mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-20 07:02:05 +00:00
When you click the security records console with an ID, it no longer gives you the violent message of you hitting it. You just put the ID in, like a normal person. You can put your ID directly into the ore processing console (like you can with every other ID console) instead of hitting it with your ID like a spaz and then having to go into the interface and click the "Insert ID" line to put your ID in. (The line is still an option, like with other consoles.) The RIG module press lets you put your to-be-pressed item inside without having to hit it with the item along the way.
345 lines
10 KiB
Plaintext
345 lines
10 KiB
Plaintext
/**********************Mineral processing unit console**************************/
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/obj/machinery/mineral/processing_unit_console
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name = "ore redemption console"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "console"
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density = 0
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anchored = 1
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use_power = 1
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idle_power_usage = 15
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active_power_usage = 50
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var/obj/machinery/mineral/processing_unit/machine = null
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var/show_all_ores = 0
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var/points = 0
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var/obj/item/weapon/card/id/inserted_id
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/obj/machinery/mineral/processing_unit_console/proc/setup_machine(mob/user)
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if(!machine)
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var/area/A = get_area(src)
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var/best_distance = INFINITY
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for(var/obj/machinery/mineral/processing_unit/checked_machine in SSmachinery.all_machines)
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if(A == get_area(checked_machine) && get_dist_euclidian(checked_machine,src) < best_distance)
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machine = checked_machine
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best_distance = get_dist_euclidian(checked_machine,src)
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if (machine)
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machine.console = src
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else
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user << "<span class='warning'>ERROR: Linked machine not found!</span>"
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return machine
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/obj/machinery/mineral/processing_unit_console/attack_hand(mob/user)
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add_fingerprint(user)
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interact(user)
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/obj/machinery/mineral/processing_unit_console/attackby(obj/item/I, mob/user)
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if(istype(I,/obj/item/weapon/card/id))
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var/obj/item/weapon/card/id/C = user.get_active_hand()
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if(istype(C) && !istype(inserted_id))
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user.drop_from_inventory(C,src)
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inserted_id = C
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interact(user)
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else
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..()
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/obj/machinery/mineral/processing_unit_console/interact(mob/user)
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if(..())
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return
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if(!setup_machine(user))
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return
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if(!allowed(user))
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user << "<span class='warning'>Access denied.</span>"
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return
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user.set_machine(src)
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var/dat = "<h1>Ore processor console</h1>"
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dat += "Current unclaimed points: [points]<br>"
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if(istype(inserted_id))
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dat += "You have [inserted_id.mining_points] mining points collected. <A href='?src=\ref[src];choice=eject'>Eject ID.</A><br>"
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dat += "<A href='?src=\ref[src];choice=claim'>Claim points.</A><br>"
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else
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dat += "No ID inserted. <A href='?src=\ref[src];choice=insert'>Insert ID.</A><br>"
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dat += "<hr><table>"
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for(var/ore in machine.ores_processing)
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if(!machine.ores_stored[ore] && !show_all_ores) continue
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var/ore/O = ore_data[ore]
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if(!O) continue
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dat += "<tr><td width = 40><b>[capitalize(O.display_name)]</b></td><td width = 30>[machine.ores_stored[ore]]</td><td width = 100>"
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if(machine.ores_processing[ore])
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switch(machine.ores_processing[ore])
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if(0)
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dat += "<font color='red'>not processing</font>"
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if(1)
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dat += "<font color='orange'>smelting</font>"
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if(2)
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dat += "<font color='blue'>compressing</font>"
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if(3)
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dat += "<font color='gray'>alloying</font>"
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else
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dat += "<font color='red'>not processing</font>"
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dat += ".</td><td width = 30><a href='?src=\ref[src];toggle_smelting=[ore]'>\[change\]</a></td></tr>"
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dat += "</table><hr>"
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dat += "Currently displaying [show_all_ores ? "all ore types" : "only available ore types"]. <A href='?src=\ref[src];toggle_ores=1'>\[[show_all_ores ? "show less" : "show more"]\]</a></br>"
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dat += "The ore processor is currently <A href='?src=\ref[src];toggle_power=1'>[(machine.active ? "<font color='green'>processing</font>" : "<font color='red'>disabled</font>")]</a>."
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user << browse(dat, "window=processor_console;size=400x500")
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onclose(user, "processor_console")
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return
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/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
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if(..())
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return 1
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usr.set_machine(src)
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src.add_fingerprint(usr)
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if(href_list["choice"])
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if(istype(inserted_id))
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if(href_list["choice"] == "eject")
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inserted_id.forceMove(loc)
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if(!usr.get_active_hand())
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usr.put_in_hands(inserted_id)
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inserted_id = null
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if(href_list["choice"] == "claim")
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if(access_mining_station in inserted_id.access)
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if(points >= 0)
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inserted_id.mining_points += points
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if(points != 0)
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ping( "\The [src] pings, \"Point transfer complete! Transaction total: [points] points!\"" )
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points = 0
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else
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usr << "<span class='warning'>[station_name()]'s mining division is currently indebted to NanoTrasen. Transaction incomplete until debt is cleared.</span>"
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else
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usr << "<span class='warning'>Required access not found.</span>"
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else if(href_list["choice"] == "insert")
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var/obj/item/weapon/card/id/I = usr.get_active_hand()
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if(istype(I))
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usr.drop_from_inventory(I,src)
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inserted_id = I
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else usr << "<span class='warning'>No valid ID.</span>"
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if(href_list["toggle_smelting"])
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var/choice = input("What setting do you wish to use for processing [href_list["toggle_smelting"]]?") as null|anything in list("Smelting","Compressing","Alloying","Nothing")
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if(!choice) return
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switch(choice)
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if("Nothing") choice = 0
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if("Smelting") choice = 1
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if("Compressing") choice = 2
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if("Alloying") choice = 3
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machine.ores_processing[href_list["toggle_smelting"]] = choice
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if(href_list["toggle_power"])
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machine.active = !machine.active
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if(machine.active)
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machine.icon_state = "furnace"
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else
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machine.icon_state = "furnace-off"
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if(href_list["toggle_ores"])
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show_all_ores = !show_all_ores
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src.updateUsrDialog()
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return
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/**********************Mineral processing unit**************************/
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/obj/machinery/mineral/processing_unit
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name = "industrial smelter" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable phoron... //lol fuk u bay it is //i'm gay
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "furnace-off"
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density = 1
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anchored = 1
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light_range = 3
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var/obj/machinery/mineral/input = null
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var/obj/machinery/mineral/output = null
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var/obj/machinery/mineral/processing_unit_console/console = null
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var/sheets_per_tick = 20
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var/list/ores_processing[0]
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var/list/ores_stored[0]
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var/static/list/alloy_data
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var/active = 0
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use_power = 1
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idle_power_usage = 15
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active_power_usage = 150
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component_types = list(
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/obj/item/weapon/circuitboard/refiner,
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/obj/item/weapon/stock_parts/capacitor = 2,
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/obj/item/weapon/stock_parts/scanning_module,
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/obj/item/weapon/stock_parts/micro_laser = 2,
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/obj/item/weapon/stock_parts/matter_bin
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)
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/obj/machinery/mineral/processing_unit/Initialize()
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. = ..()
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// initialize static alloy_data list
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if(!alloy_data)
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alloy_data = list()
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for(var/alloytype in typesof(/datum/alloy)-/datum/alloy)
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alloy_data += new alloytype()
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for (var/O in ore_data)
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ores_processing[O] = 0
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ores_stored[O] = 0
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//Locate our output and input machinery.
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for (var/dir in cardinal)
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src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
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if(src.input) break
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for (var/dir in cardinal)
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src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
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if(src.output) break
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/obj/machinery/mineral/processing_unit/machinery_process()
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..()
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if (!src.output || !src.input) return
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var/list/tick_alloys = list()
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//Grab some more ore to process this tick.
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for(var/i = 0,i<sheets_per_tick,i++)
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var/obj/item/weapon/ore/O = locate() in input.loc
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if(!O) break
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if(!isnull(ores_stored[O.material]))
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ores_stored[O.material]++
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qdel(O)
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if(!active)
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if(icon_state != "furnace-off")
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icon_state = "furnace-off"
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return
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//Process our stored ores and spit out sheets.
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var/sheets = 0
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for(var/metal in ores_stored)
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if(sheets >= sheets_per_tick) break
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if(ores_stored[metal] > 0 && ores_processing[metal] != 0)
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var/ore/O = ore_data[metal]
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if(!O) continue
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if(ores_processing[metal] == 3 && O.alloy) //Alloying.
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for(var/datum/alloy/A in alloy_data)
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if(A.metaltag in tick_alloys)
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continue
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tick_alloys += A.metaltag
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var/enough_metal
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if(!isnull(A.requires[metal]) && ores_stored[metal] >= A.requires[metal]) //We have enough of our first metal, we're off to a good start.
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enough_metal = 1
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for(var/needs_metal in A.requires)
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//Check if we're alloying the needed metal and have it stored.
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if(ores_processing[needs_metal] != 3 || ores_stored[needs_metal] < A.requires[needs_metal])
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enough_metal = 0
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break
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if(!enough_metal)
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continue
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else
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var/total
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for(var/needs_metal in A.requires)
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if(console)
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var/ore/Ore = ore_data[needs_metal]
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console.points += Ore.worth
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use_power(100)
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ores_stored[needs_metal] -= A.requires[needs_metal]
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total += A.requires[needs_metal]
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total = max(1,round(total*A.product_mod)) //Always get at least one sheet.
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sheets += total-1
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for(var/i=0,i<total,i++)
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new A.product(output.loc)
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else if(ores_processing[metal] == 2 && O.compresses_to) //Compressing.
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var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
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if(can_make%2>0) can_make--
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var/material/M = get_material_by_name(O.compresses_to)
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if(!istype(M) || !can_make || ores_stored[metal] < 1)
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continue
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for(var/i=0,i<can_make,i+=2)
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if(console)
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console.points += O.worth*2
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use_power(100)
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ores_stored[metal]-=2
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sheets+=2
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new M.stack_type(output.loc)
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else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
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var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
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var/material/M = get_material_by_name(O.smelts_to)
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if(!istype(M) || !can_make || ores_stored[metal] < 1)
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continue
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for(var/i=0,i<can_make,i++)
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if(console)
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console.points += O.worth
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use_power(100)
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ores_stored[metal]--
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sheets++
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new M.stack_type(output.loc)
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else
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if(console)
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console.points -= O.worth*3 //reee wasting our materials!
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use_power(500)
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ores_stored[metal]--
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sheets++
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new /obj/item/weapon/ore/slag(output.loc)
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else
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continue
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console.updateUsrDialog()
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/obj/machinery/mineral/processing_unit/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(default_deconstruction_screwdriver(user, W))
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return
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else if(default_part_replacement(user, W))
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return
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/obj/machinery/mineral/processing_unit/RefreshParts()
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..()
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var/scan_rating = 0
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var/cap_rating = 0
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var/laser_rating = 0
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for(var/obj/item/weapon/stock_parts/P in component_parts)
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if(isscanner(P))
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scan_rating += P.rating
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else if(iscapacitor(P))
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cap_rating += P.rating
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else if(ismicrolaser(P))
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laser_rating += P.rating
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sheets_per_tick += scan_rating + cap_rating + laser_rating |