New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Reagent obfuscation #12460
Reagent obfuscation #12460
Conversation
ghost
commented
Oct 17, 2015
- Examining a reagent container no longer always displays reagents unless you meet certain requirements, instead displaying only the total volume of the reagents inside
- Silicons can always determine reagents, as can ghosts
- Science goggles allow wearers to view reagents, as well as other things with the scan_reagents variable (like the RD hardsuit helmet)
- Chemists now start wearing science goggles
- The bartender has beer goggles, sunglasses that also scan reagents
Probably should give some way for the bartender to tell whats in drinks too |
xenobio also has a reagent component, so maybe they should get one. In general this is something I always wanted to see though. |
I think It'd be better If you simply had to use the science goggles to examine the contents of a beaker, rather than add yet another set of glasses with just one use. |
I agree with WJ. Add it to science goggles. |
it would be nice if you could still tell how full a container is (but not what it is full with) without the goggles. like if you examined a glass it would say "It looks like it has 15u of reagents left." and if you had goggles it would say "It has 15u of water." or something |
yeah, you should still have to be able to see the quantity. Also I think the cryo tubes shouldn't show what is loaded in their beakers, it makes poisoning them pointless. |
Quantity is still shown. |
ChemHUDs removed. The functionality has been added to science goggles. The bartender has a pair called 'science glasses' that also look and function like sunglasses. Also, this is merge-ready. |
@xhuis make sure you can make science goggles in research |
👍 x 💯 Great idea. @Xhuis Might I suggest making this more modular and OOP? Instead of snowflaking this to JUST the science glasses, why not define a var for all clothing (or at least glasses and helmets), like "chemical scanner" or something. If it's set to 1, then you can see chemicals in an open container. That way this could be added to other things, in the future, without as much snowflake. It also means you could add this to, say, the RD's hardsuit. |
@Jalleo There is a recipe for science goggles in either the protolathe or autolathe, I can't remember which. I remember seeing it while I was in the code for it, though. |
I made the scanning more modular, as @Fox-McCloud asked. Now all clothing has the variable scan_reagents, and wearing any clothing with this variable will let you see reagents. |
@Xhuis idk man i feel that he should have aviators or some shit idfk |
You may want to change the bartenders glasses being a child of Science Goggles, the way it is now lets the them scan things for their research level. |
Now that it's a var, it could just be a pair of sunglasses with the chem scanner var set to 1. |
Done. |
Hrm. Fancy. I guess it would allow for silly antag fun? Or offering the clown a 'beverage' laced with so much poison that he cannot even honk for help before it takes him? 👍 |
It'd be neat if the container wasn't graduated (i.e. wasn't a beaker) it showed the volume as a fraction instead |
Yay for modularity! |
how bad are these revs they can't stun a guy and take his glasses so they kill him |
Is anyone gonna look at this? It's rotted for a week. |
Yeah, this is merge-ready. |
Ping Raz or something |
Goof is right, you still have unresolved code comments to fix! |
@Xhuis |
@Razharas |
Conflicts have been fixed. Doing more work. |
Okay, I still don't know how to check all clothing while also checking if that clothing is in the correct slot. |
I replaced the issilicon() check with has_unlimited_silicon_privilege. I still can't say this is merge-ready until I get help with the issues stated above. |
You could check the head, mask, and eye slots on the human mob for them. Those are the only three logical places where a scanning tool would be functional. |
@Xhuis ask @phil235 if he is ok with all the things now/have idea how to fix things |
I agree with GunHog, just check wear_mask, head and glasses.
Not super elegant, but it works. |
I've spent a ridiculous amount of time wrestling with DM trying to get that code snippet to work. I'm putting this on hiatus until I can finish my other work and get around to figuring out a better solution for this. |
@Razharas phil235 told me earlier today in Coderbus that he's okay with this being merged. |
@Razharas Can we merge this? |