Files
Aurora.3/code/modules/mining/machine_processing.dm
Ron ceab73c63e Makes some machines upgradeable (#3311)
Adds the ability to upgrade the following:
- Sleepers
- The ore processor
- All cooking appliances (Minus the microwave)
- Tesla Coil

Also makes components not spawn in machines until they are needed (When they are being upgraded) to reduce the objects generated. Adds some new macro's and converts some istypes to use them. And moves stock parts into their own file.
2017-08-28 01:51:37 -05:00

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/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "ore redemption console"
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
use_power = 1
idle_power_usage = 15
active_power_usage = 50
var/obj/machinery/mineral/processing_unit/machine = null
var/machinedir = NORTHEAST
var/show_all_ores = 0
var/points = 0
var/obj/item/weapon/card/id/inserted_id
/obj/machinery/mineral/processing_unit_console/Initialize()
. = ..()
src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
if (machine)
machine.console = src
else
return INITIALIZE_HINT_QDEL
/obj/machinery/mineral/processing_unit_console/attack_hand(mob/user)
add_fingerprint(user)
interact(user)
/obj/machinery/mineral/processing_unit_console/interact(mob/user)
if(..())
return
if(!allowed(user))
user << "<span class='warning'>Access denied.</span>"
return
user.set_machine(src)
var/dat = "<h1>Ore processor console</h1>"
dat += "Current unclaimed points: [points]<br>"
if(istype(inserted_id))
dat += "You have [inserted_id.mining_points] mining points collected. <A href='?src=\ref[src];choice=eject'>Eject ID.</A><br>"
dat += "<A href='?src=\ref[src];choice=claim'>Claim points.</A><br>"
else
dat += "No ID inserted. <A href='?src=\ref[src];choice=insert'>Insert ID.</A><br>"
dat += "<hr><table>"
for(var/ore in machine.ores_processing)
if(!machine.ores_stored[ore] && !show_all_ores) continue
var/ore/O = ore_data[ore]
if(!O) continue
dat += "<tr><td width = 40><b>[capitalize(O.display_name)]</b></td><td width = 30>[machine.ores_stored[ore]]</td><td width = 100>"
if(machine.ores_processing[ore])
switch(machine.ores_processing[ore])
if(0)
dat += "<font color='red'>not processing</font>"
if(1)
dat += "<font color='orange'>smelting</font>"
if(2)
dat += "<font color='blue'>compressing</font>"
if(3)
dat += "<font color='gray'>alloying</font>"
else
dat += "<font color='red'>not processing</font>"
dat += ".</td><td width = 30><a href='?src=\ref[src];toggle_smelting=[ore]'>\[change\]</a></td></tr>"
dat += "</table><hr>"
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>"
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>."
user << browse(dat, "window=processor_console;size=400x500")
onclose(user, "processor_console")
return
/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
if(..())
return 1
usr.set_machine(src)
src.add_fingerprint(usr)
if(href_list["choice"])
if(istype(inserted_id))
if(href_list["choice"] == "eject")
inserted_id.loc = loc
if(!usr.get_active_hand())
usr.put_in_hands(inserted_id)
inserted_id = null
if(href_list["choice"] == "claim")
if(access_mining_station in inserted_id.access)
if(points >= 0)
inserted_id.mining_points += points
if(points != 0)
ping( "\The [src] pings, \"Point transfer complete! Transaction total: [points] points!\"" )
points = 0
else
usr << "<span class='warning'>[station_name()]'s mining division is currently indebted to NanoTrasen. Transaction incomplete until debt is cleared.</span>"
else
usr << "<span class='warning'>Required access not found.</span>"
else if(href_list["choice"] == "insert")
var/obj/item/weapon/card/id/I = usr.get_active_hand()
if(istype(I))
usr.drop_item()
I.loc = src
inserted_id = I
else usr << "<span class='warning'>No valid ID.</span>"
if(href_list["toggle_smelting"])
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")
if(!choice) return
switch(choice)
if("Nothing") choice = 0
if("Smelting") choice = 1
if("Compressing") choice = 2
if("Alloying") choice = 3
machine.ores_processing[href_list["toggle_smelting"]] = choice
if(href_list["toggle_power"])
machine.active = !machine.active
if(machine.active)
machine.icon_state = "furnace"
else
machine.icon_state = "furnace-off"
if(href_list["toggle_ores"])
show_all_ores = !show_all_ores
src.updateUsrDialog()
return
/**********************Mineral processing unit**************************/
/obj/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
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "furnace-off"
density = 1
anchored = 1
light_range = 3
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
var/obj/machinery/mineral/processing_unit_console/console = null
var/sheets_per_tick = 10
var/list/ores_processing[0]
var/list/ores_stored[0]
var/static/list/alloy_data
var/active = 0
use_power = 1
idle_power_usage = 15
active_power_usage = 50
component_types = list(
/obj/item/weapon/circuitboard/refiner,
/obj/item/weapon/stock_parts/capacitor = 2,
/obj/item/weapon/stock_parts/scanning_module,
/obj/item/weapon/stock_parts/micro_laser = 2,
/obj/item/weapon/stock_parts/matter_bin
)
/obj/machinery/mineral/processing_unit/Initialize()
. = ..()
// initialize static alloy_data list
if(!alloy_data)
alloy_data = list()
for(var/alloytype in typesof(/datum/alloy)-/datum/alloy)
alloy_data += new alloytype()
if(!ore_data || !ore_data.len)
for(var/oretype in typesof(/ore)-/ore)
var/ore/OD = new oretype()
ore_data[OD.name] = OD
ores_processing[OD.name] = 0
ores_stored[OD.name] = 0
//Locate our output and input machinery.
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
/obj/machinery/mineral/processing_unit/machinery_process()
..()
if (!src.output || !src.input) return
var/list/tick_alloys = list()
//Grab some more ore to process this tick.
for(var/i = 0,i<sheets_per_tick,i++)
var/obj/item/weapon/ore/O = locate() in input.loc
if(!O) break
if(!isnull(ores_stored[O.material]))
ores_stored[O.material]++
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(sheets >= sheets_per_tick) break
if(ores_stored[metal] > 0 && ores_processing[metal] != 0)
var/ore/O = ore_data[metal]
if(!O) continue
if(ores_processing[metal] == 3 && O.alloy) //Alloying.
for(var/datum/alloy/A in 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 = 1
for(var/needs_metal in A.requires)
//Check if we're alloying the needed metal and have it stored.
if(ores_processing[needs_metal] != 3 || ores_stored[needs_metal] < A.requires[needs_metal])
enough_metal = 0
break
if(!enough_metal)
continue
else
var/total
for(var/needs_metal in A.requires)
if(console)
var/ore/Ore = ore_data[needs_metal]
console.points += Ore.worth
use_power(100)
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/i=0,i<total,i++)
new A.product(output.loc)
else if(ores_processing[metal] == 2 && O.compresses_to) //Compressing.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
if(can_make%2>0) can_make--
var/material/M = get_material_by_name(O.compresses_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/i=0,i<can_make,i+=2)
if(console)
console.points += O.worth*2
use_power(100)
ores_stored[metal]-=2
sheets+=2
new M.stack_type(output.loc)
else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
var/material/M = get_material_by_name(O.smelts_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/i=0,i<can_make,i++)
if(console)
console.points += O.worth
use_power(100)
ores_stored[metal]--
sheets++
new M.stack_type(output.loc)
else
if(console)
console.points -= O.worth*3 //reee wasting our materials!
use_power(500)
ores_stored[metal]--
sheets++
new /obj/item/weapon/ore/slag(output.loc)
else
continue
console.updateUsrDialog()
/obj/machinery/mineral/processing_unit/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(default_deconstruction_screwdriver(user, W))
return
else if(default_part_replacement(user, W))
return
/obj/machinery/mineral/processing_unit/RefreshParts()
..()
var/scan_rating = 0
var/cap_rating = 0
var/laser_rating = 0
if(!component_parts)
scan_rating = 1
cap_rating = 2
laser_rating = 2
for(var/obj/item/weapon/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_tick += scan_rating + cap_rating + laser_rating