/obj/item/weapon/reagent_containers/glass name = "glass" amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5, 10, 15, 20, 25, 30, 50) volume = 50 flags = OPENCONTAINER spillable = 1 /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 << "[src] is empty!" return if(istype(M)) if(user.a_intent == "harm") var/R M.visible_message("[user] splashes the contents of [src] onto [M]!", \ "[user] splashes the contents of [src] onto [M]!") 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("[user] attempts to feed something to [M].", \ "[user] attempts to feed something to you.") 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("[user] feeds something to [M].", "[user] feeds something to you.") add_logs(user, M, "fed", reagentlist(src)) else user << "You swallow a gulp of [src]." 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 << "[target] is empty and can't be refilled!" return if(reagents.total_volume >= reagents.maximum_volume) user << "[src] is full." return var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this) user << "You fill [src] with [trans] unit\s of the contents of [target]." else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it. if(!reagents.total_volume) user << "[src] is empty!" return if(target.reagents.total_volume >= target.reagents.maximum_volume) user << "[target] is full." return var/trans = reagents.trans_to(target, amount_per_transfer_from_this) user << "You transfer [trans] unit\s of the solution to [target]." else if(reagents.total_volume) if(user.a_intent == "harm") user.visible_message("[user] splashes the contents of [src] onto [target]!", \ "You splash the contents of [src] onto [target].") 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 << "You heat [src] with [I]." reagents.handle_reactions() else user << "[src] is already hotter than [I]!" 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 << "[src] is full." else user << "You break [E] in [src]." 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/update_icon() cut_overlays() 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) add_overlay(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(5,10,15,20,25,30,50,100) 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_METAL=3000) volume = 50 amount_per_transfer_from_this = 10 origin_tech = "materials=2;engineering=3;plasmatech=3" flags = OPENCONTAINER /obj/item/weapon/reagent_containers/glass/beaker/noreact/New() ..() reagents.set_reacting(FALSE) /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=3000) volume = 300 amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,20,25,30,50,100,300) flags = OPENCONTAINER origin_tech = "bluespace=5;materials=4;plasmatech=4" /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(10,15,20,25,30,50,70) volume = 70 flags = OPENCONTAINER flags_inv = HIDEHAIR 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 slot_equipment_priority = list( \ slot_back, slot_wear_id,\ slot_w_uniform, slot_wear_suit,\ slot_wear_mask, slot_head,\ slot_shoes, slot_gloves,\ slot_ears, slot_glasses,\ slot_belt, slot_s_store,\ slot_l_store, slot_r_store,\ slot_drone_storage ) /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 << "[src] is out of water!" else reagents.trans_to(O, 5) user << "You wet [O] in [src]." playsound(loc, 'sound/effects/slosh.ogg', 25, 1) else if(isprox(O)) user << "You add [O] to [src]." 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 << "[src]'s contents spill all over you!" 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 there is water in a bucket, don't quick equip it to the head var/index = slot_equipment_priority.Find(slot_head) slot_equipment_priority.Remove(slot_head) . = ..() slot_equipment_priority.Insert(index, slot_head) return return ..()