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Aurora.3/code/modules/mining/machine_processing.dm
T
802d3fe01f Persistency subsystem update - Generics and history records (#22114)
# Summary

This PR is the next update to the persistency subsystem. The goal of
this PR is to provide more framework like functions to allow more types
of content to be made persistent.

Currently only volatile game objects created during a round can be (*in
a [clean](https://www.youtube.com/watch?v=rZ3ETK7-ZM8) way*) saved and
made persistent. This update attempts to provide methods to make
*everything*¹ persistent.

This introduces persistent generics and history.

## Database

The following things are going to be changed and added in the database  
(open in new tab for better visibility, PNG file includes the drawIO
code):

<img width="1692" height="1041" alt="aurora_persistency_db drawio"
src="https://github.com/user-attachments/assets/ea53f419-f9aa-4592-af8f-3a8d5edf3177"
/>

**Deviations on database implementation from diagram:**  
- Removed unique constraint on history table - Prevented adding multiple
records per round per attribute.

## Framework surface changes

- MC/VV: Moved global object track register to subsystem var space.
- MC/VV: Point of interest: Added history_cache and generic_cache to
subsystem var space.
- MC/VV: Updated subsystem stat entry message, now providing information
on cache sizes of new types.
- Added `singleton/persistent_type` defines (Type, clean-up rules,
finalization hook) and macros allowing new definitions of said types.
- Added cache structures that are also used for returns on public procs
in generics and history persistent types.
- Major new framework features: Persistent history (example: Mining
yield records) and persistent generics (example: Persistent Horizon
overmap position). See documentation for more information.

DrawIO diagram for documentation, includes source in it (open in new
tab):

<img width="200" height="200" alt="Persistence-subsystem-flowchart
drawio"
src="https://github.com/user-attachments/assets/51f28331-f999-49a2-a7cc-58278f7ae416"
/>

## Tasks

(These lists are not comprehensive.)

**General**
- [x] Update DB - Write SQL scripts.
- [x] Add subsystem modular files for generics and history.
- [x] Add type definition logic, macros.
- [x] Add type-DB init logic.
- [x] Logging.
- [x] A lot of testing. *A lot.*
- [x] Changelog.
- [x] Self-Review.
- [x] Update documentation on the persistence subsystem.

**"Persistent history"**
- [x] Add init logic.
- [x] Add finalize logic.
- [x] Add framework surface procs.
  - [x] Get last record.
  - [x] Get last X records.
  - [x] Add record.
  - [x] Add character ID related validation.
- [x] Add initial example mechanic.

**"Persistent generics"**
- [x] Add init logic.
- [x] Add finalize logic.
- [x] Add framework surface procs.
  - [x] Save.
  - [x] Load.
- [x] Add initial example mechanic.

## Changes

Too many changes to be listed here - Check changelog and actual changes.

## Warning

There are certain use/test cases that *cannot* be tested locally due to
missing preexisting data in the database. This should only affect new
data structures (new persistent types), not existing data.

¹ _Large scale persistent mapping is excluded for this version._

---------

Co-authored-by: Copilot <copilot@github.com>
2026-07-19 20:56:17 +02:00

594 lines
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//Modes the smelter can work with, bitflags
#define SMELTER_MODE_IDLE BITFLAG(0)
#define SMELTER_MODE_ALLOYING BITFLAG(1)
#define SMELTER_MODE_COMPRESSING BITFLAG(2)
#define SMELTER_MODE_SMELTING BITFLAG(3)
/obj/structure/machinery/mineral
var/id //used for linking machines to consoles
var/is_processing_machine = FALSE //used to check for initializing machines
var/turf/input_turf
var/turf/output_turf
// Locate our output and input machinery.
/obj/structure/machinery/mineral/proc/setup_io()
for(var/dir in GLOB.cardinals)
var/input_spot = locate(/obj/structure/machinery/mineral/input, get_step(src, dir))
if(input_spot)
input_turf = get_turf(input_spot) // thought of qdeling the spots here, but it's useful when rebuilding a destroyed machine
break
for(var/dir in GLOB.cardinals)
var/output_spot = locate(/obj/structure/machinery/mineral/output, get_step(src, dir))
if(output_turf)
output_turf = get_turf(output_spot)
break
if(!input_turf)
input_turf = get_step(src, REVERSE_DIR(dir))
if(!output_turf)
output_turf = get_step(src, dir)
/obj/structure/machinery/mineral/proc/reset_io()
input_turf = null
output_turf = null
setup_io()
/obj/structure/machinery/mineral/Initialize()
. = ..()
if(is_processing_machine)
// checks for movement (i.e. shuttles) and calls reset_io()
RegisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(reset_io))
/obj/structure/machinery/mineral/Destroy()
if(is_processing_machine)
UnregisterSignal(src, COMSIG_MOVABLE_MOVED, PROC_REF(reset_io))
return ..()
/**********************Mineral processing unit console**************************/
/obj/structure/machinery/mineral/processing_unit_console
name = "ore redemption console"
desc = "A handy console which can be use to retrieve mining points for use in the mining vendor, or to set processing values for various ore types."
icon = 'icons/obj/machinery/wall/terminals.dmi'
icon_state = "production_console"
density = FALSE
anchored = TRUE
idle_power_usage = 15
active_power_usage = 50
var/obj/structure/machinery/mineral/processing_unit/machine
var/show_all_ores = TRUE
var/points = 0
var/list/ore/input_mats = list()
var/list/singleton/material/output_mats = list()
var/list/datum/alloy/alloy_mats = list()
var/waste = 0
var/idx = 0
component_types = list(
/obj/item/circuitboard/redemption_console,
/obj/item/stock_parts/scanning_module,
/obj/item/stock_parts/console_screen
)
/obj/structure/machinery/mineral/processing_unit_console/upgrade_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Upgraded <b>capacitors</b> will increase the amount of ore smelted per second."
. += "Upgraded <b>micro-lasers</b> will increase the amount of ore smelted per second."
. += "Upgraded <b>scanning modules</b> will increase the amount of ore smelted per second."
/obj/structure/machinery/mineral/processing_unit_console/Initialize(mapload, d, populate_components)
. = ..()
var/mutable_appearance/screen_overlay = mutable_appearance(icon, "production_console-screen", plane = ABOVE_LIGHTING_PLANE)
AddOverlays(screen_overlay)
set_light(1.4, 1, COLOR_CYAN)
return INITIALIZE_HINT_LATELOAD
/obj/structure/machinery/mineral/processing_unit_console/LateInitialize()
. = ..()
setup_machine()
/obj/structure/machinery/mineral/processing_unit_console/Destroy()
if(machine)
machine.console = null
return ..()
/obj/structure/machinery/mineral/processing_unit_console/proc/handle_machine_deletion()
SIGNAL_HANDLER
machine = null
/obj/structure/machinery/mineral/processing_unit_console/proc/setup_machine(mob/user)
if(!machine)
var/area/A = get_area(src)
var/best_distance = INFINITY
for(var/obj/structure/machinery/mineral/processing_unit/checked_machine in SSmachinery.machinery)
if(id)
if(checked_machine.id == id)
machine = checked_machine
break //We only link with one, no point continuing if it's ID based
else if(!checked_machine.console && A == get_area(checked_machine) && get_dist(checked_machine, src) < best_distance)
machine = checked_machine
best_distance = get_dist(checked_machine, src)
if(machine)
machine.link_console(src)
RegisterSignal(machine, COMSIG_QDELETING, PROC_REF(handle_machine_deletion))
else
to_chat(user, SPAN_WARNING("ERROR: Linked machine not found!"))
return machine
/obj/structure/machinery/mineral/processing_unit_console/attackby(obj/item/attacking_item, mob/user)
if(default_deconstruction_screwdriver(user, attacking_item))
return
if(default_deconstruction_crowbar(user, attacking_item))
return
if(default_part_replacement(user, attacking_item))
return
return ..()
/obj/structure/machinery/mineral/processing_unit_console/attack_hand(mob/user)
add_fingerprint(user)
if(!setup_machine(user))
return
ui_interact(user)
/obj/structure/machinery/mineral/processing_unit_console/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "MiningProcessor", "Ore Redemption Console", ui_x=500, ui_y=575)
ui.autoupdate = FALSE
ui.open()
/obj/structure/machinery/mineral/processing_unit_console/ui_data(mob/user)
var/list/data = list()
var/obj/item/card/id/ID = user.GetIdCard()
if(ID)
data["hasId"] = TRUE
data["miningPoints"] = ID.mining_points ? ID.mining_points : 0
else
data["hasId"] = FALSE
data["enabled"] = machine.active
data["points"] = points
data["showAllOres"] = show_all_ores
var/list/ore_list = list()
for(var/ore in machine.ores_processing)
if(!machine.ores_stored[ore] && !show_all_ores)
continue
var/ore/O = GLOB.ore_data[ore]
if(!O)
continue
var/processing_type = ""
switch(machine.ores_processing[ore]) //Yes we could use bitflags, but I don't care enough about it here
if(SMELTER_MODE_IDLE)
processing_type = "Idle"
if(SMELTER_MODE_SMELTING)
processing_type = "Smelt"
if(SMELTER_MODE_COMPRESSING)
processing_type = "Compress"
if(SMELTER_MODE_ALLOYING)
processing_type = "Alloy"
ore_list += list(list("name" = capitalize_first_letters(O.display_name), "processing" = processing_type, "stored" = machine.ores_stored[ore], "ore" = ore))
data["oreList"] = ore_list
return data
/obj/structure/machinery/mineral/processing_unit_console/ui_act(action, params)
if(..())
return TRUE
if(action == "choice")
var/obj/item/card/id/ID = usr.GetIdCard()
if(ID)
if(params["choice"] == "claim")
if(points >= 0)
ID.mining_points += points
if(points != 0)
ping("<b>\The [src]</b> pings, \"Point transfer complete! Transaction total: [points] points!\"")
var/character_id = astype(ID.mob_id.resolve(), /mob/living/carbon/human/)?.character_id
if(character_id)
SSpersistence.historyAddCharacterRecord(/singleton/persistent_type/history/character/mining_points, character_id, points)
points = 0
else
ping("<b>\The [src]</b> pings, \"Transaction failed due to a negative point value. No transaction can be done until this value has returned to a positive one.\"")
if(params["choice"] == "print_report")
print_report(usr)
return TRUE
if(action == "toggle_smelting")
var/ore_name = params["toggle_smelting"]
var/choice = tgui_input_list(usr, "What setting do you wish to use for processing [ore_name]?", "Processing", list("Smelting", "Compressing", "Alloying", "Nothing"))
if(!choice)
return TRUE
switch(choice)
if("Nothing")
choice = SMELTER_MODE_IDLE
if("Smelting")
choice = SMELTER_MODE_SMELTING
if("Compressing")
choice = SMELTER_MODE_COMPRESSING
if("Alloying")
choice = SMELTER_MODE_ALLOYING
machine.ores_processing[ore_name] = choice
return TRUE
if(action == "toggle_power")
machine.active = !machine.active
if(machine.active)
machine.icon_state = "furnace"
else
machine.icon_state = "furnace-off"
return TRUE
if(action == "toggle_ores")
show_all_ores = !show_all_ores
return TRUE
/obj/structure/machinery/mineral/processing_unit_console/proc/print_report(var/mob/living/user)
var/obj/item/card/id/ID = user.GetIdCard()
if(!ID)
to_chat(user, SPAN_WARNING("No ID detected. Cannot digitally sign."))
return
if(!input_mats.len && !output_mats.len && !alloy_mats)
to_chat(user, SPAN_WARNING("There is no data to print."))
return
if(printing)
return
printing = TRUE
var/obj/item/paper/P = new /obj/item/paper(get_turf(src))
var/date_string = worlddate2text()
idx++
var/form_title = "Form 0600 - Mining Yield Declaration"
var/dat
var/facility_name
if(SSatlas.current_map.use_overmap)
var/obj/effect/overmap/visitable/sector/S = GLOB.map_sectors["[GET_Z(src)]"]
if(!S) //Blueprints are useless now, but keep them around for fluff
facility_name = "If you're seeing this, report it on the GitHub issues tracker; include your current location in-game."
facility_name = "<b>[S.name]</b><br<br>"
else
facility_name = "[SSatlas.current_map.station_name]"
if(facility_name == SSatlas.current_map.station_name)
dat = "<small><center><b>Stellar Corporate Conglomerate<br>"
dat += "Operations Department</b><br><br>"
else
dat = "<b>[facility_name]</b><br><br>"
dat += "Form 0600<br> Mining Yield Declaration</center><hr>"
dat += "Facility: [facility_name]<br>"
dat += "Date: [date_string]<br>"
dat += "Index: [idx]<br><br>"
dat += "Miner(s): <span class=\"paper_field\"></span><br>"
dat += "Ore Yields: <br>"
dat += "<table>"
for(var/singleton/material/OM in output_mats)
if(output_mats[OM] > 1)
dat += "<tr><td><b><small>[output_mats[OM]]</b></small></td><td><small>[OM.display_name] [OM.sheet_plural_name]</small></td></tr>"
else
dat += "<tr><td><b><small>[output_mats[OM]]</b></small></td><td><small>[OM.display_name] [OM.sheet_singular_name]</small></td></tr>"
CHECK_TICK
for(var/datum/alloy/AM in alloy_mats)
if(alloy_mats[AM] > 1)
dat += "<tr><td><b><small>[alloy_mats[AM]]</b></td><td><small>[AM.metaltag] sheets</small></td></tr>"
else
dat += "<tr><td><b><small>[alloy_mats[AM]]</b></td><td><small>[AM.metaltag] sheet</small></td></tr>"
CHECK_TICK
dat += "</table><br>"
if(waste > 0)
dat += "Waste detected: "
dat += "[waste] unit(s) of material were wasted due to operator error. This includes: <br>"
dat += "<table>"
for(var/ore/IM in input_mats)
if(input_mats[IM] > 1)
dat += "<tr><td><b><small>[input_mats[IM]]</small></b></td><td><small>[IM.display_name]</small></td></tr>"
else
dat += "<tr><td><b><small>[input_mats[IM]]</small></b></td><td><small>[IM.display_name]</small></td></tr>"
CHECK_TICK
dat += "</table><br>"
dat += "Additional Notes: <span class=\"paper_field\"></span><br><br>"
dat += "Operations Manager's / Captain's Stamp: </small>"
P.set_content(form_title, dat)
//stamp the paper
var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
stampoverlay.icon_state = "paper_stamp-cent"
if(!P.stamped)
P.stamped = new
P.offset_x += 0
P.offset_y += 0
P.ico += "paper_stamp-cent"
P.stamped += /obj/item/stamp
P.AddOverlays(stampoverlay)
P.stamps += "<HR><i>This paper has been stamped by the SCC Ore Processing System.</i>"
user.visible_message("\The [src] rattles and prints out a sheet of paper.")
playsound(get_turf(src), 'sound/items/bureaucracy/print_short.ogg', 50, 1)
// reset
output_mats = list()
input_mats = list()
waste = 0
if(user.Adjacent(src))
user.put_in_hands(P)
printing = FALSE
return
/**********************Mineral processing unit**************************/
/**
* A list containing alloy data, initialized only once by the first `/obj/structure/machinery/mineral/processing_unit` that initializes
*/
GLOBAL_LIST_EMPTY_TYPED(alloy_data, /datum/alloy)
/obj/structure/machinery/mineral/processing_unit
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 // based and redpilled
desc = "A large smelter and compression machine which heats up ore, then applies the process specified within the ore redemption console, outputting the result to the other side."
icon = 'icons/obj/machinery/mining_machines.dmi'
icon_state = "furnace-off"
density = TRUE
anchored = TRUE
is_processing_machine = TRUE
light_range = 3
///The ore redemption console that is linked to us
var/obj/structure/machinery/mineral/processing_unit_console/console
///How many sheets in a second this smelter can make (more or less, rounded up depending on ticklag)
var/sheets_per_second = 50
/**
* An associative list
*
* Key is a string, representing the ore name (eg. uranium, diamond, gold)
*
* Value is a bitflag, representing the operation mode for said ore, see `SMELTER_MODE_*` defines
*/
var/list/ores_processing[0]
/**
* An associative list
*
* Key is a string, representing the ore name (eg. uranium, diamond, gold)
*
* Value is a number, representing how many ores are stored in the device for said ore type
*/
var/list/ores_stored[0]
var/active = 0
idle_power_usage = 15
active_power_usage = 150
component_types = list(
/obj/item/circuitboard/refiner,
/obj/item/stock_parts/capacitor = 2,
/obj/item/stock_parts/scanning_module,
/obj/item/stock_parts/micro_laser = 2,
/obj/item/stock_parts/matter_bin
)
/obj/structure/machinery/mineral/processing_unit/Initialize()
. = ..()
// initialize static alloy_data list, if it's not already initialized
if(!length(GLOB.alloy_data))
for(var/alloytype in subtypesof(/datum/alloy))
GLOB.alloy_data += new alloytype()
for(var/O in GLOB.ore_data)
ores_processing[O] = SMELTER_MODE_IDLE
ores_stored[O] = 0
return INITIALIZE_HINT_LATELOAD
/obj/structure/machinery/mineral/processing_unit/LateInitialize()
. = ..()
setup_io()
/obj/structure/machinery/mineral/processing_unit/Destroy()
if(console)
console.machine = null
return ..()
/obj/structure/machinery/mineral/processing_unit/proc/link_console(obj/structure/machinery/mineral/processing_unit_console/console_to_link)
if(console)
UnregisterSignal(console, COMSIG_QDELETING)
console = null
console = console_to_link
RegisterSignal(console, COMSIG_QDELETING, PROC_REF(handle_console_deletion))
/obj/structure/machinery/mineral/processing_unit/proc/handle_console_deletion()
SIGNAL_HANDLER
console = null
/obj/structure/machinery/mineral/processing_unit/attackby(obj/item/attacking_item, mob/user)
if(default_deconstruction_screwdriver(user, attacking_item))
return
if(default_deconstruction_crowbar(user, attacking_item))
return
if(default_part_replacement(user, attacking_item))
return
return ..()
/obj/structure/machinery/mineral/processing_unit/process(seconds_per_tick)
..()
if(!src.output_turf || !src.input_turf)
return
var/list/tick_alloys = list()
//Grab some more ore to process this tick.
for(var/_ in 1 to ROUND_UP(sheets_per_second*seconds_per_tick))
var/obj/item/ore/O = locate() in input_turf
if(!O)
break
if(!isnull(ores_stored[O.material]))
ores_stored[O.material] = ores_stored[O.material] + 1
qdel(O)
if(!active)
if(icon_state != "furnace-off")
icon_state = "furnace-off"
return
//Process our stored ores and spit out sheets.
var/sheets = 0
for(var/metal in ores_stored)
if(src.stat & NOPOWER)
return
if(TICK_CHECK)
return
if(sheets >= ROUND_UP(sheets_per_second*seconds_per_tick))
break
if(ores_stored[metal] > 0 && ores_processing[metal] != SMELTER_MODE_IDLE)
var/ore/O = GLOB.ore_data[metal]
if(!O)
continue
//Alloying materials
if(ores_processing[metal] & SMELTER_MODE_ALLOYING && O.alloy)
for(var/datum/alloy/A in GLOB.alloy_data)
if(A.metaltag in tick_alloys)
continue
tick_alloys += A.metaltag
var/enough_metal
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.
enough_metal = TRUE
for(var/needs_metal in A.requires)
//Check if we're alloying the needed metal and have it stored.
if(!(ores_processing[needs_metal] & SMELTER_MODE_ALLOYING) || ores_stored[needs_metal] < A.requires[needs_metal])
enough_metal = FALSE
break
if(!enough_metal)
continue
else
var/total
for(var/needs_metal in A.requires)
if(console)
var/ore/Ore = GLOB.ore_data[needs_metal]
console.points += Ore.worth
use_power_oneoff(300)
ores_stored[needs_metal] -= A.requires[needs_metal]
total += A.requires[needs_metal]
total = max(1, round(total * A.product_mod)) //Always get at least one sheet.
sheets += total - 1
for(var/_ in 1 to total)
if(console)
console.alloy_mats[A] = console.alloy_mats[A] + 1
new A.product(output_turf)
//Compressing materials
else if(ores_processing[metal] & SMELTER_MODE_COMPRESSING && O.compresses_to)
var/can_make = clamp(ores_stored[metal], 0, ROUND_UP(sheets_per_second*seconds_per_tick) - sheets)
if(can_make % 2 > 0)
can_make--
var/singleton/material/M = GET_SINGLETON(O.compresses_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/_ in 1 to (can_make/2))
if(console)
console.points += O.worth * 2
use_power_oneoff(300)
ores_stored[metal] -= 2
sheets += 2
console.output_mats[M] += 1
new M.stack_type(output_turf)
//Smelting materials
else if(ores_processing[metal] & SMELTER_MODE_SMELTING && O.smelts_to)
var/can_make = clamp(ores_stored[metal], 0, ROUND_UP(sheets_per_second*seconds_per_tick) - sheets)
var/singleton/material/M = GET_SINGLETON(O.smelts_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/_ in 1 to can_make)
if(console)
console.points += O.worth
use_power_oneoff(300)
ores_stored[metal] -= 1
sheets++
if(console)
console.output_mats[M] += 1
new M.stack_type(output_turf)
else
if(console)
console.points -= O.worth * 3 //reee wasting our materials!
use_power_oneoff(800)
ores_stored[metal] -= 1
sheets++
if(console)
console.input_mats[O] += 1
console.waste++
new /obj/item/ore/slag(output_turf)
if(console)
SStgui.update_uis(console)
/obj/structure/machinery/mineral/processing_unit/RefreshParts()
..()
var/scan_rating = 0
var/cap_rating = 0
var/laser_rating = 0
for(var/obj/item/stock_parts/P in component_parts)
if(isscanner(P))
scan_rating += P.rating
else if(iscapacitor(P))
cap_rating += P.rating
else if(ismicrolaser(P))
laser_rating += P.rating
sheets_per_second += scan_rating + cap_rating + laser_rating
#undef SMELTER_MODE_IDLE
#undef SMELTER_MODE_ALLOYING
#undef SMELTER_MODE_COMPRESSING
#undef SMELTER_MODE_SMELTING