/* Stack type objects! * Contains: * Stacks * Recipe datum * Recipe list datum */ /* * Stacks */ /obj/item/stack gender = PLURAL origin_tech = list(TECH_MATERIAL = 1) item_flags = ITEM_FLAG_HELD_MAP_TEXT var/list/datum/stack_recipe/recipes var/singular_name var/amount = 1 var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount var/stacktype //determines whether different stack types can merge ///Used when directly applied to a turf to behave as a different `/obj/item/stack/tile` than it's actual type var/obj/item/stack/tile/build_type = null var/uses_charge = 0 var/list/charge_costs = null var/list/datum/matter_synth/synths = null var/icon_has_variants = FALSE icon = 'icons/obj/item/stacks/materials.dmi' contained_sprite = TRUE /obj/item/stack/feedback_hints(mob/user, distance, is_adjacent) . += ..() if(is_adjacent) if(tool_behaviour != TOOL_CABLECOIL) if(!uses_charge) . += "There [src.amount == 1 ? "is" : "are"] [src.amount] [src.singular_name]\s in the stack." else . += "You have enough charge to produce [get_amount()]." /obj/item/stack/Initialize(mapload, amount) . = ..() if (!stacktype) stacktype = type if (amount) if(amount > max_amount) var/amount_overdue = amount - max_amount new type(get_turf(src), amount_overdue) // Remaining overflow recursively handled by new type amount = max_amount src.amount = amount if (icon_has_variants && !item_state) item_state = icon_state update_icon() return INITIALIZE_HINT_LATELOAD /obj/item/stack/LateInitialize() check_maptext(SMALL_FONTS(7, get_amount())) /obj/item/stack/Destroy() if (src && usr && usr.machine == src) usr << browse(null, "window=stack") usr.unset_machine() return ..() /obj/item/stack/update_icon() check_maptext(SMALL_FONTS(7, get_amount())) if (!icon_has_variants) return ..() if (amount <= (max_amount * (1/3))) icon_state = initial(icon_state) else if (amount <= (max_amount * (2/3))) icon_state = "[initial(icon_state)]_2" else icon_state = "[initial(icon_state)]_3" /obj/item/stack/attack_self(mob/user) list_recipes(user, recipes) /obj/item/stack/proc/list_recipes(mob/user, recipes_sublist, var/datum/stack_recipe/sublist) if(!recipes) return if(!src || get_amount() <= 0) user << browse(null, "window=stack") user.set_machine(src) //for correct work of onclose var/t1 = "Constructions from [capitalize_first_letters(src.name)]Amount Left: [src.get_amount()]
" if(sublist) t1 += "Back
" if(locate(/datum/stack_recipe_list) in recipes_sublist) t1 += "

Recipe Categories

" for(var/datum/stack_recipe_list/srl in recipes_sublist) t1 += "[capitalize_first_letters(srl.title)]
" if(locate(/datum/stack_recipe) in recipes_sublist) var/sublist_title = sublist ? " ([capitalize_first_letters(sublist.title)])" : "" t1 += "

Recipes[sublist_title]

" // Cache "skill visits" to avoid having to constantly recheck for components. var/alist/checked_skills = alist() var/visited_skill = null // Trinary boolean as null/0/nonzero for(var/datum/stack_recipe/R in recipes_sublist) var/lacks_skill = FALSE // If you put anything other than a skill component in the required skills for a recipe, I will destroy you. for(var/skill_comp, skill_level_requirement in R.required_skills_hard) visited_skill = checked_skills[skill_comp] // ** Trinary Check for Null, 0, or Nonzero. ** // Case for skill hasn't been checked yet. if (isnull(visited_skill)) // null if no component at all, otherwise equal to the skill level (which can be any real number). var/visited_comp = astype(user.GetComponent(skill_comp), SKILL_COMPONENT)?.skill_level // Case for "Non-Player Characters", which will never have the component at all. if (isnull(visited_comp)) checked_skills[skill_comp] = SKILL_LEVEL_PROFESSIONAL continue // Not a player character, just assume they can craft everything. // Player characters will always have the component if relevant. checked_skills[skill_comp] = visited_comp if (visited_comp < skill_level_requirement) lacks_skill = TRUE break // Case for skill has been checked AND the character has the component. else if (visited_skill < skill_level_requirement) lacks_skill = TRUE break var/max_multiplier = round(src.get_amount() / R.req_amount) var/title = "" var/can_build = TRUE can_build = (max_multiplier > 0) if(lacks_skill) can_build = FALSE if(R.res_amount > 1) title += "[R.res_amount]x [R.title]\s" else title += "[capitalize_first_letters(R.title)]" title += " ([R.req_amount] [src.singular_name]\s)" if(can_build) var/sublist_var = sublist ? "[REF(sublist)]" : "" t1 += "[title]" else t1 += "[lacks_skill ? "Missing Skill — " : ""]
[title]
[lacks_skill ? "
" : ""]
" continue if(R.max_res_amount > 1 && max_multiplier > 1) max_multiplier = min(max_multiplier, round(R.max_res_amount / R.res_amount)) t1 += " |" var/list/multipliers = list(5, 10, 25) for(var/n in multipliers) if(max_multiplier >= n) var/sublist_var = sublist ? "[REF(sublist)]" : "" t1 += " [n * R.res_amount]x" if(!(max_multiplier in multipliers)) var/sublist_var = sublist ? "[REF(sublist)]" : "" t1 += " [max_multiplier * R.res_amount]x" t1 += "
" t1 += "
" var/datum/browser/stack_win = new(user, "stack", capitalize_first_letters(name)) stack_win.set_content(t1) stack_win.add_stylesheet("misc", 'html/browser/misc.css') stack_win.open() /obj/item/stack/proc/produce_recipe(datum/stack_recipe/recipe, var/quantity, mob/user) var/required = quantity*recipe.req_amount var/produced = min(quantity*recipe.res_amount, recipe.max_res_amount) if (!can_use(required)) if (produced>1) to_chat(user, SPAN_WARNING("You haven't got enough [src] to build \the [produced] [recipe.title]\s!")) else to_chat(user, SPAN_WARNING("You haven't got enough [src] to build \the [recipe.title]!")) return if (recipe.one_per_turf && (locate(recipe.result_type) in user.loc)) to_chat(user, SPAN_WARNING("There is another [recipe.title] here!")) return if (recipe.on_floor && !isfloor(user.loc)) to_chat(user, SPAN_WARNING("\The [recipe.title] must be constructed on the floor!")) return var/skill_diff = 0 for (var/skill_type, required_level in recipe.required_skills_soft) skill_diff += required_level - astype(user.GetComponent(skill_type), SKILL_COMPONENT)?.skill_level to_chat(user, SPAN_NOTICE("Building [recipe.title]...")) var/doafter_time = recipe.time if (doafter_time) // Approximately no crafting time if you beat the skill req by 4, approximately twice as long to craft if you're under by 4. // No need to do an expensive min because it is mathematically impossible for this to ever be negative. doafter_time += doafter_time * ftanh(0.5 * skill_diff) if (!do_after(user, doafter_time, do_flags = DO_REPAIR_CONSTRUCT)) return if (use(required)) recipe.Produce(produced, user.loc, user.dir, user, skill_diff) /obj/item/stack/Topic(href, href_list) ..() if((usr.restrained() || usr.stat || usr.get_active_hand() != src)) return if(href_list["go_back"]) list_recipes(usr, recipes) return if(href_list["sublist"] && !href_list["make"]) var/datum/stack_recipe_list/recipe_list = locate(href_list["sublist"]) in recipes list_recipes(usr, recipe_list.recipes, recipe_list) if(href_list["make"]) if(src.get_amount() < 1) qdel(src) //Never should happen var/datum/stack_recipe/R = locate(href_list["make"]) in recipes if(href_list["sublist"]) var/datum/stack_recipe_list/recipe_list = locate(href_list["sublist"]) in recipes R = locate(href_list["make"]) in recipe_list.recipes var/multiplier = text2num(href_list["multiplier"]) if(!multiplier || (multiplier <= 0)) //href exploit protection return produce_recipe(R, multiplier, usr) updateUsrDialog() //Return 1 if an immediate subsequent call to use() would succeed. //Ensures that code dealing with stacks uses the same logic /obj/item/stack/proc/can_use(var/used, var/mob/user=null) if (get_amount() < used) if(user && isrobot(user)) to_chat(user, SPAN_WARNING("You don't have enough charge left in your synthesizer!")) return 0 return 1 /obj/item/stack/use(var/used) if (!can_use(used)) return 0 if(!uses_charge) amount -= used if (amount <= 0) if(usr) usr.remove_from_mob(src) qdel(src) //should be safe to qdel immediately since if someone is still using this stack it will persist for a little while longer update_icon() return 1 else for(var/i = 1 to charge_costs.len) var/datum/matter_synth/S = synths[i] if(!S.use_charge(charge_costs[i] * used)) // Doesn't need to be deleted return 0 check_maptext(SMALL_FONTS(7, get_amount())) return 1 /obj/item/stack/proc/add(var/extra) if(!uses_charge) if(amount + extra > get_max_amount()) return 0 else amount += extra update_icon() return 1 else if(!synths || synths.len < uses_charge) return 0 else for(var/i = 1 to uses_charge) var/datum/matter_synth/S = synths[i] S.add_charge(charge_costs[i] * extra) check_maptext(SMALL_FONTS(7, get_amount())) /* The transfer and split procs work differently than use() and add(). Whereas those procs take no action if the desired amount cannot be added or removed these procs will try to transfer whatever they can. They also remove an equal amount from the source stack. */ //attempts to transfer amount to S, and returns the amount actually transferred /obj/item/stack/proc/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified) if (!get_amount()) return 0 if ((stacktype != S.stacktype) && !type_verified) return 0 if (isnull(tamount)) tamount = src.get_amount() var/transfer = max(min(tamount, src.get_amount(), (S.get_max_amount() - S.get_amount())), 0) var/orig_amount = src.get_amount() if (transfer && src.use(transfer)) S.add(transfer) if (prob(transfer/orig_amount * 100)) transfer_fingerprints_to(S) if(blood_DNA) S.blood_DNA |= blood_DNA return transfer return 0 //creates a new stack with the specified amount /obj/item/stack/proc/split(var/tamount) if (!get_amount()) return null var/transfer = max(min(tamount, src.amount, initial(max_amount)), 0) var/orig_amount = src.get_amount() if (transfer && src.use(transfer)) var/obj/item/stack/newstack = new src.stacktype(loc, transfer) newstack.color = color if (prob(transfer/orig_amount * 100)) transfer_fingerprints_to(newstack) if(blood_DNA) newstack.blood_DNA |= blood_DNA return newstack return null /obj/item/stack/proc/get_amount() if(uses_charge) if(!synths || synths.len < uses_charge) return 0 var/datum/matter_synth/S = synths[1] . = round(S.get_charge() / charge_costs[1]) if(charge_costs.len > 1) for(var/i = 2 to charge_costs.len) S = synths[i] . = min(., round(S.get_charge() / charge_costs[i])) return return amount /obj/item/stack/proc/get_max_amount() if(uses_charge) if(!synths || synths.len < uses_charge) return 0 var/datum/matter_synth/S = synths[1] . = round(S.max_energy / charge_costs[1]) if(uses_charge > 1) for(var/i = 2 to uses_charge) S = synths[i] . = min(., round(S.max_energy / charge_costs[i])) return return max_amount /obj/item/stack/proc/add_to_stacks(mob/user as mob) for (var/obj/item/stack/item in user.loc) if (item==src) continue var/transfer = src.transfer_to(item) if (transfer) to_chat(user, SPAN_NOTICE("You add a new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s.")) item.update_icon() if(!amount) break /obj/item/stack/attack_hand(mob/user as mob) if (user.get_inactive_hand() == src) var/obj/item/stack/F = src.split(1) if (F) if (!user.can_use_hand()) return user.put_in_hands(F) src.add_fingerprint(user) F.add_fingerprint(user) spawn(0) if (src && usr.machine==src) src.interact(usr) else ..() return /obj/item/stack/attackby(obj/item/attacking_item, mob/user) if (istype(attacking_item, /obj/item/stack)) var/obj/item/stack/S = attacking_item if (user.get_inactive_hand()==src) src.transfer_to(S, 1) else src.transfer_to(S) spawn(0) //give the stacks a chance to delete themselves if necessary if (S && usr.machine==S) S.interact(usr) if (src && usr.machine==src) src.interact(usr) else return ..() /* * Recipe datum */ /datum/stack_recipe var/title = "ERROR" var/result_type var/req_amount = 1 //amount of material needed for this recipe var/res_amount = 1 //amount of stuff that is produced in one batch (e.g. 4 for floor tiles) var/max_res_amount = 1 var/time = 0 var/one_per_turf = 0 var/on_floor = 0 var/use_material /** * Assoc list of required skills to required skill levels. Requirements are taken as a "soft" requirement used to generate a "skill difference", which is applied as a modifier to a d20 roll. * This roll currently just affects the name of the resulting item and is for fun, but should be later expanded to have more unique effects. * THIS MAY ONLY HAVE /datum/component/skill/skill_name in it. I WILL DESTROY YOU IF YOU PUT ANYTHING ELSE IN HERE. */ var/alist/required_skills_soft /** * Assoc list of required skills to required skill levels. This is the MINIMUM to craft the item. * You must have ALL these skills at that level to see the item as craftable. * THIS MAY ONLY HAVE /datum/component/skill/skill_name in it. I WILL DESTROY YOU IF YOU PUT ANYTHING ELSE IN HERE. */ var/alist/required_skills_hard /datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0, supplied_material = null, alist/required_skills_soft, alist/required_skills_hard) src.title = title src.result_type = result_type if(ispath(result_type, /obj/structure)) var/obj/structure/S = result_type src.req_amount = initial(S.build_amt) ? initial(S.build_amt) : req_amount else src.req_amount = req_amount src.res_amount = res_amount src.max_res_amount = max_res_amount src.time = time src.one_per_turf = one_per_turf src.on_floor = on_floor src.use_material = supplied_material src.required_skills_soft = required_skills_soft src.required_skills_hard = required_skills_hard /datum/stack_recipe/proc/Produce(var/amount = 1, var/loc = null, var/dir = NORTH, var/user = null, var/skill_diff = 0) if(amount < 1) return null var/atom/O if(use_material) O = new result_type(loc, use_material) else O = new result_type(loc) O.set_dir(dir) O.add_fingerprint(user) if (istype(O, /obj/item/stack)) var/obj/item/stack/S = O S.amount = amount S.update_icon() if(user) S.add_to_stacks(user) if (istype(O, /obj/item/storage)) //BubbleWrap - so newly formed boxes are empty for (var/obj/item/I in O) qdel(I) return O /* * Recipe list datum */ /datum/stack_recipe_list var/title = "ERROR" var/list/recipes = null /datum/stack_recipe_list/New(new_title, new_recipes) src.title = new_title src.recipes = new_recipes