Completely deprecates reagents in protolathe/circuit imprinter/techfab designs (#78939)

## About The Pull Request

A long time ago, it was common for designs to cost reagents in addition
to normal materials. Every circuit board used to require sulfuric acid,
for example. However, these designs have slowly been whittled away, and
only two remain: the death syphon PKA modkit, which costs blood, and
paint remover in the service lathe, which costs acetone. Although these
two designs still use the old system, it is very outdated, and it shows.
TGUI doesn't take reagent costs into account at all. Reagent costs
aren't displayed on mouse over like material costs, and the design won't
be greyed out if there necessary reagents aren't present. If you try and
fail to print one of the two designs, the protolathe will tell you that
reagents are missing, but it won't say what reagents. In fact, there is
not way to find out what reagents are required without code diving.
## Why It's Good For The Game

In light of how outdated and unsupported this system is, I think it
makes sense to deprecate it almost entirely.* Now, protolathes, circuit
imprinters and techfabs will no longer take reagent costs into account
at all, even if a design does define reagent costs. The machines also no
longer need beakers to be built, and reagents can't be transferred into
them. The two remaining designs that did use reagent costs now don't,
and I've updated the designs unit test to fail if any non-limbgrower
design does set any reagent costs.

*Limb growers are the exception, as they're fully functional and work
fine.
## Changelog
🆑
del: Protolathe/circuit imprinter/techfab designs costing reagents is
now totally deprecated.
/🆑
This commit is contained in:
GPeckman
2023-10-20 18:45:15 +02:00
committed by GitHub
parent ccd29814dc
commit 08c659d9ca
6 changed files with 7 additions and 27 deletions
@@ -462,7 +462,7 @@
req_components = list(
/datum/stock_part/matter_bin = 1,
/datum/stock_part/servo = 1,
/obj/item/reagent_containers/cup/beaker = 2)
)
/obj/item/circuitboard/machine/circuit_imprinter/offstation
name = "Ancient Circuit Imprinter"
@@ -513,7 +513,7 @@
req_components = list(
/datum/stock_part/matter_bin = 2,
/datum/stock_part/servo = 2,
/obj/item/reagent_containers/cup/beaker = 2)
)
/obj/item/circuitboard/machine/protolathe/offstation
name = "Ancient Protolathe"
@@ -601,7 +601,7 @@
req_components = list(
/datum/stock_part/matter_bin = 2,
/datum/stock_part/servo = 2,
/obj/item/reagent_containers/cup/beaker = 2)
)
/obj/item/circuitboard/machine/techfab/department
name = "\improper Departmental Techfab"
@@ -60,7 +60,6 @@
desc = "A device which causes kinetic accelerators to permanently gain damage against creature types killed with it."
id = "bountymod"
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/gold = SHEET_MATERIAL_AMOUNT*2, /datum/material/bluespace = SHEET_MATERIAL_AMOUNT*2)
reagents_list = list(/datum/reagent/blood = 40)
build_path = /obj/item/borg/upgrade/modkit/bounty
//Spooky special loot
+1 -1
View File
@@ -39,7 +39,7 @@ other types of metals and chemistry for reagents).
var/make_reagent
/// What categories this design falls under. Used for sorting in production machines.
var/list/category = list()
/// List of reagents required to create one unit of the product.
/// List of reagents required to create one unit of the product. Currently only supported by the limb grower.
var/list/reagents_list = list()
/// The maximum number of units of whatever is produced by this can be produced in one go.
var/maxstack = 1
@@ -588,7 +588,6 @@
id = "paint_remover"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT)
reagents_list = list(/datum/reagent/acetone = 60)
build_path = /obj/item/paint/paint_remover
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_JANITORIAL
+1 -21
View File
@@ -45,7 +45,6 @@
TRUE, \
)
create_reagents(0, OPENCONTAINER)
RefreshParts()
update_icon(UPDATE_OVERLAYS)
@@ -185,13 +184,6 @@
/obj/machinery/rnd/production/proc/calculate_efficiency()
efficiency_coeff = 1
if(reagents)
reagents.maximum_volume = 0
for(var/obj/item/reagent_containers/cup/beaker in component_parts)
reagents.maximum_volume += beaker.volume
beaker.reagents.trans_to(src, beaker.reagents.total_volume)
if(materials)
var/total_storage = 0
@@ -207,12 +199,6 @@
efficiency_coeff = max(total_rating, 0)
/obj/machinery/rnd/production/on_deconstruction()
for(var/obj/item/reagent_containers/cup/G in component_parts)
reagents.trans_to(G, G.reagents.maximum_volume)
return ..()
/obj/machinery/rnd/production/proc/do_print(path, amount)
for(var/i in 1 to amount)
new path(get_turf(src))
@@ -263,14 +249,10 @@
print_quantity = clamp(print_quantity, 1, 50)
var/coefficient = build_efficiency(design.build_path)
//check if sufficient materials/reagents are available
//check if sufficient materials are available
if(!materials.mat_container.has_materials(design.materials, coefficient, print_quantity))
say("Not enough materials to complete prototype[print_quantity > 1? "s" : ""].")
return FALSE
for(var/reagent in design.reagents_list)
if(!reagents.has_reagent(reagent, design.reagents_list[reagent] * print_quantity * coefficient))
say("Not enough reagents to complete prototype[print_quantity > 1? "s" : ""].")
return FALSE
//use power
var/power = active_power_usage
@@ -305,8 +287,6 @@
//consume materials
materials.use_materials(design.materials, coefficient, print_quantity, "built", "[design.name]")
for(var/reagent in design.reagents_list)
reagents.remove_reagent(reagent, design.reagents_list[reagent] * print_quantity * coefficient)
//produce item
busy = TRUE
if(production_animation)
+2
View File
@@ -18,6 +18,8 @@
TEST_FAIL("Design [current_design.type] requires materials but does not have have any build_path or make_reagent set")
else if (!isnull(current_design.build_path) || !isnull(current_design.build_path)) // //Design requires no materials but creates stuff
TEST_FAIL("Design [current_design.type] requires NO materials but has build_path or make_reagent set")
if (length(current_design.reagents_list) && !(current_design.build_type & LIMBGROWER))
TEST_FAIL("Design [current_design.type] requires reagents but isn't a limb grower design. Reagent costs are only supported by limb grower designs")
for(var/path in subtypesof(/datum/design/surgery))
var/datum/design/surgery/current_design = new path //Create an instance of each design