notice'>You splash some of the solution onto \the [target].</span>")
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else
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if(user)
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user.investigation_log(I_CHEMS, "has splashed [reagents.get_reagent_ids(1)] from \a [reagents.my_atom] \ref[reagents.my_atom] onto \the [target].")
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reagents.clear_reagents()
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if(user)
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if(user.Adjacent(target))
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user.visible_message("<span class='warning'>\The [target] has been splashed with something by [user]!</span>",
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"<span class='notice'>You splash the solution onto \the [target].</span>")
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/**
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* Transfers reagents to other containers/from dispensers. Handles splashing as well.
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*
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* Use this to avoid having duplicate code on every container. Note that this procedure doesn't check for
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* adjacency between the source and the target.
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*
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* @param target What to check for transferring/splashing.
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* @param user The mob performing the transfer.
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* @param can_send Whether we are allowed to transfer our reagents to the target.
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* @param can_receive Whether we are allowed to transfer from `reagent_dispensers`
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* @param splashable_units How many units of reagents should be splashed. -1 for all of them, 0 to disable splashing.
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*
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* @return If we have transferred reagents, the amount transferred; otherwise, -1 if the transfer has failed, 0 if was a splash.
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*/
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/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)
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if (!istype(target) || !is_open_container())
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return -1
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var/success
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// Transfer from dispenser
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if (can_receive && istype(target, /obj/structure/reagent_dispensers))
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var/obj/structure/reagent_dispensers/S = target
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if(S.can_transfer(src, user))
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var/tx_amount = transfer_sub(target, src, S.amount_per_transfer_from_this, user)
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if (tx_amount > 0)
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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>")
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return tx_amount
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// Transfer to container
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if (can_send /*&& target.reagents**/)
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var/obj/container = target
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if (!container.is_open_container() && istype(container,/obj/item/weapon/reagent_containers) && !istype(container,/obj/item/weapon/reagent_containers/food/snacks))
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return -1
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if(target.is_open_container())
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success = transfer_sub(src, target, amount_per_transfer_from_this, user, log_transfer = TRUE)
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if(success)
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if (success > 0)
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to_chat(user, "<span class='notice'>You transfer [success] units of the solution to \the [target].</span>")
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return (success)
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if(!success)
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// Mob splashing
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if(splashable_units != 0)
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var/to_splash = reagents.total_volume
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if(ismob(target))
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if (src.is_empty() || !target.reagents)
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return -1
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var/mob/living/M = target
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// Log the 'attack'
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var/list/splashed_reagents = english_list(get_reagent_names())
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add_logs(user, M, "splashed", admin = TRUE, object = src, addition = "Reagents: [splashed_reagents]")
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// Splash the target
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splash_sub(reagents, M, splashable_units, user)
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return (to_splash)
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// Non-mob splashing
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else
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if(!src.is_empty())
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for (var/reagent_id in LOGGED_SPLASH_REAGENTS)
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if (reagents.has_reagent(reagent_id))
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add_gamelogs(user, "poured '[reagent_id]' onto \the [target]", admin = TRUE, tp_link = TRUE, tp_link_short = FALSE, span_class = "danger")
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// Splash the thing
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splash_sub(reagents, target, splashable_units, user)
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return (to_splash)
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return 0
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/obj/item/weapon/reagent_containers/proc/is_empty()
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if(!reagents)
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return TRUE
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return reagents.total_volume <= 0
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/obj/item/weapon/reagent_containers/proc/is_full()
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if(!reagents)
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return FALSE
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return reagents.total_volume >= reagents.maximum_volume
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/obj/item/weapon/reagent_containers/proc/can_transfer_an_APTFT()
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return reagents.total_volume >= amount_per_transfer_from_this
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/obj/item/weapon/reagent_containers/proc/get_reagent_names()
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var/list/reagent_names = list()
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for (var/datum/reagent/R in reagents.reagent_list)
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reagent_names += R.name
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return reagent_names
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/obj/item/weapon/reagent_containers/proc/get_reagent_ids()
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var/list/reagent_ids = list()
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for (var/datum/reagent/R in reagents.reagent_list)
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reagent_ids += R.id
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return reagent_ids
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/obj/item/weapon/reagent_containers/proc/reagentlist(var/obj/item/weapon/reagent_containers/snack) //Attack logs for regents in pills
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var/data
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if(snack.reagents.reagent_list && snack.reagents.reagent_list.len) //find a reagent list if there is and check if it has entries
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for (var/datum/reagent/R in snack.reagents.reagent_list) //no reagents will be left behind
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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.
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return data
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else
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return "No reagents"
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/obj/item/weapon/reagent_containers/proc/fits_in_iv_drip()
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return FALSE
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/obj/item/weapon/reagent_containers/proc/should_qdel_if_empty()
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return FALSE
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/obj/item/weapon/reagent_containers/proc/imbibe(mob/user) //Drink the liquid within
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if(!can_drink(user))
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return 0
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to_chat(user, "<span class='notice'>You swallow a gulp of \the [src].</span>")
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playsound(user.loc,'sound/items/drink.ogg', rand(10,50), 1)
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if(isrobot(user))
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reagents.remove_any(amount_per_imbibe)
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reagents.reaction(user, TOUCH)
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return 1
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if(reagents.total_volume)
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reagents.reaction(user, INGEST)
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spawn(5)
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if(reagents)
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reagents.trans_to(user, amount_per_imbibe)
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return 1
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/obj/item/weapon/reagent_containers/proc/can_drink(mob/user)
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if (ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.species.flags & SPECIES_NO_MOUTH)
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H.visible_message("<span class='warning'>[H] can't drink without a mouth!</span>","<span class='warning'>You can't drink without a mouth!</span>")
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return 0
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if(H.species.chem_flags & NO_DRINK)
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reagents.reaction(get_turf(H), TOUCH)
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H.visible_message("<span class='warning'>The contents in [src] fall through and splash onto the ground, what a mess!</span>")
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reagents.remove_any(amount_per_imbibe)
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return 0
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return 1
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/obj/item/weapon/reagent_containers/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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reagents.heating(1000, exposed_temperature)
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..()
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/obj/item/weapon/reagent_containers/attackby(obj/item/I, mob/user, params)
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..()
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attempt_heating(I, user)
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/obj/item/weapon/reagent_containers/attempt_heating(atom/A, mob/user)
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var/temperature = A.is_hot()
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if(temperature && reagents)
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reagents.heating(A.thermal_energy_transfer(), temperature)
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if(user)
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to_chat(user, "<span class='notice'>You heat \the [src] with \the [A].</span>")
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