336 lines
12 KiB
Plaintext
336 lines
12 KiB
Plaintext
/obj/item/reagent_containers/glass
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name = "glass"
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5, 10, 15, 20, 25, 30, 50)
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volume = 50
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container_type = OPENCONTAINER
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spillable = TRUE
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resistance_flags = ACID_PROOF
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/obj/item/reagent_containers/glass/attack(mob/M, mob/user, obj/target)
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if(!canconsume(M, user))
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return
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if(!spillable)
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return
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if(!reagents || !reagents.total_volume)
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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return
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if(istype(M))
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if(user.a_intent == INTENT_HARM)
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var/R
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M.visible_message("<span class='danger'>[user] splashes the contents of [src] onto [M]!</span>", \
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"<span class='userdanger'>[user] splashes the contents of [src] onto [M]!</span>")
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if(reagents)
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for(var/datum/reagent/A in reagents.reagent_list)
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R += A.id + " ("
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R += num2text(A.volume) + "),"
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if(isturf(target) && reagents.reagent_list.len && thrownby)
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log_combat(thrownby, target, "splashed (thrown) [english_list(reagents.reagent_list)]")
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message_admins("[ADMIN_LOOKUPFLW(thrownby)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] at [ADMIN_VERBOSEJMP(target)].")
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reagents.reaction(M, TOUCH)
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log_combat(user, M, "splashed", R)
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reagents.clear_reagents()
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else
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if(M != user)
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M.visible_message("<span class='danger'>[user] attempts to feed something to [M].</span>", \
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"<span class='userdanger'>[user] attempts to feed something to you.</span>")
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if(!do_mob(user, M))
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return
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if(!reagents || !reagents.total_volume)
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return // The drink might be empty after the delay, such as by spam-feeding
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M.visible_message("<span class='danger'>[user] feeds something to [M].</span>", "<span class='userdanger'>[user] feeds something to you.</span>")
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log_combat(user, M, "fed", reagents.log_list())
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else
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to_chat(user, "<span class='notice'>You swallow a gulp of [src].</span>")
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var/fraction = min(5/reagents.total_volume, 1)
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reagents.reaction(M, INGEST, fraction)
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addtimer(CALLBACK(reagents, /datum/reagents.proc/trans_to, M, 5), 5)
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playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
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/obj/item/reagent_containers/glass/afterattack(obj/target, mob/user, proximity)
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. = ..()
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if((!proximity) || !check_allowed_items(target,target_self=1))
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return
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if(target.is_refillable()) //Something like a glass. Player probably wants to transfer TO it.
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if(!reagents.total_volume)
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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return
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if(target.reagents.holder_full())
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to_chat(user, "<span class='warning'>[target] is full.</span>")
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return
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var/trans = reagents.trans_to(target, amount_per_transfer_from_this)
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to_chat(user, "<span class='notice'>You transfer [trans] unit\s of the solution to [target].</span>")
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else if(target.is_drainable()) //A dispenser. Transfer FROM it TO us.
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if(!target.reagents.total_volume)
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to_chat(user, "<span class='warning'>[target] is empty and can't be refilled!</span>")
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return
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if(reagents.holder_full())
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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return
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var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
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to_chat(user, "<span class='notice'>You fill [src] with [trans] unit\s of the contents of [target].</span>")
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else if(reagents.total_volume)
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if(user.a_intent == INTENT_HARM)
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user.visible_message("<span class='danger'>[user] splashes the contents of [src] onto [target]!</span>", \
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"<span class='notice'>You splash the contents of [src] onto [target].</span>")
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reagents.reaction(target, TOUCH)
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reagents.clear_reagents()
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/obj/item/reagent_containers/glass/attackby(obj/item/I, mob/user, params)
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var/hotness = I.is_hot()
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if(hotness && reagents)
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reagents.expose_temperature(hotness)
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to_chat(user, "<span class='notice'>You heat [name] with [I]!</span>")
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if(istype(I, /obj/item/reagent_containers/food/snacks/egg)) //breaking eggs
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var/obj/item/reagent_containers/food/snacks/egg/E = I
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if(reagents)
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if(reagents.total_volume >= reagents.maximum_volume)
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to_chat(user, "<span class='notice'>[src] is full.</span>")
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else
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to_chat(user, "<span class='notice'>You break [E] in [src].</span>")
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E.reagents.trans_to(src, E.reagents.total_volume)
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qdel(E)
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return
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..()
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/obj/item/reagent_containers/glass/beaker
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name = "beaker"
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desc = "A beaker. It can hold up to 50 units."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "beaker"
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item_state = "beaker"
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materials = list(MAT_GLASS=500)
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/obj/item/reagent_containers/glass/beaker/Initialize()
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. = ..()
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update_icon()
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/obj/item/reagent_containers/glass/beaker/get_part_rating()
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return reagents.maximum_volume
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/obj/item/reagent_containers/glass/beaker/on_reagent_change(changetype)
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update_icon()
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/obj/item/reagent_containers/glass/beaker/update_icon()
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cut_overlays()
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if(reagents.total_volume)
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var/mutable_appearance/filling = mutable_appearance('icons/obj/reagentfillings.dmi', "[icon_state]10")
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var/percent = round((reagents.total_volume / volume) * 100)
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switch(percent)
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if(0 to 9)
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filling.icon_state = "[icon_state]-10"
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if(10 to 24)
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filling.icon_state = "[icon_state]10"
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if(25 to 49)
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filling.icon_state = "[icon_state]25"
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if(50 to 74)
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filling.icon_state = "[icon_state]50"
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if(75 to 79)
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filling.icon_state = "[icon_state]75"
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if(80 to 90)
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filling.icon_state = "[icon_state]80"
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if(91 to INFINITY)
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filling.icon_state = "[icon_state]100"
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filling.color = mix_color_from_reagents(reagents.reagent_list)
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add_overlay(filling)
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/obj/item/reagent_containers/glass/beaker/jar
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name = "honey jar"
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desc = "A jar for honey. It can hold up to 50 units of sweet delight."
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icon = 'icons/obj/chemical.dmi'
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icon_state = "vapour"
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/obj/item/reagent_containers/glass/beaker/large
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name = "large beaker"
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desc = "A large beaker. Can hold up to 100 units."
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icon_state = "beakerlarge"
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materials = list(MAT_GLASS=2500)
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volume = 100
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,20,25,30,50,100)
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/obj/item/reagent_containers/glass/beaker/plastic
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name = "x-large beaker"
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desc = "An extra-large beaker. Can hold up to 120 units."
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icon_state = "beakerwhite"
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materials = list(MAT_GLASS=2500, MAT_PLASTIC=3000)
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volume = 120
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,20,25,30,60,120)
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/obj/item/reagent_containers/glass/beaker/plastic/update_icon()
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icon_state = "beakerlarge" // hack to lets us reuse the large beaker reagent fill states
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..()
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icon_state = "beakerwhite"
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/obj/item/reagent_containers/glass/beaker/meta
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name = "metamaterial beaker"
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desc = "A large beaker. Can hold up to 180 units."
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icon_state = "beakergold"
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materials = list(MAT_GLASS=2500, MAT_PLASTIC=3000, MAT_GOLD=1000, MAT_TITANIUM=1000)
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volume = 180
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,20,25,30,60,120,180)
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/obj/item/reagent_containers/glass/beaker/noreact
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name = "cryostasis beaker"
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desc = "A cryostasis beaker that allows for chemical storage without \
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reactions. Can hold up to 50 units."
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icon_state = "beakernoreact"
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materials = list(MAT_METAL=3000)
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volume = 50
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amount_per_transfer_from_this = 10
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/obj/item/reagent_containers/glass/beaker/noreact/Initialize()
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. = ..()
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reagents.set_reacting(FALSE)
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/obj/item/reagent_containers/glass/beaker/bluespace
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name = "bluespace beaker"
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desc = "A bluespace beaker, powered by experimental bluespace technology \
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and Element Cuban combined with the Compound Pete. Can hold up to \
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300 units."
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icon_state = "beakerbluespace"
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materials = list(MAT_GLASS=3000)
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volume = 300
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10,15,20,25,30,50,100,300)
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/obj/item/reagent_containers/glass/beaker/cryoxadone
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list_reagents = list("cryoxadone" = 30)
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/obj/item/reagent_containers/glass/beaker/sulphuric
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list_reagents = list("sacid" = 50)
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/obj/item/reagent_containers/glass/beaker/slime
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list_reagents = list("slimejelly" = 50)
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/obj/item/reagent_containers/glass/beaker/large/styptic
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name = "styptic reserve tank"
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list_reagents = list("styptic_powder" = 50)
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/obj/item/reagent_containers/glass/beaker/large/silver_sulfadiazine
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name = "silver sulfadiazine reserve tank"
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list_reagents = list("silver_sulfadiazine" = 50)
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/obj/item/reagent_containers/glass/beaker/large/charcoal
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name = "charcoal reserve tank"
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list_reagents = list("charcoal" = 50)
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/obj/item/reagent_containers/glass/beaker/large/epinephrine
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name = "epinephrine reserve tank"
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list_reagents = list("epinephrine" = 50)
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/obj/item/reagent_containers/glass/beaker/synthflesh
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list_reagents = list("synthflesh" = 50)
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/obj/item/reagent_containers/glass/bucket
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name = "bucket"
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desc = "It's a bucket."
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icon = 'icons/obj/janitor.dmi'
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icon_state = "bucket"
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item_state = "bucket"
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lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
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materials = list(MAT_METAL=200)
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w_class = WEIGHT_CLASS_NORMAL
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amount_per_transfer_from_this = 20
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possible_transfer_amounts = list(5,10,15,20,25,30,50,70)
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volume = 70
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flags_inv = HIDEHAIR
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slot_flags = ITEM_SLOT_HEAD
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resistance_flags = NONE
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 50) //Weak melee protection, because you can wear it on your head
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slot_equipment_priority = list( \
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SLOT_BACK, SLOT_WEAR_ID,\
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SLOT_W_UNIFORM, SLOT_WEAR_SUIT,\
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SLOT_WEAR_MASK, SLOT_HEAD, SLOT_NECK,\
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SLOT_SHOES, SLOT_GLOVES,\
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SLOT_EARS, SLOT_GLASSES,\
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SLOT_BELT, SLOT_S_STORE,\
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SLOT_L_STORE, SLOT_R_STORE,\
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SLOT_GENERC_DEXTROUS_STORAGE
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)
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/obj/item/reagent_containers/glass/bucket/attackby(obj/O, mob/user, params)
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if(istype(O, /obj/item/mop))
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if(reagents.total_volume < 1)
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to_chat(user, "<span class='warning'>[src] is out of water!</span>")
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else
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reagents.trans_to(O, 5)
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to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
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playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
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else if(isprox(O))
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to_chat(user, "<span class='notice'>You add [O] to [src].</span>")
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qdel(O)
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qdel(src)
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user.put_in_hands(new /obj/item/bot_assembly/cleanbot)
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else
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..()
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/obj/item/reagent_containers/glass/bucket/equipped(mob/user, slot)
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..()
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if (slot == SLOT_HEAD)
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if(reagents.total_volume)
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to_chat(user, "<span class='userdanger'>[src]'s contents spill all over you!</span>")
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reagents.reaction(user, TOUCH)
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reagents.clear_reagents()
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container_type = NONE
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/obj/item/reagent_containers/glass/bucket/dropped(mob/user)
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. = ..()
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container_type = initial(container_type)
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/obj/item/reagent_containers/glass/bucket/equip_to_best_slot(var/mob/M)
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if(reagents.total_volume) //If there is water in a bucket, don't quick equip it to the head
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var/index = slot_equipment_priority.Find(SLOT_HEAD)
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slot_equipment_priority.Remove(SLOT_HEAD)
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. = ..()
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slot_equipment_priority.Insert(index, SLOT_HEAD)
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return
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return ..()
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/obj/item/reagent_containers/glass/beaker/waterbottle
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name = "bottle of water"
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desc = "A bottle of water filled at an old Earth bottling facility."
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icon = 'icons/obj/drinks.dmi'
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icon_state = "smallbottle"
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item_state = "bottle"
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list_reagents = list("water" = 49.5, "fluorine" = 0.5)//see desc, don't think about it too hard
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materials = list(MAT_GLASS=0)
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volume = 50
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amount_per_transfer_from_this = 10
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/obj/item/reagent_containers/glass/beaker/waterbottle/empty
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list_reagents = list()
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/obj/item/reagent_containers/glass/beaker/waterbottle/large
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desc = "A fresh commercial-sized bottle of water."
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icon_state = "largebottle"
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materials = list(MAT_GLASS=0)
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list_reagents = list("water" = 100)
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volume = 100
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amount_per_transfer_from_this = 20
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/obj/item/reagent_containers/glass/beaker/waterbottle/large/empty
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list_reagents = list()
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/obj/item/reagent_containers/glass/get_belt_overlay()
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return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "bottle")
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