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Aurora.3/code/modules/research/protolathe.dm
Geeves 2cb2bce2af Gradual Research (#9342)
The RnD Console UI has been overhauled.
    RnD levels are now a gradual progress instead of just leveling up, not much has changed, but deconstructed items now give more * Data disks now tell you what they contain.
    The red scanning goggles now let you see examined items' tech levels.
    RnD consoles should now open on the main menu instead of the research menu.
    Ejected items from the RnD console and destructive analyzer now go into your hands if you're adjacent.
2020-07-18 23:36:06 +03:00

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/obj/machinery/r_n_d/protolathe
name = "protolathe"
icon_state = "protolathe"
flags = OPENCONTAINER
use_power = 1
idle_power_usage = 30
active_power_usage = 5000
var/max_material_storage = 100000
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, MATERIAL_GLASS = 0, MATERIAL_GOLD = 0, MATERIAL_SILVER = 0, MATERIAL_PHORON = 0, MATERIAL_URANIUM = 0, MATERIAL_DIAMOND = 0)
var/list/datum/design/queue = list()
var/progress = 0
var/mat_efficiency = 1
var/speed = 1
component_types = list(
/obj/item/circuitboard/protolathe,
/obj/item/stock_parts/matter_bin = 2,
/obj/item/stock_parts/manipulator = 2,
/obj/item/reagent_containers/glass/beaker = 2
)
/obj/machinery/r_n_d/protolathe/machinery_process()
..()
if(stat)
update_icon()
return
if(queue.len == 0)
busy = 0
update_icon()
return
var/datum/design/D = queue[1]
if(canBuild(D))
busy = 1
progress += speed
if(progress >= D.time)
build(D)
progress = 0
removeFromQueue(1)
if(linked_console)
linked_console.updateUsrDialog()
update_icon()
else
if(busy)
visible_message("<span class='notice'>\icon [src] flashes: insufficient materials: [getLackingMaterials(D)].</span>")
busy = 0
update_icon()
/obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
var/t = 0
for(var/f in materials)
t += materials[f]
return t
/obj/machinery/r_n_d/protolathe/RefreshParts()
// Adjust reagent container volume to match combined volume of the inserted beakers
var/T = 0
for(var/obj/item/reagent_containers/glass/G in component_parts)
T += G.reagents.maximum_volume
create_reagents(T)
// Transfer all reagents from the beakers to internal reagent container
for(var/obj/item/reagent_containers/glass/G in component_parts)
G.reagents.trans_to_obj(src, G.reagents.total_volume)
// Adjust material storage capacity to scale with matter bin rating
max_material_storage = 0
for(var/obj/item/stock_parts/matter_bin/M in component_parts)
max_material_storage += M.rating * 75000
// Adjust production speed to increase with manipulator rating
T = 0
for(var/obj/item/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 2) / 8
speed = T / 2
/obj/machinery/r_n_d/protolathe/dismantle()
for(var/obj/I in component_parts)
if(istype(I, /obj/item/reagent_containers/glass/beaker))
reagents.trans_to_obj(I, reagents.total_volume)
for(var/f in materials)
if(materials[f] >= SHEET_MATERIAL_AMOUNT)
var/path = getMaterialType(f)
if(path)
var/obj/item/stack/S = new path(loc)
S.amount = round(materials[f] / SHEET_MATERIAL_AMOUNT)
..()
/obj/machinery/r_n_d/protolathe/update_icon()
if(panel_open)
icon_state = "protolathe_t"
else if(busy)
icon_state = "protolathe_n"
else
icon_state = "protolathe"
/obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(busy)
to_chat(user, "<span class='notice'>\The [src] is busy. Please wait for completion of previous operation.</span>")
return 1
if(default_deconstruction_screwdriver(user, O))
if(linked_console)
linked_console.linked_lathe = null
linked_console = null
return
if(default_deconstruction_crowbar(user, O))
return
if(default_part_replacement(user, O))
return
if(O.is_open_container())
return 1
if(panel_open)
to_chat(user, "<span class='notice'>You can't load \the [src] while it's opened.</span>")
return 1
if(!linked_console)
to_chat(user, "<span class='notice'>\The [src] must be linked to an R&D console first!</span>")
return 1
if(!istype(O, /obj/item/stack/material))
to_chat(user, "<span class='notice'>You cannot insert this item into \the [src]!</span>")
return 1
if(stat)
return 1
if(TotalMaterials() + SHEET_MATERIAL_AMOUNT > max_material_storage)
to_chat(user, "<span class='notice'>\The [src]'s material bin is full. Please remove material before adding more.</span>")
return 1
var/obj/item/stack/material/stack = O
var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
if(!O)
return
if(!Adjacent(user))
to_chat(user, "<span class='notice'>\The [src] is too far away for you to insert this.</span>")
return
if(amount <= 0)//No negative numbers
return
if(amount > stack.get_amount())
amount = stack.get_amount()
if(max_material_storage - TotalMaterials() < (amount * SHEET_MATERIAL_AMOUNT)) //Can't overfill
amount = min(stack.get_amount(), round((max_material_storage - TotalMaterials()) / SHEET_MATERIAL_AMOUNT))
var/stacktype = stack.type
var/t = getMaterialName(stacktype)
add_overlay("protolathe_[t]")
CUT_OVERLAY_IN("protolathe_[t]", 10)
busy = 1
use_power(max(1000, (SHEET_MATERIAL_AMOUNT * amount / 10)))
if(t)
if(do_after(user, 16))
if(stack.use(amount))
to_chat(user, "<span class='notice'>You add [amount] sheets to \the [src].</span>")
materials[t] += amount * SHEET_MATERIAL_AMOUNT
busy = 0
updateUsrDialog()
return
/obj/machinery/r_n_d/protolathe/proc/addToQueue(var/datum/design/D)
queue += D
/obj/machinery/r_n_d/protolathe/proc/removeFromQueue(var/index)
queue.Cut(index, index + 1)
/obj/machinery/r_n_d/protolathe/proc/canBuild(var/datum/design/D)
for(var/M in D.materials)
if(materials[M] < D.materials[M])
return 0
for(var/C in D.chemicals)
if(!reagents.has_reagent(C, D.chemicals[C]))
return 0
return 1
/obj/machinery/r_n_d/protolathe/proc/getLackingMaterials(var/datum/design/D)
var/ret = ""
for(var/M in D.materials)
if(materials[M] < D.materials[M])
if(ret != "")
ret += ", "
ret += "[D.materials[M] - materials[M]] [M]"
for(var/C in D.chemicals)
if(!reagents.has_reagent(C, D.chemicals[C]))
if(ret != "")
ret += ", "
ret += C
return ret
/obj/machinery/r_n_d/protolathe/proc/build(var/datum/design/D)
var/power = active_power_usage
for(var/M in D.materials)
power += round(D.materials[M] / 5)
power = max(active_power_usage, power)
use_power(power)
for(var/M in D.materials)
materials[M] = max(0, materials[M] - D.materials[M] * mat_efficiency)
for(var/C in D.chemicals)
reagents.remove_reagent(C, D.chemicals[C] * mat_efficiency)
if(D.build_path)
var/obj/new_item = D.Fabricate(src, src)
new_item.forceMove(loc)
if(mat_efficiency != 1) // No matter out of nowhere
if(new_item.matter && new_item.matter.len > 0)
for(var/i in new_item.matter)
new_item.matter[i] = new_item.matter[i] * mat_efficiency