mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-11 16:07:36 +01:00
ec530578f6
Some regression cropped up somewhere that made fabrication systems break- adds a bunch of helpers to deal with.
318 lines
11 KiB
Plaintext
318 lines
11 KiB
Plaintext
/obj/structure/machinery/r_n_d/protolathe
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name = "protolathe"
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desc = "An upgraded variant of a common Autolathe, this can only be operated via a nearby RnD console, but can manufacture cutting edge technology, provided it has the design and the correct materials."
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icon_state = "protolathe"
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atom_flags = ATOM_FLAG_OPEN_CONTAINER
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idle_power_usage = 30 WATTS
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active_power_usage = 25 KILO WATTS
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var/max_material_storage = 100000
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var/list/materials = list(MATERIAL_STEEL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0, MATERIAL_DIAMOND = 0)
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/**
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* A `/list` of enqueued `/datum/design` to be printed, processed in the queue
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*/
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var/list/datum/design/queue = list()
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/**
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* How much efficient (or inefficient) the protolathe is at manufacturing things
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*/
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var/mat_efficiency = 1
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/**
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* The production speed of this specific protolathe, a factor
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*/
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var/production_speed = 1
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///The timer id for the build callback, if we're building something
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var/build_callback_timer
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component_types = list(
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/obj/item/circuitboard/protolathe,
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/obj/item/stock_parts/matter_bin = 2,
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/obj/item/stock_parts/manipulator = 2,
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/obj/item/reagent_containers/glass/beaker = 2
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)
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/obj/structure/machinery/r_n_d/protolathe/upgrade_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "- Upgraded <b>matter bins</b> will increase material storage capacity."
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. += SPAN_NOTICE(" - The current storage capacity is <b>[max_material_storage / 2000]</b> sheets")
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. += "- Upgraded <b>manipulators</b> will improve material use efficiency and increase fabrication speed."
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. += SPAN_NOTICE(" - The current speed increase is <b>[round((1 - (1 / production_speed)) * 100)]%</b>")
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. += SPAN_NOTICE(" - The current cost reduction is <b>[round((1 - mat_efficiency) * 100)]%</b>")
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///Returns the total of all the stored materials
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/obj/structure/machinery/r_n_d/protolathe/proc/TotalMaterials()
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SSmaterials.normalize_material_amounts(materials)
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var/t = 0
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for(var/f in materials)
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t += materials[f]
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return t
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/obj/structure/machinery/r_n_d/protolathe/RefreshParts()
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..()
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// Adjust reagent container volume to match combined volume of the inserted beakers
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var/T = 0
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for(var/obj/item/reagent_containers/glass/G in component_parts)
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T += G.reagents.maximum_volume
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create_reagents(T)
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// Transfer all reagents from the beakers to internal reagent container
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for(var/obj/item/reagent_containers/glass/G in component_parts)
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G.reagents.trans_to_obj(src, G.reagents.total_volume)
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// Adjust material storage capacity to scale with matter bin rating
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max_material_storage = 0
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for(var/obj/item/stock_parts/matter_bin/M in component_parts)
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max_material_storage += M.rating * 75000
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// Adjust production speed to increase with manipulator rating
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T = 0
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for(var/obj/item/stock_parts/manipulator/M in component_parts)
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T += M.rating
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mat_efficiency = 1 - (T - 2) / 8
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production_speed = T / 2
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update_icon()
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/obj/structure/machinery/r_n_d/protolathe/dismantle()
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for(var/obj/I in component_parts)
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if(istype(I, /obj/item/reagent_containers/glass/beaker))
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reagents.trans_to_obj(I, reagents.total_volume)
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SSmaterials.normalize_material_amounts(materials)
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for(var/f in materials)
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if(materials[f] >= SHEET_MATERIAL_AMOUNT)
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var/path = getMaterialType(f)
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if(path)
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var/obj/item/stack/S = new path(loc)
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S.amount = round(materials[f] / SHEET_MATERIAL_AMOUNT)
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..()
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/obj/structure/machinery/r_n_d/protolathe/power_change()
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. = ..()
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update_icon()
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/obj/structure/machinery/r_n_d/protolathe/update_icon()
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ClearOverlays()
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if(panel_open)
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AddOverlays("[icon_state]_panel")
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if(!(stat & (NOPOWER|BROKEN)))
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AddOverlays(emissive_appearance(icon, "[icon_state]_lights"))
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AddOverlays("[icon_state]_lights")
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if(build_callback_timer)
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AddOverlays("[icon_state]_working")
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AddOverlays(emissive_appearance(icon, "[icon_state]_lights_working"))
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AddOverlays("[icon_state]_lights_working")
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/obj/structure/machinery/r_n_d/protolathe/attackby(obj/item/attacking_item, mob/user)
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if(user.a_intent == I_HURT)
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return ..()
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if(build_callback_timer)
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to_chat(user, SPAN_NOTICE("\The [src] is busy. Please wait for completion of previous operation."))
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return TRUE
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if(default_deconstruction_screwdriver(user, attacking_item))
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if(linked_console)
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linked_console.linked_lathe = null
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linked_console = null
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return TRUE
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if(default_deconstruction_crowbar(user, attacking_item))
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return TRUE
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if(default_part_replacement(user, attacking_item))
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return TRUE
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if(attacking_item.is_open_container())
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return TRUE
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if(panel_open)
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to_chat(user, SPAN_NOTICE("You can't load \the [src] while it's opened."))
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return TRUE
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if(!linked_console)
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to_chat(user, SPAN_NOTICE("The [src] must be linked to an R&D console first!"))
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return TRUE
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if(!istype(attacking_item, /obj/item/stack/material))
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to_chat(user, SPAN_NOTICE("You cannot insert this item into \the [src]!"))
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return TRUE
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if(stat)
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return TRUE
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if(TotalMaterials() + SHEET_MATERIAL_AMOUNT > max_material_storage)
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to_chat(user, SPAN_NOTICE("The [src]'s material bin is full. Please remove material before adding more."))
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return TRUE
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var/obj/item/stack/material/stack = attacking_item
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if(!stack.default_type)
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to_chat(user, SPAN_WARNING("This stack cannot be used!"))
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return
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var/max_value = min(stack.get_amount(), round((max_material_storage - TotalMaterials()) / SHEET_MATERIAL_AMOUNT))
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var/amount = tgui_input_number(user, "How many sheets do you want to add?", "Add sheets", min(10, max_value), max_value = max_value, min_value = 1, round_value = TRUE)
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if(!attacking_item)
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return
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if(!Adjacent(user))
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to_chat(user, SPAN_NOTICE("The [src] is too far away for you to insert this."))
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return
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if(amount <= 0)//No negative numbers, no nulls
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return
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var/mutable_appearance/M = mutable_appearance(icon, "material_insertion")
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M.color = stack.material.icon_colour
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//first play the insertion animation
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flick_overlay_view(M, 1 SECONDS)
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//now play the progress bar animation
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flick_overlay_view(mutable_appearance(icon, "protolathe_progress"), 1 SECONDS)
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//Use some power and add the materials
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use_power_oneoff(max(1000, (SHEET_MATERIAL_AMOUNT * amount / 10)))
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if(do_after(user, 1.6 SECONDS))
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if(stack.use(amount))
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if(amount>1)
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to_chat(user, SPAN_NOTICE("You add [amount] [stack.material.sheet_plural_name] of [stack.material.name] to \the [src]."))
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else
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to_chat(user, SPAN_NOTICE("You add [amount] [stack.material.sheet_singular_name] of [stack.material.name] to \the [src]."))
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SSmaterials.add_material_amount(materials, stack.default_type, amount * SHEET_MATERIAL_AMOUNT)
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//In case there's things queued up, we run the queue handler
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handle_queue()
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//Give an update on the UIs
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updateUsrDialog()
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if(linked_console)
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linked_console.updateUsrDialog()
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/**
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* Adds a design to the queue
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*
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* * design_to_add: The design to add
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*/
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/obj/structure/machinery/r_n_d/protolathe/proc/addToQueue(datum/design/design_to_add)
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queue += design_to_add
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//Wake up, we have things to do
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handle_queue()
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/**
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* Removes a design from the queue
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*
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* * index: The index of the design to remove
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*/
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/obj/structure/machinery/r_n_d/protolathe/proc/removeFromQueue(index)
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queue.Cut(index, index + 1)
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//Wake up, we have things to do
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handle_queue()
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/**
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* Handle the construction queue
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*/
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/obj/structure/machinery/r_n_d/protolathe/proc/handle_queue()
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//No work to do or already busy, stop
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if(!length(queue) || build_callback_timer)
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update_icon()
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return
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//If there's no power, there's no building
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if(stat & NOPOWER)
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queue = list()
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update_icon()
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return
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//Get the first design in the queue
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var/datum/design/D = queue[1]
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//If we can build it, process the request
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if(canBuild(D))
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build_callback_timer = addtimer(CALLBACK(src, PROC_REF(build), D), (D.time / production_speed), TIMER_UNIQUE)
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removeFromQueue(1)
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else
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visible_message(SPAN_NOTICE("[icon2html(src, viewers(get_turf(src)))] \The [src] flashes: Insufficient materials: [getLackingMaterials(D)]."))
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if(linked_console)
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linked_console.updateUsrDialog()
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update_icon()
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/**
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* Checks if the protolathe can build the given design
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*
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* * design_to_check: The design to check
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*
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* Returns `TRUE` if the design can be built, `FALSE` otherwise
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*/
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/obj/structure/machinery/r_n_d/protolathe/proc/canBuild(datum/design/design_to_check)
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SSmaterials.normalize_material_amounts(materials)
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for(var/M in design_to_check.materials)
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var/material = SSmaterials.material_to_path(M, FALSE)
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if(!material)
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material = M
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if((materials[material] || 0) < design_to_check.materials[M])
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return FALSE
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for(var/C in design_to_check.chemicals)
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if(!reagents.has_reagent(C, design_to_check.chemicals[C]))
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return FALSE
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return TRUE
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/**
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* Get what materials (chemicals included) are lacking from being able to build the given design
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*
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* * design_to_check: The design to check
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*
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* Returns a string of the materials that are missing
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*/
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/obj/structure/machinery/r_n_d/protolathe/proc/getLackingMaterials(var/datum/design/design_to_check)
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SSmaterials.normalize_material_amounts(materials)
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var/ret = ""
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for(var/M in design_to_check.materials)
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var/amount = SSmaterials.get_material_amount(materials, M)
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if(amount < design_to_check.materials[M])
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if(ret != "")
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ret += ", "
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ret += "[design_to_check.materials[M] - amount] [SSmaterials.material_display_name(M)]"
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for(var/C in design_to_check.chemicals)
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if(!reagents.has_reagent(C, design_to_check.chemicals[C]))
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var/singleton/reagent/R = GET_SINGLETON(C)
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if(ret != "")
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ret += ", "
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ret += "[R.name]"
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return ret
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/**
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* Builds the given design, assuming all the necessary conditions are met
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*
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* * design_to_build: The design to build
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*/
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/obj/structure/machinery/r_n_d/protolathe/proc/build(datum/design/design_to_build)
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//Consume some power
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var/power = active_power_usage
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for(var/M in design_to_build.materials)
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power += round(design_to_build.materials[M] / 2)
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power = max(active_power_usage, power)
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use_power_oneoff(power)
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//Consume the materials
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SSmaterials.normalize_material_amounts(materials)
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for(var/M in design_to_build.materials)
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SSmaterials.remove_material_amount(materials, M, design_to_build.materials[M] * mat_efficiency)
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for(var/C in design_to_build.chemicals)
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reagents.remove_reagent(C, design_to_build.chemicals[C] * mat_efficiency)
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intent_message(MACHINE_SOUND)
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if(design_to_build.build_path)
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var/obj/new_item = design_to_build.Fabricate(src, src)
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new_item.forceMove(loc)
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if(mat_efficiency != 1) // No matter out of nowhere
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if(new_item.matter && new_item.matter.len > 0)
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for(var/i in new_item.matter)
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new_item.matter[i] = new_item.matter[i] * mat_efficiency
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//We finished building, clear the timer
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build_callback_timer = null
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//Do the queue handling for the next item, or to stop
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handle_queue()
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