/datum/chemical_reaction var/name = null var/id = null var/list/results = new/list() var/list/required_reagents = new/list() var/list/required_catalysts = new/list() /// Higher is higher priority, determines which order reactions are checked. var/priority = CHEMICAL_REACTION_PRIORITY_DEFAULT // Both of these variables are mostly going to be used with slime cores - but if you want to, you can use them for other things var/required_container = null // the exact container path required for the reaction to happen var/required_other = 0 // an integer required for the reaction to happen var/mob_react = TRUE //Determines if a chemical reaction can occur inside a mob var/required_temp = 0 var/is_cold_recipe = 0 // Set to 1 if you want the recipe to only react when it's BELOW the required temp. var/special_react = FALSE //Determines if the recipe has special conditions for it to react. Mainly used for ling blood tests var/mix_message = "The solution begins to bubble." //The message shown to nearby people upon mixing, if applicable var/mix_sound = 'sound/effects/bubbles.ogg' //The sound played upon mixing, if applicable //FermiChem! var/OptimalTempMin = 200 // Lower area of bell curve for determining heat based rate reactions var/OptimalTempMax = 800 // Upper end for above var/ExplodeTemp = 900 // Temperature at which reaction explodes - If any reaction is this hot, it explodes! var/OptimalpHMin = 5 // Lowest value of pH determining pH a 1 value for pH based rate reactions (Plateu phase) var/OptimalpHMax = 10 // Higest value for above var/ReactpHLim = 3 // How far out pH wil react, giving impurity place (Exponential phase) var/CatalystFact = 0 // How much the catalyst affects the reaction (0 = no catalyst)//Not implemented yet var/CurveSharpT = 2 // How sharp the temperature exponential curve is (to the power of value) var/CurveSharppH = 2 // How sharp the pH exponential curve is (to the power of value) var/ThermicConstant = 1 // Temperature change per 1u produced var/HIonRelease = 0.1 // pH change per 1u reaction var/RateUpLim = 10 // Optimal/max rate possible if all conditions are perfect var/FermiChem = FALSE // If the chemical uses the Fermichem reaction mechanics//If the chemical uses the Fermichem reaction mechanics var/FermiExplode = FALSE // If the chemical explodes in a special way var/clear_conversion //bitflags for clear conversions; REACTION_CLEAR_IMPURE or REACTION_CLEAR_INVERSE var/PurityMin = 0.15 //If purity is below 0.15, it explodes too. Set to 0 to disable this. var/is_secret = FALSE // If it should show in recipe searchers such as the bartender/chemistry PDA functions /datum/chemical_reaction/proc/on_reaction(datum/reagents/holder, multiplier, specialreact) set waitfor = FALSE return //I recommend you set the result amount to the total volume of all components. /datum/chemical_reaction/proc/check_special_react(datum/reagents/holder) return /datum/chemical_reaction/proc/chemical_mob_spawn(datum/reagents/holder, amount_to_spawn, reaction_name, mob_class = HOSTILE_SPAWN, mob_faction = "chemicalsummon") if(holder && holder.my_atom) var/atom/A = holder.my_atom var/turf/T = get_turf(A) var/message = "A [reaction_name] reaction has occurred in [ADMIN_VERBOSEJMP(T)]" message += " (VV)" var/mob/M = get(A, /mob) if(M) message += " - Carried By: [ADMIN_LOOKUPFLW(M)]" else message += " - Last Fingerprint: [(A.fingerprintslast ? A.fingerprintslast : "N/A")]" message_admins(message, 0, 1) log_game("[reaction_name] chemical mob spawn reaction occuring at [AREACOORD(T)] carried by [key_name(M)] with last fingerprint [A.fingerprintslast? A.fingerprintslast : "N/A"]") playsound(get_turf(holder.my_atom), 'sound/effects/phasein.ogg', 100, 1) for(var/mob/living/carbon/C in viewers(get_turf(holder.my_atom), null)) C.flash_act() for(var/i in 1 to amount_to_spawn) var/mob/living/simple_animal/S = create_random_mob(get_turf(holder.my_atom), mob_class) S.faction |= mob_faction if(prob(50)) for(var/j = 1, j <= rand(1, 3), j++) step(S, pick(NORTH,SOUTH,EAST,WEST)) /datum/chemical_reaction/proc/goonchem_vortex(turf/T, setting_type, range) for(var/atom/movable/X in orange(range, T)) if(iseffect(X)) continue if(!X.anchored) var/distance = get_dist(X, T) var/moving_power = max(range - distance, 1) if(moving_power > 2) //if the vortex is powerful and we're close, we get thrown if(setting_type) var/atom/throw_target = get_edge_target_turf(X, get_dir(X, get_step_away(X, T))) X.throw_at(throw_target, moving_power, 1) else X.throw_at(T, moving_power, 1) else spawn(0) //so everything moves at the same time. if(setting_type) for(var/i = 0, i < moving_power, i++) sleep(2) if(!step_away(X, T)) break else for(var/i = 0, i < moving_power, i++) sleep(2) if(!step_towards(X, T)) break