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Chemistry-Machinery.dm
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Chemistry-Machinery.dm
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#define SOLID 1
#define LIQUID 2
#define GAS 3
/obj/machinery/chem_dispenser
name = "chem dispenser"
desc = "Creates and dispenses chemicals."
density = 1
anchored = 1
icon = 'icons/obj/chemical.dmi'
icon_state = "dispenser"
use_power = 1
idle_power_usage = 40
var/energy = 100
var/max_energy = 100
var/amount = 30
var/beaker = null
var/recharged = 0
var/recharge_delay = 5 //Time it game ticks between recharges
var/image/icon_beaker = null //cached overlay
var/list/dispensable_reagents = list("hydrogen","lithium","carbon","nitrogen","oxygen","fluorine",
"sodium","aluminium","silicon","phosphorus","sulfur","chlorine","potassium","iron",
"copper","mercury","radium","water","ethanol","sugar","sacid","fuel","silver","iodine","bromine","stable_plasma")
/obj/machinery/chem_dispenser/proc/recharge()
if(stat & (BROKEN|NOPOWER)) return
var/addenergy = 1
var/oldenergy = energy
energy = min(energy + addenergy, max_energy)
if(energy != oldenergy)
use_power(1500) // This thing uses up alot of power (this is still low as shit for creating reagents from thin air)
SSnano.update_uis(src) // update all UIs attached to src
/obj/machinery/chem_dispenser/power_change()
if(powered())
stat &= ~NOPOWER
else
spawn(rand(0, 15))
stat |= NOPOWER
SSnano.update_uis(src) // update all UIs attached to src
/obj/machinery/chem_dispenser/process()
if(recharged < 0)
recharge()
recharged = recharge_delay
else
recharged -= 1
/obj/machinery/chem_dispenser/New()
..()
recharge()
dispensable_reagents = sortList(dispensable_reagents)
/obj/machinery/chem_dispenser/ex_act(severity, target)
if(severity < 3)
..()
/obj/machinery/chem_dispenser/blob_act()
if(prob(50))
qdel(src)
/**
* The ui_interact proc is used to open and update Nano UIs
* If ui_interact is not used then the UI will not update correctly
* ui_interact is currently defined for /atom/movable
*
* @param user /mob The mob who is interacting with this ui
* @param ui_key string A string key to use for this ui. Allows for multiple unique uis on one obj/mob (defaut value "main")
*
* @return nothing
*/
/obj/machinery/chem_dispenser/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null)
if(stat & (BROKEN)) return
if(user.stat || user.restrained()) return
// this is the data which will be sent to the ui
var/data[0]
data["amount"] = amount
data["energy"] = energy
data["maxEnergy"] = max_energy
data["isBeakerLoaded"] = beaker ? 1 : 0
var beakerContents[0]
var beakerCurrentVolume = 0
if(beaker && beaker:reagents && beaker:reagents.reagent_list.len)
for(var/datum/reagent/R in beaker:reagents.reagent_list)
beakerContents.Add(list(list("name" = R.name, "volume" = R.volume))) // list in a list because Byond merges the first list...
beakerCurrentVolume += R.volume
data["beakerContents"] = beakerContents
if (beaker)
data["beakerCurrentVolume"] = beakerCurrentVolume
data["beakerMaxVolume"] = beaker:volume
else
data["beakerCurrentVolume"] = null
data["beakerMaxVolume"] = null
var chemicals[0]
for (var/re in dispensable_reagents)
var/datum/reagent/temp = chemical_reagents_list[re]
if(temp)
chemicals.Add(list(list("title" = temp.name, "id" = temp.id, "commands" = list("dispense" = temp.id)))) // list in a list because Byond merges the first list...
data["chemicals"] = chemicals
// update the ui if it exists, returns null if no ui is passed/found
ui = SSnano.try_update_ui(user, src, ui_key, ui, data)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "chem_dispenser.tmpl", "Chem Dispenser 5000", 490, 710)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
/obj/machinery/chem_dispenser/Topic(href, href_list)
if(stat & (BROKEN))
return 0 // don't update UIs attached to this object
if(href_list["amount"])
amount = round(text2num(href_list["amount"]), 5) // round to nearest 5
if (amount < 0) // Since the user can actually type the commands himself, some sanity checking
amount = 0
if (amount > 100)
amount = 100
if(href_list["dispense"])
if (dispensable_reagents.Find(href_list["dispense"]) && beaker != null)
var/obj/item/weapon/reagent_containers/glass/B = src.beaker
var/datum/reagents/R = B.reagents
var/space = R.maximum_volume - R.total_volume
R.add_reagent(href_list["dispense"], min(amount, energy * 10, space))
energy = max(energy - min(amount, energy * 10, space) / 10, 0)
if(href_list["ejectBeaker"])
if(beaker)
var/obj/item/weapon/reagent_containers/glass/B = beaker
B.loc = loc
beaker = null
overlays.Cut()
add_fingerprint(usr)
return 1 // update UIs attached to this object
/obj/machinery/chem_dispenser/attackby(var/obj/item/weapon/reagent_containers/glass/B as obj, var/mob/user as mob)
if(isrobot(user))
return
if(!istype(B, /obj/item/weapon/reagent_containers/glass))
return
if(src.beaker)
user << "A beaker is already loaded into the machine."
return
src.beaker = B
user.drop_item()
B.loc = src
user << "You add the beaker to the machine!"
SSnano.update_uis(src) // update all UIs attached to src
if(!icon_beaker)
icon_beaker = image('icons/obj/chemical.dmi', src, "disp_beaker") //randomize beaker overlay position.
icon_beaker.pixel_x = rand(-10,5)
overlays += icon_beaker
/obj/machinery/chem_dispenser/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/chem_dispenser/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/chem_dispenser/attack_hand(mob/user as mob)
if(stat & BROKEN)
return
ui_interact(user)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/machinery/chem_dispenser/constructable
name = "portable chem dispenser"
icon = 'icons/obj/chemical.dmi'
icon_state = "minidispenser"
energy = 5
max_energy = 5
amount = 5
recharge_delay = 30
dispensable_reagents = list()
var/list/special_reagents = list(list("hydrogen", "oxygen", "silicon", "phosphorus", "sulfur", "carbon", "nitrogen", "water"),
list("lithium", "sugar", "sacid", "copper", "mercury", "sodium","iodine","bromine"),
list("ethanol", "chlorine", "potassium", "aluminium", "radium", "fluorine", "iron", "fuel","silver","stable_plasma"))
/obj/machinery/chem_dispenser/constructable/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/chem_dispenser(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(null)
component_parts += new /obj/item/weapon/stock_parts/manipulator(null)
component_parts += new /obj/item/weapon/stock_parts/capacitor(null)
component_parts += new /obj/item/weapon/stock_parts/console_screen(null)
component_parts += new /obj/item/weapon/stock_parts/cell/high(null)
RefreshParts()
/obj/machinery/chem_dispenser/constructable/RefreshParts()
var/time = 0
var/temp_energy = 0
var/i
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
temp_energy += M.rating
temp_energy--
max_energy = temp_energy * 5 //max energy = (bin1.rating + bin2.rating - 1) * 5, 5 on lowest 25 on highest
for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
time += C.rating
for(var/obj/item/weapon/stock_parts/cell/P in component_parts)
time += round(P.maxcharge, 10000) / 10000
recharge_delay /= time/2 //delay between recharges, double the usual time on lowest 50% less than usual on highest
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
for(i=1, i<=M.rating, i++)
dispensable_reagents = sortList(dispensable_reagents | special_reagents[i])
/obj/machinery/chem_dispenser/constructable/attackby(var/obj/item/I, var/mob/user)
..()
if(default_deconstruction_screwdriver(user, "minidispenser-o", "minidispenser", I))
return
if(exchange_parts(user, I))
return
if(panel_open)
if(istype(I, /obj/item/weapon/crowbar))
if(beaker)
var/obj/item/weapon/reagent_containers/glass/B = beaker
B.loc = loc
beaker = null
default_deconstruction_crowbar(I)
return 1
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/machinery/chem_master
name = "ChemMaster 3000"
desc = "Used to bottle chemicals to create pills."
density = 1
anchored = 1
icon = 'icons/obj/chemical.dmi'
icon_state = "mixer0"
use_power = 1
idle_power_usage = 20
var/obj/item/weapon/reagent_containers/glass/beaker = null
var/obj/item/weapon/storage/pill_bottle/loaded_pill_bottle = null
var/mode = 0
var/condi = 0
var/useramount = 30 // Last used amount
var/g_amount = 0.0
var/max_g_amount = 8000.0
var/BOTTLE_COST = 200 // /obj/item/weapon/reagent_containers/glass/bottle.g_amt
/obj/machinery/chem_master/New()
create_reagents(100)
overlays += "waitlight"
g_amount = 4000 // ChemMaster can't be constructed, so no need to not do this here.
// 4000 is enough for 20 bottles or 8 condiments.
/obj/machinery/chem_master/ex_act(severity, target)
if(severity < 3)
..()
/obj/machinery/chem_master/blob_act()
if (prob(50))
qdel(src)
/obj/machinery/chem_master/power_change()
if(powered())
stat &= ~NOPOWER
else
spawn(rand(0, 15))
stat |= NOPOWER
/obj/machinery/chem_master/attackby(var/obj/item/B as obj, var/mob/user as mob)
if(default_unfasten_wrench(user, B))
return
if(istype(B, /obj/item/weapon/reagent_containers/glass))
if(src.beaker)
user << "<span class='alert'>A beaker is already loaded into the machine.</span>"
return
src.beaker = B
user.drop_item()
B.loc = src
user << "You add the beaker to the machine!"
src.updateUsrDialog()
icon_state = "mixer1"
else if(!condi && istype(B, /obj/item/weapon/storage/pill_bottle))
if(src.loaded_pill_bottle)
user << "<span class='alert'>A pill bottle is already loaded into the machine.</span>"
return
src.loaded_pill_bottle = B
user.drop_item()
B.loc = src
user << "You add the pill bottle into the dispenser slot!"
src.updateUsrDialog()
else if(istype(B, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/S = B
if(S)
if(g_amount + S.g_amt > max_g_amount)
user << "<span class='alert'>The [name]'s glass bin is full.</span>"
else if (S.g_amt)
var/amount = min(S.amount, round((max_g_amount - g_amount) / S.g_amt))
S.use(amount)
g_amount += S.g_amt * amount
user << "<span class='notice'>You insert [amount] sheet[(amount > 1) ? "s" : ""] to the [name].</span>"
src.updateUsrDialog()
return
/obj/machinery/chem_master/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
if (href_list["ejectp"])
if(loaded_pill_bottle)
loaded_pill_bottle.loc = src.loc
loaded_pill_bottle = null
else if(href_list["close"])
usr << browse(null, "window=chem_master")
usr.unset_machine()
return
else if (href_list["toggle"])
mode = !mode
else if (href_list["createbottle"])
if(g_amount >= BOTTLE_COST)
if(!condi)
var/name = stripped_input(usr, "Name:","Name your bottle!", (reagents.total_volume ? reagents.get_master_reagent_name() : " "), MAX_NAME_LEN)
if(!name)
return
if(g_amount < BOTTLE_COST) // Another check after user input.
return
var/obj/item/weapon/reagent_containers/glass/bottle/P = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
P.name = trim("[name] bottle")
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
reagents.trans_to(P, 30)
else
var/obj/item/weapon/reagent_containers/food/condiment/P = new/obj/item/weapon/reagent_containers/food/condiment(src.loc)
reagents.trans_to(P, 50)
g_amount -= BOTTLE_COST
if(beaker)
var/datum/reagents/R = beaker.reagents
if (href_list["analyze"])
var/dat = ""
dat += "<B>[condi ? "Condiment" : "Chemical"] information:</B><BR><BR>"
dat += "<B>Name:</B><BR>[href_list["name"]]<BR><BR>"
dat += "<B>Description:</B><BR>[href_list["desc"]]<BR><BR><BR>"
dat += "<A href='?src=\ref[src];main=1'>Back</A>"
var/datum/browser/popup = new(usr, "chem_master", name)
popup.set_content(dat)
popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
popup.open(1)
return
else if (href_list["add"])
if(href_list["amount"])
var/id = href_list["add"]
var/amount = text2num(href_list["amount"])
if (amount < 0) return
R.trans_id_to(src, id, amount)
else if (href_list["addcustom"])
var/id = href_list["addcustom"]
var/amt_temp = isgoodnumber(input(usr, "Select the amount to transfer.", "Transfer how much?", useramount) as num|null)
if(!amt_temp)
return
useramount = amt_temp
src.Topic(null, list("amount" = "[useramount]", "add" = "[id]"))
else if (href_list["remove"])
if(href_list["amount"])
var/id = href_list["remove"]
var/amount = text2num(href_list["amount"])
if (amount < 0) return
if(mode)
reagents.trans_id_to(beaker, id, amount)
else
reagents.remove_reagent(id, amount)
else if (href_list["removecustom"])
var/id = href_list["removecustom"]
var/amt_temp = isgoodnumber(input(usr, "Select the amount to transfer.", "Transfer how much?", useramount) as num|null)
if(!amt_temp)
return
useramount = amt_temp
src.Topic(null, list("amount" = "[useramount]", "remove" = "[id]"))
else if (href_list["main"])
attack_hand(usr)
return
else if (href_list["eject"])
if(beaker)
beaker.loc = src.loc
beaker = null
reagents.clear_reagents()
icon_state = "mixer0"
else if (href_list["createpill"]) //Also used for condiment packs.
if(reagents.total_volume == 0) return
if(!condi)
var/amount = 1
var/vol_each = min(reagents.total_volume, 50)
if(text2num(href_list["many"]))
amount = min(max(round(input(usr, "Max 10. Buffer content will be split evenly.", "How many pills?", amount) as num|null), 0), 10)
if(!amount)
return
vol_each = min(reagents.total_volume / amount, 50)
var/name = stripped_input(usr,"Name:","Name your pill!", "[reagents.get_master_reagent_name()] ([vol_each]u)", MAX_NAME_LEN)
if(!name)
return
var/obj/item/weapon/reagent_containers/pill/P
for(var/i = 0; i < amount; i++)
if(loaded_pill_bottle && loaded_pill_bottle.contents.len < loaded_pill_bottle.storage_slots)
P = new/obj/item/weapon/reagent_containers/pill(loaded_pill_bottle)
else
P = new/obj/item/weapon/reagent_containers/pill(src.loc)
P.name = trim("[name] pill")
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
reagents.trans_to(P,vol_each)
else
var/name = stripped_input(usr, "Name:", "Name your pack!", reagents.get_master_reagent_name(), MAX_NAME_LEN)
if(!name)
return
var/obj/item/weapon/reagent_containers/food/condiment/pack/P = new/obj/item/weapon/reagent_containers/food/condiment/pack(src.loc)
P.originalname = name
P.name = trim("[name] pack")
P.desc = "A small condiment pack. The label says it contains [name]."
reagents.trans_to(P,10)
else if(href_list["createpatch"])
if(reagents.total_volume == 0) return
var/amount = 1
var/vol_each = min(reagents.total_volume, 50)
if(text2num(href_list["many"]))
amount = min(max(round(input(usr, "Max 10. Buffer content will be split evenly.", "How many patches?", amount) as num|null), 0), 10)
if(!amount)
return
vol_each = min(reagents.total_volume / amount, 50)
var/name = stripped_input(usr,"Name:","Name your patch!", "[reagents.get_master_reagent_name()] ([vol_each]u)", MAX_NAME_LEN)
if(!name)
return
var/obj/item/weapon/reagent_containers/pill/P
for(var/i = 0; i < amount; i++)
P = new/obj/item/weapon/reagent_containers/pill/patch(src.loc)
P.name = trim("[name] patch")
P.pixel_x = rand(-7, 7) //random position
P.pixel_y = rand(-7, 7)
reagents.trans_to(P,vol_each)
src.updateUsrDialog()
return
/obj/machinery/chem_master/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/chem_master/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/chem_master/attack_hand(mob/user as mob)
if(stat & BROKEN)
return
user.set_machine(src)
var/dat = ""
if(beaker)
dat += "Beaker \[[beaker.reagents.total_volume]/[beaker.volume]\] <A href='?src=\ref[src];eject=1'>Eject and Clear Buffer</A><BR>"
else
dat = "Please insert beaker.<BR>"
dat += "<HR><B>Add to buffer:</B><UL>"
if(beaker)
if(beaker.reagents.total_volume)
for(var/datum/reagent/G in beaker.reagents.reagent_list)
dat += "<LI>[G.name], [G.volume] Units - "
dat += "<A href='?src=\ref[src];analyze=1;desc=[G.description];name=[G.name]'>Analyze</A> "
dat += "<A href='?src=\ref[src];add=[G.id];amount=1'>1</A> "
dat += "<A href='?src=\ref[src];add=[G.id];amount=5'>5</A> "
dat += "<A href='?src=\ref[src];add=[G.id];amount=10'>10</A> "
dat += "<A href='?src=\ref[src];add=[G.id];amount=[G.volume]'>All</A> "
dat += "<A href='?src=\ref[src];addcustom=[G.id]'>Custom</A>"
else
dat += "<LI>Beaker is empty."
else
dat += "<LI>No beaker."
dat += "</UL><HR><B>Transfer to <A href='?src=\ref[src];toggle=1'>[(!mode ? "disposal" : "beaker")]</A>:</B><UL>"
if(reagents.total_volume)
for(var/datum/reagent/N in reagents.reagent_list)
dat += "<LI>[N.name], [N.volume] Units - "
dat += "<A href='?src=\ref[src];analyze=1;desc=[N.description];name=[N.name]'>Analyze</A> "
dat += "<A href='?src=\ref[src];remove=[N.id];amount=1'>1</A> "
dat += "<A href='?src=\ref[src];remove=[N.id];amount=5'>5</A> "
dat += "<A href='?src=\ref[src];remove=[N.id];amount=10'>10</A> "
dat += "<A href='?src=\ref[src];remove=[N.id];amount=[N.volume]'>All</A> "
dat += "<A href='?src=\ref[src];removecustom=[N.id]'>Custom</A>"
else
dat += "<LI>Buffer is empty."
dat += "</UL><HR>"
if(src.loaded_pill_bottle)
dat += "Pill Bottle \[[loaded_pill_bottle.contents.len]/[loaded_pill_bottle.storage_slots]\] <A href='?src=\ref[src];ejectp=1'>Eject</A>"
else
dat += "No pill bottle inserted."
dat += "<UL>"
if(!condi)
if(beaker && reagents.total_volume)
dat += "<LI><A href='?src=\ref[src];createpill=1;many=0'>Create pill</A> (50 units max)"
dat += "<LI><A href='?src=\ref[src];createpill=1;many=1'>Create multiple pills</A><BR>"
dat += "<LI><A href='?src=\ref[src];createpatch=1;many=0'>Create patch</A> (50 units max)"
dat += "<LI><A href='?src=\ref[src];createpatch=1;many=1'>Create multiple patches</A><BR>"
else
dat += "<LI><span class='linkOff'>Create pill</span> (50 units max)"
dat += "<LI><span class='linkOff'>Create multiple pills</span><BR>"
dat += "<LI><span class='linkOff'>Create patch</span> (50 units max)"
dat += "<LI><span class='linkOff'>Create multiple patches</span><BR>"
else
if(beaker && reagents.total_volume)
dat += "<LI><A href='?src=\ref[src];createpill=1'>Create pack (10 units max)</A><BR>"
else
dat += "<LI><span class='linkOff'>Create pack</span> (10 units max)</A><BR>"
if(src.g_amount >= BOTTLE_COST)
dat += "<LI><A href='?src=\ref[src];createbottle=1'>Create bottle</A> ([condi ? "50" : "30"] units max) \[[round(g_amount / BOTTLE_COST)]/[round(max_g_amount / BOTTLE_COST)]\]"
else
dat += "<LI><span class='linkOff'>Create bottle</span> (No more glass) \[[round(g_amount / BOTTLE_COST)]/[round(max_g_amount / BOTTLE_COST)]\]"
dat += "</UL>"
dat += "<BR><A href='?src=\ref[src];close=1'>Close</A>"
var/datum/browser/popup = new(user, "chem_master", name)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open(1)
return
/obj/machinery/chem_master/proc/isgoodnumber(var/num)
if(isnum(num))
if(num > 200)
num = 200
else if(num < 0)
num = 0
else
num = round(num)
return num
else
return 0
/obj/machinery/chem_master/condimaster
name = "CondiMaster 3000"
desc = "Used to create condiments and other cooking supplies."
condi = 1
BOTTLE_COST = 500 // /obj/item/weapon/reagent_containers/food/condiment.g_amt
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
/obj/machinery/computer/pandemic
name = "PanD.E.M.I.C 2200"
desc = "Used to work with viruses."
density = 1
anchored = 1
icon = 'icons/obj/chemical.dmi'
icon_state = "mixer0"
circuit = /obj/item/weapon/circuitboard/pandemic
use_power = 1
idle_power_usage = 20
var/temp_html = ""
var/wait = null
var/obj/item/weapon/reagent_containers/glass/beaker = null
obj/machinery/computer/pandemic/New()
..()
update_icon()
/obj/machinery/computer/pandemic/set_broken()
icon_state = (src.beaker?"mixer1_b":"mixer0_b")
overlays.Cut()
stat |= BROKEN
/obj/machinery/computer/pandemic/proc/GetVirusByIndex(var/index)
if(beaker && beaker.reagents)
if(beaker.reagents.reagent_list.len)
var/datum/reagent/blood/BL = locate() in beaker.reagents.reagent_list
if(BL)
if(BL.data && BL.data["viruses"])
var/list/viruses = BL.data["viruses"]
return viruses[index]
return null
/obj/machinery/computer/pandemic/proc/GetResistancesByIndex(var/index)
if(beaker && beaker.reagents)
if(beaker.reagents.reagent_list.len)
var/datum/reagent/blood/BL = locate() in beaker.reagents.reagent_list
if(BL)
if(BL.data && BL.data["resistances"])
var/list/resistances = BL.data["resistances"]
return resistances[index]
return null
/obj/machinery/computer/pandemic/proc/GetVirusTypeByIndex(var/index)
var/datum/disease/D = GetVirusByIndex(index)
if(D)
return D.GetDiseaseID()
return null
obj/machinery/computer/pandemic/proc/replicator_cooldown(var/waittime)
wait = 1
update_icon()
spawn(waittime)
src.wait = null
update_icon()
playsound(src.loc, 'sound/machines/ping.ogg', 30, 1)
/obj/machinery/computer/pandemic/update_icon()
if(stat & BROKEN)
icon_state = (src.beaker?"mixer1_b":"mixer0_b")
return
icon_state = "mixer[(beaker)?"1":"0"][(powered()) ? "" : "_nopower"]"
if(wait)
overlays.Cut()
else
overlays += "waitlight"
/obj/machinery/computer/pandemic/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
if(!beaker) return
if (href_list["create_vaccine"])
if(!src.wait)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
if(B)
B.pixel_x = rand(-3, 3)
B.pixel_y = rand(-3, 3)
var/path = GetResistancesByIndex(text2num(href_list["create_vaccine"]))
var/vaccine_type = path
var/vaccine_name = "Unknown"
if(!ispath(vaccine_type))
if(archive_diseases[path])
var/datum/disease/D = archive_diseases[path]
if(D)
vaccine_name = D.name
vaccine_type = path
else if(vaccine_type)
var/datum/disease/D = new vaccine_type(0, null)
if(D)
vaccine_name = D.name
if(vaccine_type)
B.name = "[vaccine_name] vaccine bottle"
B.reagents.add_reagent("vaccine", 15, list(vaccine_type))
replicator_cooldown(200)
else
src.temp_html = "The replicator is not ready yet."
src.updateUsrDialog()
return
else if (href_list["create_virus_culture"])
if(!wait)
var/type = GetVirusTypeByIndex(text2num(href_list["create_virus_culture"]))//the path is received as string - converting
var/datum/disease/D = null
if(!ispath(type))
D = GetVirusByIndex(text2num(href_list["create_virus_culture"]))
var/datum/disease/advance/A = archive_diseases[D.GetDiseaseID()]
if(A)
D = new A.type(0, A)
else if(type)
if(type in diseases) // Make sure this is a disease
D = new type(0, null)
if(!D)
return
var/name = stripped_input(usr,"Name:","Name the culture",D.name,MAX_NAME_LEN)
if(name == null)
return
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
B.icon_state = "bottle3"
B.pixel_x = rand(-3, 3)
B.pixel_y = rand(-3, 3)
replicator_cooldown(50)
var/list/data = list("viruses"=list(D))
B.name = "[name] culture bottle"
B.desc = "A small bottle. Contains [D.agent] culture in synthblood medium."
B.reagents.add_reagent("blood",20,data)
src.updateUsrDialog()
else
src.temp_html = "The replicator is not ready yet."
src.updateUsrDialog()
return
else if (href_list["empty_beaker"])
beaker.reagents.clear_reagents()
src.updateUsrDialog()
return
else if (href_list["eject"])
beaker:loc = src.loc
beaker = null
icon_state = "mixer0"
src.updateUsrDialog()
return
else if(href_list["clear"])
src.temp_html = ""
src.updateUsrDialog()
return
else if(href_list["name_disease"])
var/new_name = stripped_input(usr, "Name the Disease", "New Name", "", MAX_NAME_LEN)
if(!new_name)
return
if(..())
return
var/id = GetVirusTypeByIndex(text2num(href_list["name_disease"]))
if(archive_diseases[id])
var/datum/disease/advance/A = archive_diseases[id]
A.AssignName(new_name)
for(var/datum/disease/advance/AD in SSdisease.processing)
AD.Refresh()
src.updateUsrDialog()
else
usr << browse(null, "window=pandemic")
src.updateUsrDialog()
return
src.add_fingerprint(usr)
return
/obj/machinery/computer/pandemic/attack_hand(mob/user as mob)
if(..())
return
user.set_machine(src)
var/dat = ""
if(src.temp_html)
dat = "[src.temp_html]<BR><BR><A href='?src=\ref[src];clear=1'>Main Menu</A>"
else if(!beaker)
dat += "Please insert beaker.<BR>"
dat += "<A href='?src=\ref[user];mach_close=pandemic'>Close</A>"
else
var/datum/reagents/R = beaker.reagents
var/datum/reagent/blood/Blood = null
for(var/datum/reagent/blood/B in R.reagent_list)
if(B)
Blood = B
break
if(!R.total_volume||!R.reagent_list.len)
dat += "The beaker is empty<BR>"
else if(!Blood)
dat += "No blood sample found in beaker."
else if(!Blood.data)
dat += "No blood data found in beaker."
else
dat += "<h3>Blood sample data:</h3>"
dat += "<b>Blood DNA:</b> [(Blood.data["blood_DNA"]||"none")]<BR>"
dat += "<b>Blood Type:</b> [(Blood.data["blood_type"]||"none")]<BR>"
if(Blood.data["viruses"])
var/list/vir = Blood.data["viruses"]
if(vir.len)
var/i = 0
for(var/datum/disease/D in Blood.data["viruses"])
i++
if(!(D.visibility_flags & HIDDEN_PANDEMIC))
if(istype(D, /datum/disease/advance))
var/datum/disease/advance/A = D
D = archive_diseases[A.GetDiseaseID()]
if(D && D.name == "Unknown")
dat += "<b><a href='?src=\ref[src];name_disease=[i]'>Name Disease</a></b><BR>"
if(!D)
CRASH("We weren't able to get the advance disease from the archive.")
dat += "<b>Disease Agent:</b> [D?"[D.agent] - <A href='?src=\ref[src];create_virus_culture=[i]'>Create virus culture bottle</A>":"none"]<BR>"
dat += "<b>Common name:</b> [(D.name||"none")]<BR>"
dat += "<b>Description: </b> [(D.desc||"none")]<BR>"
dat += "<b>Spread:</b> [(D.spread_text||"none")]<BR>"
dat += "<b>Possible cure:</b> [(D.cure_text||"none")]<BR><BR>"
if(istype(D, /datum/disease/advance))
var/datum/disease/advance/A = D
dat += "<b>Symptoms:</b> "
var/english_symptoms = list()
for(var/datum/symptom/S in A.symptoms)
english_symptoms += S.name
dat += english_list(english_symptoms)
else
dat += "No detectable virus in the sample."
else
dat += "No detectable virus in the sample."
dat += "<BR><b>Contains antibodies to:</b> "
if(Blood.data["resistances"])
var/list/res = Blood.data["resistances"]
if(res.len)
dat += "<ul>"
var/i = 0
for(var/type in Blood.data["resistances"])
i++
var/disease_name = "Unknown"
if(!ispath(type))
var/datum/disease/advance/A = archive_diseases[type]
if(A)
disease_name = A.name
else
var/datum/disease/D = new type(0, null)
disease_name = D.name
dat += "<li>[disease_name] - <A href='?src=\ref[src];create_vaccine=[i]'>Create vaccine bottle</A></li>"
dat += "</ul><BR>"
else
dat += "nothing<BR>"
else
dat += "nothing<BR>"
dat += "<BR><A href='?src=\ref[src];eject=1'>Eject beaker</A>[((R.total_volume&&R.reagent_list.len) ? "-- <A href='?src=\ref[src];empty_beaker=1'>Empty beaker</A>":"")]<BR>"
dat += "<A href='?src=\ref[user];mach_close=pandemic'>Close</A>"
user << browse("<TITLE>[src.name]</TITLE><BR>[dat]", "window=pandemic;size=575x400")
onclose(user, "pandemic")
return
/obj/machinery/computer/pandemic/attackby(var/obj/I as obj, var/mob/user as mob)
if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(stat & (NOPOWER|BROKEN)) return
if(src.beaker)
user << "A beaker is already loaded into the machine."
return
src.beaker = I
user.drop_item()
I.loc = src
user << "You add the beaker to the machine!"
src.updateUsrDialog()
icon_state = "mixer1"
else if(istype(I, /obj/item/weapon/screwdriver))
if(src.beaker)
beaker.loc = get_turf(src)
..()
return
else
..()
return
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
/obj/machinery/reagentgrinder
name = "All-In-One Grinder"
desc = "Used to grind things up into raw materials."
icon = 'icons/obj/kitchen.dmi'
icon_state = "juicer1"
layer = 2.9
anchored = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 100
pass_flags = PASSTABLE
var/operating = 0
var/obj/item/weapon/reagent_containers/beaker = null
var/limit = 10
var/list/blend_items = list (
//Sheets
/obj/item/stack/sheet/mineral/plasma = list("plasma" = 20),
/obj/item/stack/sheet/metal = list("iron" = 20),
/obj/item/stack/sheet/plasteel = list("iron" = 20, "plasma" = 20),
/obj/item/stack/sheet/mineral/wood = list("carbon" = 20),
/obj/item/stack/sheet/glass = list("silicon" = 20),
/obj/item/stack/sheet/rglass = list("silicon" = 20, "iron" = 20),
/obj/item/stack/sheet/mineral/uranium = list("uranium" = 20),
/obj/item/stack/sheet/mineral/bananium = list("banana" = 20),
/obj/item/stack/sheet/mineral/silver = list("silver" = 20),
/obj/item/stack/sheet/mineral/gold = list("gold" = 20),
/obj/item/weapon/grown/nettle/basic = list("sacid" = 0),
/obj/item/weapon/grown/nettle/death = list("facid" = 0),
/obj/item/weapon/grown/novaflower = list("capsaicin" = 0, "condensedcapsaicin" = 0),
//Crayons (for overriding colours)
/obj/item/toy/crayon/red = list("redcrayonpowder" = 10),
/obj/item/toy/crayon/orange = list("orangecrayonpowder" = 10),
/obj/item/toy/crayon/yellow = list("yellowcrayonpowder" = 10),
/obj/item/toy/crayon/green = list("greencrayonpowder" = 10),
/obj/item/toy/crayon/blue = list("bluecrayonpowder" = 10),
/obj/item/toy/crayon/purple = list("purplecrayonpowder" = 10),
/obj/item/toy/crayon/mime = list("invisiblecrayonpowder" = 50),
//Blender Stuff
/obj/item/weapon/reagent_containers/food/snacks/grown/soybeans = list("soymilk" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato = list("ketchup" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/corn = list("cornoil" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/wheat = list("flour" = -5),
/obj/item/weapon/reagent_containers/food/snacks/grown/cherries = list("cherryjelly" = 0),
//Grinder stuff, but only if dry
/obj/item/weapon/reagent_containers/food/snacks/grown/coffee/arabica = list("coffeepowder" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/coffee/robusta = list("coffeepowder" = 0, "morphine" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/tea/aspera = list("teapowder" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/tea/astra = list("teapowder" = 0, "salglu_solution" = 0),
//All types that you can put into the grinder to transfer the reagents to the beaker. !Put all recipes above this.!
/obj/item/weapon/reagent_containers/pill = list(),
/obj/item/weapon/reagent_containers/food = list()
)
var/list/juice_items = list (
//Juicer Stuff
/obj/item/weapon/reagent_containers/food/snacks/grown/tomato = list("tomatojuice" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/carrot = list("carrotjuice" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/berries = list("berryjuice" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/banana = list("banana" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/potato = list("potato" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/citrus/lemon = list("lemonjuice" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/citrus/orange = list("orangejuice" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/citrus/lime = list("limejuice" = 0),
/obj/item/weapon/reagent_containers/food/snacks/watermelonslice = list("watermelonjuice" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/berries/poison = list("poisonberryjuice" = 0),
)
var/list/dried_items = list(
//Grinder stuff, but only if dry
/obj/item/weapon/reagent_containers/food/snacks/grown/coffee/arabica = list("coffeepowder" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/coffee/robusta = list("coffeepowder" = 0, "morphine" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/tea/aspera = list("teapowder" = 0),
/obj/item/weapon/reagent_containers/food/snacks/grown/tea/astra = list("teapowder" = 0, "salglu_solution" = 0),
)
var/list/holdingitems = list()
/obj/machinery/reagentgrinder/New()
..()
beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
return
/obj/machinery/reagentgrinder/update_icon()
icon_state = "juicer"+num2text(!isnull(beaker))
return
/obj/machinery/reagentgrinder/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(default_unfasten_wrench(user, O))
return
if (istype(O,/obj/item/weapon/reagent_containers/glass) || \
istype(O,/obj/item/weapon/reagent_containers/food/drinks/drinkingglass) || \
istype(O,/obj/item/weapon/reagent_containers/food/drinks/shaker))
if (beaker)
return 1
else
src.beaker = O
user.drop_item()
O.loc = src
update_icon()
src.updateUsrDialog()
return 0
if(is_type_in_list(O, dried_items))
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown))
var/obj/item/weapon/reagent_containers/food/snacks/grown/G = O