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260f744906
This PR is a revisit to the previously derelict PR #20159 that has been unfinished for sometime now. More details about it in general can be found here: https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153 For awhile I've been talking about "Things I've been doing but it would be really nice to do them with a skills system", or "And here's how I would put this into the skills system when it's done". The main thing that was stopping me from building it myself was having poor real life skills in UI code and in DB code. However, I've gotten permission to resume this PR, which has already completed the steps I would not have been able to do myself. The rest of the PR fits well into my skillset as a dev. I'm opening this PR as a draft so as to enable my dev environment to locally track all the previously modified files. I'll take this PR out of draft and give this a full writeup when I have more work to show for the PR this weekend. ### TODO - [x] Rework a decent chunk of the currently existing skills to no longer require hardcoded inserts into other systems. EG, converting from classical ss13 methods, to modern /tg/-style ECS coding methods that work off of component-signal patterns. - [x] Make sure all of the existing skills have actual game functionality (I won't PR a 2016 Baystation12 situation where 90% of the skills are fluff only) - [x] Add the various skills not yet made but are necessary for completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers). - [x] Examine each existing job in the game and assess whether it should have a skill made with it in mind, or if it's covered by an existing skill. - [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not currently in the pre-existing TODO list, proposing subcategories. - [x] Ensure that the previous TODO list is completed. ### Current Skills The current list of skills, checkmarked for if I've completed them/they have actual game mechanics. Or if we're just relegating them to separate PRs. Originally this list was going to be forced to visit for a bare minimum "does at least one thing" requirement, but now that is being forgone due to this PR ballooning out of control and in complexity, as well as development time overruns. - [x] Bartending - [x] Cooking - [x] Gardening - [x] Entertaining - [x] Electrical Engineering - [x] Mechanical Engineering - [x] Atmospherics Systems - [x] Reactor Systems - [x] Medicine - [x] Surgery - [x] Pharmacology - [x] Anatomy - [x] Forensics - [x] Robotics - [x] Pilot: Spacecraft - [x] Pilot: Exosuits - [x] Research - [x] Xenobotany - [x] Xenoarchaeology - [x] Xenobiology - [x] Unarmed Combat - [x] Armed Combat - [x] Firearms - [x] Leadership --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
473 lines
15 KiB
Plaintext
473 lines
15 KiB
Plaintext
/* Stack type objects!
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* Contains:
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* Stacks
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* Recipe datum
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* Recipe list datum
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*/
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/*
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* Stacks
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*/
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/obj/item/stack
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gender = PLURAL
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origin_tech = list(TECH_MATERIAL = 1)
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item_flags = ITEM_FLAG_HELD_MAP_TEXT
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var/list/datum/stack_recipe/recipes
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var/singular_name
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var/amount = 1
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var/max_amount //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
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var/stacktype //determines whether different stack types can merge
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///Used when directly applied to a turf to behave as a different `/obj/item/stack/tile` than it's actual type
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var/obj/item/stack/tile/build_type = null
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var/uses_charge = 0
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var/list/charge_costs = null
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var/list/datum/matter_synth/synths = null
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var/icon_has_variants = FALSE
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icon = 'icons/obj/item/stacks/materials.dmi'
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contained_sprite = TRUE
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/obj/item/stack/feedback_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(is_adjacent)
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if(tool_behaviour != TOOL_CABLECOIL)
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if(!uses_charge)
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. += "There [src.amount == 1 ? "is" : "are"] <b>[src.amount]</b> [src.singular_name]\s in the stack."
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else
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. += "You have enough charge to produce <b>[get_amount()]</b>."
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/obj/item/stack/Initialize(mapload, amount)
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. = ..()
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if (!stacktype)
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stacktype = type
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if (amount)
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if(amount > max_amount)
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var/amount_overdue = amount - max_amount
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new type(get_turf(src), amount_overdue) // Remaining overflow recursively handled by new type
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amount = max_amount
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src.amount = amount
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if (icon_has_variants && !item_state)
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item_state = icon_state
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update_icon()
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return INITIALIZE_HINT_LATELOAD
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/obj/item/stack/LateInitialize()
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check_maptext(SMALL_FONTS(7, get_amount()))
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/obj/item/stack/Destroy()
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if (src && usr && usr.machine == src)
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usr << browse(null, "window=stack")
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usr.unset_machine()
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return ..()
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/obj/item/stack/update_icon()
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check_maptext(SMALL_FONTS(7, get_amount()))
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if (!icon_has_variants)
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return ..()
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if (amount <= (max_amount * (1/3)))
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icon_state = initial(icon_state)
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else if (amount <= (max_amount * (2/3)))
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icon_state = "[initial(icon_state)]_2"
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else
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icon_state = "[initial(icon_state)]_3"
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/obj/item/stack/attack_self(mob/user)
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list_recipes(user, recipes)
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/obj/item/stack/proc/list_recipes(mob/user, recipes_sublist, var/datum/stack_recipe/sublist)
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if(!recipes)
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return
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if(!src || get_amount() <= 0)
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user << browse(null, "window=stack")
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user.set_machine(src) //for correct work of onclose
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var/t1 = "<html><head><title>Constructions from [capitalize_first_letters(src.name)]</title></head><body><tt>Amount Left: [src.get_amount()]<br>"
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if(sublist)
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t1 += "<a href='byond://?src=[REF(src)];go_back=1'>Back</a><br>"
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if(locate(/datum/stack_recipe_list) in recipes_sublist)
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t1 += "<h2>Recipe Categories</h2>"
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for(var/datum/stack_recipe_list/srl in recipes_sublist)
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t1 += "<a href='byond://?src=[REF(src)];sublist=[REF(srl)]'>[capitalize_first_letters(srl.title)]</a><br>"
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if(locate(/datum/stack_recipe) in recipes_sublist)
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var/sublist_title = sublist ? " ([capitalize_first_letters(sublist.title)])" : ""
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t1 += "<h2>Recipes[sublist_title]</h2>"
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// Cache "skill visits" to avoid having to constantly recheck for components.
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var/alist/checked_skills = alist()
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var/visited_skill = null // Trinary boolean as null/0/nonzero
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for(var/datum/stack_recipe/R in recipes_sublist)
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var/lacks_skill = FALSE
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// If you put anything other than a skill component in the required skills for a recipe, I will destroy you.
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for(var/skill_comp, skill_level_requirement in R.required_skills_hard)
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visited_skill = checked_skills[skill_comp]
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// ** Trinary Check for Null, 0, or Nonzero. **
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// Case for skill hasn't been checked yet.
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if (isnull(visited_skill))
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// null if no component at all, otherwise equal to the skill level (which can be any real number).
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var/visited_comp = astype(user.GetComponent(skill_comp), SKILL_COMPONENT)?.skill_level
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// Case for "Non-Player Characters", which will never have the component at all.
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if (isnull(visited_comp))
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checked_skills[skill_comp] = SKILL_LEVEL_PROFESSIONAL
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continue // Not a player character, just assume they can craft everything.
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// Player characters will always have the component if relevant.
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checked_skills[skill_comp] = visited_comp
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if (visited_comp < skill_level_requirement)
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lacks_skill = TRUE
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break
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// Case for skill has been checked AND the character has the component.
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else if (visited_skill < skill_level_requirement)
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lacks_skill = TRUE
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break
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var/max_multiplier = round(src.get_amount() / R.req_amount)
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var/title = ""
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var/can_build = TRUE
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can_build = (max_multiplier > 0)
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if(lacks_skill)
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can_build = FALSE
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if(R.res_amount > 1)
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title += "[R.res_amount]x [R.title]\s"
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else
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title += "[capitalize_first_letters(R.title)]"
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title += " ([R.req_amount] [src.singular_name]\s)"
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if(can_build)
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var/sublist_var = sublist ? "[REF(sublist)]" : ""
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t1 += "<a href='byond://?src=[REF(src)];make=[REF(R)];sublist=[sublist_var];multiplier=1'>[title]</a>"
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else
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t1 += "[lacks_skill ? "<span class='warning'>Missing Skill — " : ""]<div class='no-build inline'>[title]</div>[lacks_skill ? "</span>" : ""]<br>"
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continue
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if(R.max_res_amount > 1 && max_multiplier > 1)
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max_multiplier = min(max_multiplier, round(R.max_res_amount / R.res_amount))
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t1 += " |"
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var/list/multipliers = list(5, 10, 25)
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for(var/n in multipliers)
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if(max_multiplier >= n)
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var/sublist_var = sublist ? "[REF(sublist)]" : ""
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t1 += " <a href='byond://?src=[REF(src)];make=[REF(R)];sublist=[sublist_var];multiplier=[n]'>[n * R.res_amount]x</a>"
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if(!(max_multiplier in multipliers))
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var/sublist_var = sublist ? "[REF(sublist)]" : ""
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t1 += " <a href='byond://?src=[REF(src)];make=[REF(R)];sublist=[sublist_var];multiplier=[max_multiplier]'>[max_multiplier * R.res_amount]x</a>"
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t1 += "<br>"
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t1 += "</tt></body></html>"
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var/datum/browser/stack_win = new(user, "stack", capitalize_first_letters(name))
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stack_win.set_content(t1)
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stack_win.add_stylesheet("misc", 'html/browser/misc.css')
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stack_win.open()
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/obj/item/stack/proc/produce_recipe(datum/stack_recipe/recipe, var/quantity, mob/user)
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var/required = quantity*recipe.req_amount
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var/produced = min(quantity*recipe.res_amount, recipe.max_res_amount)
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if (!can_use(required))
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if (produced>1)
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to_chat(user, SPAN_WARNING("You haven't got enough [src] to build \the [produced] [recipe.title]\s!"))
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else
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to_chat(user, SPAN_WARNING("You haven't got enough [src] to build \the [recipe.title]!"))
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return
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if (recipe.one_per_turf && (locate(recipe.result_type) in user.loc))
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to_chat(user, SPAN_WARNING("There is another [recipe.title] here!"))
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return
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if (recipe.on_floor && !isfloor(user.loc))
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to_chat(user, SPAN_WARNING("\The [recipe.title] must be constructed on the floor!"))
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return
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var/skill_diff = 0
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for (var/skill_type, required_level in recipe.required_skills_soft)
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skill_diff += required_level - astype(user.GetComponent(skill_type), SKILL_COMPONENT)?.skill_level
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to_chat(user, SPAN_NOTICE("Building [recipe.title]..."))
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var/doafter_time = recipe.time
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if (doafter_time)
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// Approximately no crafting time if you beat the skill req by 4, approximately twice as long to craft if you're under by 4.
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// No need to do an expensive min because it is mathematically impossible for this to ever be negative.
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doafter_time += doafter_time * ftanh(0.5 * skill_diff)
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if (!do_after(user, doafter_time, do_flags = DO_REPAIR_CONSTRUCT))
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return
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if (use(required))
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recipe.Produce(produced, user.loc, user.dir, user, skill_diff)
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/obj/item/stack/Topic(href, href_list)
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..()
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if((usr.restrained() || usr.stat || usr.get_active_hand() != src))
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return
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if(href_list["go_back"])
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list_recipes(usr, recipes)
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return
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if(href_list["sublist"] && !href_list["make"])
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var/datum/stack_recipe_list/recipe_list = locate(href_list["sublist"]) in recipes
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list_recipes(usr, recipe_list.recipes, recipe_list)
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if(href_list["make"])
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if(src.get_amount() < 1)
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qdel(src) //Never should happen
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var/datum/stack_recipe/R = locate(href_list["make"]) in recipes
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if(href_list["sublist"])
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var/datum/stack_recipe_list/recipe_list = locate(href_list["sublist"]) in recipes
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R = locate(href_list["make"]) in recipe_list.recipes
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var/multiplier = text2num(href_list["multiplier"])
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if(!multiplier || (multiplier <= 0)) //href exploit protection
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return
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produce_recipe(R, multiplier, usr)
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updateUsrDialog()
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//Return 1 if an immediate subsequent call to use() would succeed.
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//Ensures that code dealing with stacks uses the same logic
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/obj/item/stack/proc/can_use(var/used, var/mob/user=null)
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if (get_amount() < used)
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if(user && isrobot(user))
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to_chat(user, SPAN_WARNING("You don't have enough charge left in your synthesizer!"))
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return 0
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return 1
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/obj/item/stack/use(var/used)
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if (!can_use(used))
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return 0
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if(!uses_charge)
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amount -= used
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if (amount <= 0)
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if(usr)
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usr.remove_from_mob(src)
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qdel(src) //should be safe to qdel immediately since if someone is still using this stack it will persist for a little while longer
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update_icon()
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return 1
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else
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for(var/i = 1 to charge_costs.len)
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var/datum/matter_synth/S = synths[i]
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if(!S.use_charge(charge_costs[i] * used)) // Doesn't need to be deleted
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return 0
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check_maptext(SMALL_FONTS(7, get_amount()))
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return 1
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/obj/item/stack/proc/add(var/extra)
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if(!uses_charge)
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if(amount + extra > get_max_amount())
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return 0
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else
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amount += extra
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update_icon()
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return 1
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else if(!synths || synths.len < uses_charge)
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return 0
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else
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for(var/i = 1 to uses_charge)
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var/datum/matter_synth/S = synths[i]
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S.add_charge(charge_costs[i] * extra)
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check_maptext(SMALL_FONTS(7, get_amount()))
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/*
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The transfer and split procs work differently than use() and add().
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Whereas those procs take no action if the desired amount cannot be added or removed these procs will try to transfer whatever they can.
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They also remove an equal amount from the source stack.
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*/
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//attempts to transfer amount to S, and returns the amount actually transferred
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/obj/item/stack/proc/transfer_to(obj/item/stack/S, var/tamount=null, var/type_verified)
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if (!get_amount())
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return 0
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if ((stacktype != S.stacktype) && !type_verified)
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return 0
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if (isnull(tamount))
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tamount = src.get_amount()
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var/transfer = max(min(tamount, src.get_amount(), (S.get_max_amount() - S.get_amount())), 0)
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var/orig_amount = src.get_amount()
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if (transfer && src.use(transfer))
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S.add(transfer)
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if (prob(transfer/orig_amount * 100))
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transfer_fingerprints_to(S)
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if(blood_DNA)
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S.blood_DNA |= blood_DNA
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return transfer
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return 0
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//creates a new stack with the specified amount
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/obj/item/stack/proc/split(var/tamount)
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if (!get_amount())
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return null
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var/transfer = max(min(tamount, src.amount, initial(max_amount)), 0)
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var/orig_amount = src.get_amount()
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if (transfer && src.use(transfer))
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var/obj/item/stack/newstack = new src.stacktype(loc, transfer)
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newstack.color = color
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if (prob(transfer/orig_amount * 100))
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transfer_fingerprints_to(newstack)
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if(blood_DNA)
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newstack.blood_DNA |= blood_DNA
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return newstack
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return null
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/obj/item/stack/proc/get_amount()
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if(uses_charge)
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if(!synths || synths.len < uses_charge)
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return 0
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var/datum/matter_synth/S = synths[1]
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. = round(S.get_charge() / charge_costs[1])
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if(charge_costs.len > 1)
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for(var/i = 2 to charge_costs.len)
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S = synths[i]
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. = min(., round(S.get_charge() / charge_costs[i]))
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return
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return amount
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/obj/item/stack/proc/get_max_amount()
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if(uses_charge)
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if(!synths || synths.len < uses_charge)
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return 0
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var/datum/matter_synth/S = synths[1]
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. = round(S.max_energy / charge_costs[1])
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if(uses_charge > 1)
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for(var/i = 2 to uses_charge)
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S = synths[i]
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. = min(., round(S.max_energy / charge_costs[i]))
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return
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return max_amount
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/obj/item/stack/proc/add_to_stacks(mob/user as mob)
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for (var/obj/item/stack/item in user.loc)
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if (item==src)
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continue
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var/transfer = src.transfer_to(item)
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if (transfer)
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to_chat(user, SPAN_NOTICE("You add a new [item.singular_name] to the stack. It now contains [item.amount] [item.singular_name]\s."))
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item.update_icon()
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if(!amount)
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break
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/obj/item/stack/attack_hand(mob/user as mob)
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if (user.get_inactive_hand() == src)
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var/obj/item/stack/F = src.split(1)
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if (F)
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if (!user.can_use_hand())
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return
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user.put_in_hands(F)
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src.add_fingerprint(user)
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F.add_fingerprint(user)
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spawn(0)
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if (src && usr.machine==src)
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src.interact(usr)
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else
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..()
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return
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/obj/item/stack/attackby(obj/item/attacking_item, mob/user)
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if (istype(attacking_item, /obj/item/stack))
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var/obj/item/stack/S = attacking_item
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if (user.get_inactive_hand()==src)
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src.transfer_to(S, 1)
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else
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src.transfer_to(S)
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spawn(0) //give the stacks a chance to delete themselves if necessary
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if (S && usr.machine==S)
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S.interact(usr)
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if (src && usr.machine==src)
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src.interact(usr)
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else
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return ..()
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/*
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* Recipe datum
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*/
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/datum/stack_recipe
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var/title = "ERROR"
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var/result_type
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var/req_amount = 1 //amount of material needed for this recipe
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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
|