Turns tablecrafting into personal crafting (#17341)

* Converts tablecrafting to datums

* Adds crafting.dm

Adds crafting.dm

* Fix merge conflicts

Fix merge conflicts

* Fixes dme

* Fixes returns

Fixes returns

* Only check hands and remove old paths

Only check hands and remove old paths

* Recipe fixes

Recipe fixes

* Removed action button

Removed action button
Added small ui button to inventory near the intent wheel
Removed debug
href_list is not longer /list

* Added adjucent checks

Added adjucent checks

* Snacks now get chems from parts

Snacks now get chems from parts

* Complex food fuckery fixed

Complex food fuckery fixed

* Fixes old recipe

Fixes old recipe

* Fix to infinite loops in reagent extraction

Fix to infinite loops in reagent extraction
It was finding old empty containers and tries to extract from them

* Fixes hands not checking

Fixes hands not checking

* Fixes reagents fucking up

Fixes reagents fucking up

* Even more reagent fuck ups fixed and comments

Even more reagent fuck ups fixed and comments

* Fixes all the shit i could find

Fixes all the shit i could find

* Removes debug and mechs

Removes debug and mechs

* Argument renaming

Argument renaming

* Fixes all argument names

Fixes all argument names

* Final fix of arguments

Final fix of arguments
This commit is contained in:
Razharas
2016-05-09 18:14:48 +02:00
committed by phil235
parent 63fd8b2769
commit 0a3ddc886c
52 changed files with 666 additions and 554 deletions
+345
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@@ -0,0 +1,345 @@
/datum/personal_crafting
var/busy
var/viewing_category = 1 //typical powergamer starting on the Weapons tab
var/list/categories = list(CAT_WEAPON,CAT_AMMO,CAT_ROBOT,CAT_FOOD,CAT_MISC,CAT_PRIMAL)
var/datum/action/innate/crafting/button
/* This is what procs do:
get_environment - gets a list of things accessable for crafting by user
get_surroundings - takes a list of things and makes a list of key-types to values-amounts of said type in the list
check_contents - takes a recipe and a key-type list and checks if said recipe can be done with available stuff
check_tools - takes recipe, a key-type list, and a user and checks if there are enough tools to do the stuff, checks bugs one level deep
construct_item - takes a recipe and a user, call all the checking procs, calls do_after, checks all the things again, calls del_reqs, creates result, calls CheckParts of said result with argument being list returned by deel_reqs
del_reqs - takes recipe and a user, loops over the recipes reqs var and tries to find everything in the list make by get_environment and delete it/add to parts list, then returns the said list
*/
/datum/personal_crafting/proc/check_contents(datum/crafting_recipe/R, list/contents)
main_loop:
for(var/A in R.reqs)
var/needed_amount = R.reqs[A]
for(var/B in contents)
if(ispath(B, A))
if(contents[B] >= R.reqs[A])
continue main_loop
else
needed_amount -= contents[B]
if(needed_amount <= 0)
continue main_loop
else
continue
return 0
for(var/A in R.chem_catalysts)
if(contents[A] < R.chem_catalysts[A])
return 0
return 1
/datum/personal_crafting/proc/get_environment(mob/user)
. = list()
. += user.r_hand
. += user.l_hand
if(!istype(user.loc, /turf))
return
var/list/L = block(get_step(user, SOUTHWEST), get_step(user, NORTHEAST))
for(var/A in L)
var/turf/T = A
if(T.Adjacent(user))
. += T.contents
/datum/personal_crafting/proc/get_surroundings(mob/user)
. = list()
for(var/obj/item/I in get_environment(user))
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
.[I.type] += S.amount
else
if(istype(I, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RC = I
if(RC.flags & OPENCONTAINER)
for(var/datum/reagent/A in RC.reagents.reagent_list)
.[A.type] += A.volume
.[I.type] += 1
/datum/personal_crafting/proc/check_tools(mob/user, datum/crafting_recipe/R, list/contents)
if(!R.tools.len)
return 1
var/list/possible_tools = list()
for(var/obj/item/I in user.contents)
if(istype(I, /obj/item/weapon/storage))
for(var/obj/item/SI in I.contents)
possible_tools += SI.type
possible_tools += I.type
possible_tools += contents
main_loop:
for(var/A in R.tools)
for(var/I in possible_tools)
if(ispath(I,A))
continue main_loop
return 0
return 1
/datum/personal_crafting/proc/construct_item(mob/user, datum/crafting_recipe/R)
for(var/A in R.parts)
var/list/contents = get_surroundings(user)
var/send_feedback = 1
if(check_contents(R, contents))
if(check_tools(user, R, contents))
if(do_after(user, R.time, target = user))
contents = get_surroundings(user)
if(!check_contents(R, contents))
return ", missing component."
if(!check_tools(user, R, contents))
return ", missing tool."
var/list/parts = del_reqs(R, user)
var/atom/movable/I = new R.result (get_turf(user.loc))
I.CheckParts(parts, R)
if(send_feedback)
feedback_add_details("object_crafted","[I.type]")
return 0
return "."
return ", missing tool."
return ", missing component."
/*Del reqs works like this:
Loop over reqs var of the recipe
Set var amt to the value current cycle req is pointing to, its amount of type we need to delete
Get var/surroundings list of things accessable to crafting by get_environment()
Check the type of the current cycle req
If its reagent then do a while loop, inside it try to locate() reagent containers, inside such containers try to locate needed reagent, if there isnt remove thing from surroundings
If there is enough reagent in the search result then delete the needed amount, create the same type of reagent with the same data var and put it into deletion list
If there isnt enough take all of that reagent from the container, put into deletion list, substract the amt var by the volume of reagent, remove the container from surroundings list and keep searching
While doing above stuff check deletion list if it already has such reagnet, if yes merge instead of adding second one
If its stack check if it has enough amount
If yes create new stack with the needed amount and put in into deletion list, substract taken amount from the stack
If no put all of the stack in the deletion list, substract its amount from amt and keep searching
While doing above stuff check deletion list if it already has such stack type, if yes try to merge them instead of adding new one
If its anything else just locate() in in the list in a while loop, each find --s the amt var and puts the found stuff in deletion loop
Then do a loop over parts var of the recipe
Do similar stuff to what we have done above, but now in deletion list, until the parts conditions are satisfied keep taking from the deletion list and putting it into parts list for return
After its done loop over deletion list and delete all the shit that wasnt taken by parts loop
del_reqs return the list of parts resulting object will recieve as argument of CheckParts proc, on the atom level it will add them all to the contents, on all other levels it calls ..() and does whatever is needed afterwards but from contents list already
*/
/datum/personal_crafting/proc/del_reqs(datum/crafting_recipe/R, mob/user)
var/list/surroundings
var/list/Deletion = list()
. = list()
var/data
var/amt
main_loop:
for(var/A in R.reqs)
amt = R.reqs[A]
surroundings = get_environment(user)
surroundings -= Deletion
if(ispath(A, /datum/reagent))
var/datum/reagent/RG = new A
var/datum/reagent/RGNT
while(amt > 0)
var/obj/item/weapon/reagent_containers/RC = locate() in surroundings
RG = RC.reagents.get_reagent(A)
if(RG)
if(!locate(RG.type) in Deletion)
Deletion += new RG.type()
if(RG.volume > amt)
RG.volume -= amt
data = RG.data
RC.reagents.conditional_update(RC)
RG = locate(RG.type) in Deletion
RG.volume = amt
RG.data += data
continue main_loop
else
surroundings -= RC
amt -= RG.volume
RC.reagents.reagent_list -= RG
RC.reagents.conditional_update(RC)
RGNT = locate(RG.type) in Deletion
RGNT.volume += RG.volume
RGNT.data += RG.data
qdel(RG)
else
surroundings -= RC
else if(ispath(A, /obj/item/stack))
var/obj/item/stack/S
var/obj/item/stack/SD
while(amt > 0)
S = locate(A) in surroundings
if(S.amount >= amt)
if(!locate(S.type) in Deletion)
SD = new S.type()
Deletion += SD
S.use(amt)
SD = locate(S.type) in Deletion
SD.amount += amt
continue main_loop
else
amt -= S.amount
if(!locate(S.type) in Deletion)
Deletion += S
else
data = S.amount
S = locate(S.type) in Deletion
S.add(data)
surroundings -= S
else
var/atom/movable/I
while(amt > 0)
I = locate(A) in surroundings
Deletion += I
surroundings -= I
amt--
var/list/partlist = list(R.parts.len)
for(var/M in R.parts)
partlist[M] = R.parts[M]
for(var/A in R.parts)
if(istype(A, /datum/reagent))
var/datum/reagent/RG = locate(A) in Deletion
if(RG.volume > partlist[A])
RG.volume = partlist[A]
. += RG
Deletion -= RG
continue
else if(istype(A, /obj/item/stack))
var/obj/item/stack/ST = locate(A) in Deletion
if(ST.amount > partlist[A])
ST.amount = partlist[A]
. += ST
Deletion -= ST
continue
else
while(partlist[A] > 0)
var/atom/movable/AM = locate(A) in Deletion
. += AM
Deletion -= AM
partlist[A] -= 1
while(Deletion.len)
var/DL = Deletion[Deletion.len]
Deletion.Cut(Deletion.len)
qdel(DL)
/datum/personal_crafting/proc/craft(mob/user)
if(user.incapacitated() || user.lying || istype(user.loc, /obj/mecha))
return
var/list/surroundings = get_surroundings(user)
var/dat = "<h3>Crafting menu</h3>"
if(busy)
dat += "<div class='statusDisplay'>"
dat += "Crafting in progress...</div>"
else
dat += "<A href='?src=\ref[src];backwardCat=1'><--</A>"
dat += " [categories[prev_cat()]] |"
dat += " <B>[categories[viewing_category]]</B> "
dat += "| [categories[next_cat()]] "
dat += "<A href='?src=\ref[src];forwardCat=1'>--></A><BR><BR>"
dat += "<div class='statusDisplay'>"
//Filter the recipes we can craft to the top
var/list/can_craft = list()
var/list/cant_craft = list()
for(var/datum/crafting_recipe/R in crafting_recipes)
if(R.category != categories[viewing_category])
continue
if(check_contents(R, surroundings))
can_craft += R
else
cant_craft += R
for(var/datum/crafting_recipe/R in can_craft)
dat += build_recipe_text(R, surroundings)
for(var/datum/crafting_recipe/R in cant_craft)
dat += build_recipe_text(R, surroundings)
dat += "</div>"
var/datum/browser/popup = new(user, "crafting", "Crafting", 500, 500)
popup.set_content(dat)
popup.open()
return
/datum/personal_crafting/Topic(href, href_list)
if(usr.stat || usr.lying)
return
if(href_list["make"])
var/datum/crafting_recipe/TR = locate(href_list["make"])
busy = 1
craft(usr)
var/fail_msg = construct_item(usr, TR)
if(!fail_msg)
usr << "<span class='notice'>[TR.name] constructed.</span>"
else
usr << "<span class ='warning'>Construction failed[fail_msg]</span>"
busy = 0
craft(usr)
if(href_list["forwardCat"])
viewing_category = next_cat()
usr << "<span class='notice'>Category is now [categories[viewing_category]].</span>"
craft(usr)
if(href_list["backwardCat"])
viewing_category = prev_cat()
usr << "<span class='notice'>Category is now [categories[viewing_category]].</span>"
craft(usr)
//Next works nicely with modular arithmetic
/datum/personal_crafting/proc/next_cat()
. = viewing_category % categories.len + 1
//Previous can go fuck itself
/datum/personal_crafting/proc/prev_cat()
if(viewing_category == categories.len)
. = viewing_category-1
else
. = viewing_category % categories.len - 1
if(. <= 0)
. = categories.len
/datum/personal_crafting/proc/build_recipe_text(datum/crafting_recipe/R, list/contents)
. = ""
var/name_text = ""
var/req_text = ""
var/tool_text = ""
var/catalist_text = ""
if(check_contents(R, contents))
name_text ="<A href='?src=\ref[src];make=\ref[R]'>[R.name]</A>"
else
name_text = "<span class='linkOff'>[R.name]</span>"
if(name_text)
for(var/A in R.reqs)
if(ispath(A, /obj))
var/obj/O = A
req_text += " [R.reqs[A]] [initial(O.name)]"
else if(ispath(A, /datum/reagent))
var/datum/reagent/RE = A
req_text += " [R.reqs[A]] [initial(RE.name)]"
if(R.chem_catalysts.len)
catalist_text += ", Catalysts:"
for(var/C in R.chem_catalysts)
if(ispath(C, /datum/reagent))
var/datum/reagent/RE = C
catalist_text += " [R.chem_catalysts[C]] [initial(RE.name)]"
if(R.tools.len)
tool_text += ", Tools:"
for(var/O in R.tools)
if(ispath(O, /obj))
var/obj/T = O
tool_text += " [R.tools[O]] [initial(T.name)]"
. = "[name_text][req_text][tool_text][catalist_text]<BR>"
+41 -41
View File
@@ -1,5 +1,5 @@
/datum/table_recipe
/datum/crafting_recipe
var/name = "" //in-game display name
var/reqs[] = list() //type paths of items consumed associated with how many are needed
var/result //type path of item resulting from this craft
@@ -10,7 +10,7 @@
var/category = CAT_NONE //where it shows up in the crafting UI
/datum/table_recipe/pin_removal
/datum/crafting_recipe/pin_removal
name = "Pin Removal"
result = /obj/item/weapon/gun
reqs = list(/obj/item/weapon/gun = 1)
@@ -19,7 +19,7 @@
time = 50
category = CAT_WEAPON
/datum/table_recipe/IED
/datum/crafting_recipe/IED
name = "IED"
result = /obj/item/weapon/grenade/iedcasing
reqs = list(/datum/reagent/fuel = 50,
@@ -30,8 +30,8 @@
time = 15
category = CAT_WEAPON
/datum/table_recipe/lance
name = "explosive lance"
/datum/crafting_recipe/lance
name = "explosive lance (grenade)"
result = /obj/item/weapon/twohanded/spear
reqs = list(/obj/item/weapon/twohanded/spear = 1,
/obj/item/weapon/grenade = 1)
@@ -39,8 +39,7 @@
time = 15
category = CAT_WEAPON
/datum/table_recipe/molotov
/datum/crafting_recipe/molotov
name = "Molotov"
result = /obj/item/weapon/reagent_containers/food/drinks/bottle/molotov
reqs = list(/obj/item/weapon/reagent_containers/glass/rag = 1,
@@ -49,7 +48,7 @@
time = 40
category = CAT_WEAPON
/datum/table_recipe/stunprod
/datum/crafting_recipe/stunprod
name = "Stunprod"
result = /obj/item/weapon/melee/baton/cattleprod
reqs = list(/obj/item/weapon/restraints/handcuffs/cable = 1,
@@ -58,7 +57,7 @@
time = 40
category = CAT_WEAPON
/datum/table_recipe/teleprod
/datum/crafting_recipe/teleprod
name = "Teleprod"
result = /obj/item/weapon/melee/baton/cattleprod/teleprod
reqs = list(/obj/item/weapon/restraints/handcuffs/cable = 1,
@@ -68,7 +67,7 @@
time = 40
category = CAT_WEAPON
/datum/table_recipe/bola
/datum/crafting_recipe/bola
name = "Bola"
result = /obj/item/weapon/restraints/legcuffs/bola
reqs = list(/obj/item/weapon/restraints/handcuffs/cable = 1,
@@ -76,7 +75,7 @@
time = 20//15 faster than crafting them by hand!
category= CAT_WEAPON
/datum/table_recipe/tailclub
/datum/crafting_recipe/tailclub
name = "Tail Club"
result = /obj/item/weapon/tailclub
reqs = list(/obj/item/severedtail = 1,
@@ -84,7 +83,7 @@
time = 40
category = CAT_WEAPON
/datum/table_recipe/tailwhip
/datum/crafting_recipe/tailwhip
name = "Liz O' Nine Tails"
result = /obj/item/weapon/melee/chainofcommand/tailwhip
reqs = list(/obj/item/severedtail = 1,
@@ -92,7 +91,7 @@
time = 40
category = CAT_WEAPON
/datum/table_recipe/ed209
/datum/crafting_recipe/ed209
name = "ED209"
result = /mob/living/simple_animal/bot/ed209
reqs = list(/obj/item/robot_parts/robot_suit = 1,
@@ -110,7 +109,7 @@
time = 60
category = CAT_ROBOT
/datum/table_recipe/secbot
/datum/crafting_recipe/secbot
name = "Secbot"
result = /mob/living/simple_animal/bot/secbot
reqs = list(/obj/item/device/assembly/signaler = 1,
@@ -122,7 +121,7 @@
time = 60
category = CAT_ROBOT
/datum/table_recipe/cleanbot
/datum/crafting_recipe/cleanbot
name = "Cleanbot"
result = /mob/living/simple_animal/bot/cleanbot
reqs = list(/obj/item/weapon/reagent_containers/glass/bucket = 1,
@@ -131,7 +130,7 @@
time = 40
category = CAT_ROBOT
/datum/table_recipe/floorbot
/datum/crafting_recipe/floorbot
name = "Floorbot"
result = /mob/living/simple_animal/bot/floorbot
reqs = list(/obj/item/weapon/storage/toolbox/mechanical = 1,
@@ -141,7 +140,7 @@
time = 40
category = CAT_ROBOT
/datum/table_recipe/medbot
/datum/crafting_recipe/medbot
name = "Medbot"
result = /mob/living/simple_animal/bot/medbot
reqs = list(/obj/item/device/healthanalyzer = 1,
@@ -151,7 +150,7 @@
time = 40
category = CAT_ROBOT
/datum/table_recipe/flamethrower
/datum/crafting_recipe/flamethrower
name = "Flamethrower"
result = /obj/item/weapon/flamethrower
reqs = list(/obj/item/weapon/weldingtool = 1,
@@ -163,7 +162,7 @@
time = 10
category = CAT_WEAPON
/datum/table_recipe/meteorshot
/datum/crafting_recipe/meteorshot
name = "Meteorshot Shell"
result = /obj/item/ammo_casing/shotgun/meteorshot
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
@@ -173,7 +172,7 @@
time = 5
category = CAT_AMMO
/datum/table_recipe/pulseslug
/datum/crafting_recipe/pulseslug
name = "Pulse Slug Shell"
result = /obj/item/ammo_casing/shotgun/pulseslug
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
@@ -183,7 +182,7 @@
time = 5
category = CAT_AMMO
/datum/table_recipe/dragonsbreath
/datum/crafting_recipe/dragonsbreath
name = "Dragonsbreath Shell"
result = /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
@@ -192,7 +191,7 @@
time = 5
category = CAT_AMMO
/datum/table_recipe/frag12
/datum/crafting_recipe/frag12
name = "FRAG-12 Shell"
result = /obj/item/ammo_casing/shotgun/frag12
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
@@ -203,7 +202,7 @@
time = 5
category = CAT_AMMO
/datum/table_recipe/ionslug
/datum/crafting_recipe/ionslug
name = "Ion Scatter Shell"
result = /obj/item/ammo_casing/shotgun/ion
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
@@ -213,7 +212,7 @@
time = 5
category = CAT_AMMO
/datum/table_recipe/improvisedslug
/datum/crafting_recipe/improvisedslug
name = "Improvised Shotgun Shell"
result = /obj/item/ammo_casing/shotgun/improvised
reqs = list(/obj/item/weapon/grenade/chem_grenade = 1,
@@ -224,7 +223,7 @@
time = 5
category = CAT_AMMO
/datum/table_recipe/improvisedslugoverload
/datum/crafting_recipe/improvisedslugoverload
name = "Overload Improvised Shell"
result = /obj/item/ammo_casing/shotgun/improvised/overload
reqs = list(/obj/item/ammo_casing/shotgun/improvised = 1,
@@ -234,7 +233,7 @@
time = 5
category = CAT_AMMO
/datum/table_recipe/laserslug
/datum/crafting_recipe/laserslug
name = "Laser Slug Shell"
result = /obj/item/ammo_casing/shotgun/laserslug
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
@@ -244,7 +243,7 @@
time = 5
category = CAT_AMMO
/datum/table_recipe/ishotgun
/datum/crafting_recipe/ishotgun
name = "Improvised Shotgun"
result = /obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised
reqs = list(/obj/item/weaponcrafting/reciever = 1,
@@ -255,7 +254,7 @@
time = 100
category = CAT_WEAPON
/datum/table_recipe/chainsaw
/datum/crafting_recipe/chainsaw
name = "Chainsaw"
result = /obj/item/weapon/twohanded/required/chainsaw
reqs = list(/obj/item/weapon/circular_saw = 1,
@@ -265,7 +264,7 @@
time = 50
category = CAT_WEAPON
/datum/table_recipe/spooky_camera
/datum/crafting_recipe/spooky_camera
name = "Camera Obscura"
result = /obj/item/device/camera/spooky
time = 15
@@ -274,21 +273,21 @@
parts = list(/obj/item/device/camera = 1)
category = CAT_MISC
/datum/table_recipe/lizardhat
/datum/crafting_recipe/lizardhat
name = "Lizard Cloche Hat"
result = /obj/item/clothing/head/lizard
time = 10
reqs = list(/obj/item/severedtail = 1)
category = CAT_MISC
/datum/table_recipe/lizardhat_alternate
/datum/crafting_recipe/lizardhat_alternate
name = "Lizard Cloche Hat"
result = /obj/item/clothing/head/lizard
time = 10
reqs = list(/obj/item/stack/sheet/animalhide/lizard = 1)
category = CAT_MISC
/datum/table_recipe/skateboard
/datum/crafting_recipe/skateboard
name = "Skateboard"
result = /obj/vehicle/scooter/skateboard
time = 60
@@ -296,7 +295,7 @@
/obj/item/stack/rods = 10)
category = CAT_MISC
/datum/table_recipe/scooter
/datum/crafting_recipe/scooter
name = "Scooter"
result = /obj/vehicle/scooter
time = 65
@@ -304,14 +303,15 @@
/obj/item/stack/rods = 12)
category = CAT_MISC
/datum/table_recipe/papersack
/datum/crafting_recipe/papersack
name = "Paper Sack"
result = /obj/item/weapon/storage/box/papersack
time = 10
reqs = list(/obj/item/weapon/paper = 5)
category = CAT_MISC
/datum/table_recipe/chemical_payload
/datum/crafting_recipe/chemical_payload
name = "Chemical Payload (C4)"
result = /obj/item/weapon/bombcore/chemical
reqs = list(
@@ -323,7 +323,7 @@
time = 30
category = CAT_WEAPON
/datum/table_recipe/chemical_payload2
/datum/crafting_recipe/chemical_payload2
name = "Chemical Payload (gibtonite)"
result = /obj/item/weapon/bombcore/chemical
reqs = list(
@@ -335,14 +335,14 @@
time = 50
category = CAT_WEAPON
/datum/table_recipe/bonearmor
/datum/crafting_recipe/bonearmor
name = "Bone Armor"
result = /obj/item/clothing/suit/armor/bone
time = 30
reqs = list(/obj/item/stack/sheet/bone = 6)
category = CAT_PRIMAL
/datum/table_recipe/bonetalisman
/datum/crafting_recipe/bonetalisman
name = "Bone Talisman"
result = /obj/item/clothing/tie/talisman
time = 20
@@ -350,7 +350,7 @@
/obj/item/stack/sheet/sinew = 1)
category = CAT_PRIMAL
/datum/table_recipe/bracers
/datum/crafting_recipe/bracers
name = "Bone Bracers"
result = /obj/item/clothing/gloves/bracer
time = 20
@@ -358,14 +358,14 @@
/obj/item/stack/sheet/sinew = 1)
category = CAT_PRIMAL
/datum/table_recipe/skullhelm
/datum/crafting_recipe/skullhelm
name = "Skull Helmet"
result = /obj/item/clothing/head/helmet/skull
time = 30
reqs = list(/obj/item/stack/sheet/bone = 4)
category = CAT_PRIMAL
/datum/table_recipe/drakecloak
/datum/crafting_recipe/drakecloak
name = "Ash Drake Cloak"
result = /obj/item/clothing/suit/hooded/cloak/drake
time = 60
-295
View File
@@ -1,295 +0,0 @@
/obj/structure/table
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/list/table_contents = list()
var/viewing_category = 1 //typical powergamer starting on the Weapons tab
var/list/categories = list(CAT_WEAPON,CAT_AMMO,CAT_ROBOT,CAT_FOOD,CAT_MISC,CAT_PRIMAL)
/obj/structure/table/MouseDrop(mob/living/user)
if(!istype(user))
return
if(!user.IsAdvancedToolUser())
return
tablecraft(user)
/obj/structure/table/proc/check_contents(datum/table_recipe/R)
check_table()
main_loop:
for(var/A in R.reqs)
var/needed_amount = R.reqs[A]
for(var/B in table_contents)
if(ispath(B, A))
if(table_contents[B] >= R.reqs[A])
continue main_loop
else
needed_amount -= table_contents[B]
if(needed_amount <= 0)
continue main_loop
else
continue
return 0
for(var/A in R.chem_catalysts)
if(table_contents[A] < R.chem_catalysts[A])
return 0
return 1
/obj/structure/table/proc/check_table()
table_contents = list()
for(var/obj/item/I in loc)
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
table_contents[I.type] += S.amount
else
if(istype(I, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RC = I
if(RC.flags & OPENCONTAINER)
for(var/datum/reagent/A in RC.reagents.reagent_list)
table_contents[A.type] += A.volume
table_contents[I.type] += 1
/obj/structure/table/proc/check_tools(mob/user, datum/table_recipe/R)
if(!R.tools.len)
return 1
var/list/possible_tools = list()
for(var/obj/item/I in user.contents)
if(istype(I, /obj/item/weapon/storage))
for(var/obj/item/SI in I.contents)
possible_tools += SI.type
else
possible_tools += I.type
possible_tools += table_contents
main_loop:
for(var/A in R.tools)
for(var/I in possible_tools)
if(ispath(I,A))
possible_tools -= I
continue main_loop
return 0
return 1
/obj/structure/table/proc/construct_item(mob/user, datum/table_recipe/R)
check_table()
var/send_feedback = 1
if(check_contents(R))
if(check_tools(user, R))
if(do_after(user, R.time, target = src))
if(!check_contents(R))
return ", missing component."
if(!check_tools(user, R))
return ", missing tool."
var/atom/movable/I = new R.result (loc)
if(istype(I, /obj/item/weapon/reagent_containers/food/snacks))
var/obj/item/weapon/reagent_containers/food/snacks/S = I
S.create_reagents(S.volume)
feedback_add_details("food_made","[S.type]")
send_feedback = 0
var/list/parts = del_reqs(R, I)
for(var/A in parts)
if(istype(A, /obj/item))
var/atom/movable/B = A
B.loc = I
B.pixel_x = initial(B.pixel_x)
B.pixel_y = initial(B.pixel_y)
else
if(!I.reagents)
I.reagents = new /datum/reagents()
I.reagents.reagent_list.Add(A)
I.CheckParts()
if(send_feedback)
feedback_add_details("object_crafted","[I.type]")
return 0
return "."
return ", missing tool."
return ", missing component."
/obj/structure/table/proc/del_reqs(datum/table_recipe/R, atom/movable/resultobject)
var/list/Deletion = list()
var/amt
var/reagenttransfer = 0
if(istype(resultobject,/obj/item/weapon/reagent_containers))
reagenttransfer = 1
for(var/A in R.reqs)
amt = R.reqs[A]
if(ispath(A, /obj/item/stack))
var/obj/item/stack/S
stack_loop:
for(var/B in table_contents)
if(ispath(B, A))
while(amt > 0)
S = locate(B) in loc
if(S.amount >= amt)
S.use(amt)
break stack_loop
else
amt -= S.amount
qdel(S)
else if(ispath(A, /obj/item))
var/obj/item/I
item_loop:
for(var/B in table_contents)
if(ispath(B, A))
var/item_amount = table_contents[B]
while(item_amount > 0)
I = locate(B) in loc
Deletion.Add(I)
I.loc = null //remove it from the table loc so that we don't locate the same item every time (will be relocated inside the crafted item in construct_item())
amt--
item_amount--
if(reagenttransfer && istype(I,/obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RC = I
RC.reagents.trans_to(resultobject, RC.reagents.total_volume)
if(amt <= 0)
break item_loop
else
var/datum/reagent/RG = new A
reagent_loop:
for(var/B in table_contents)
if(ispath(B, /obj/item/weapon/reagent_containers))
var/obj/item/RC = locate(B) in loc
if(RC.reagents.has_reagent(RG.id, amt))
if(reagenttransfer)
RC.reagents.trans_id_to(resultobject,RG.id, amt)
else
RC.reagents.remove_reagent(RG.id, amt)
RG.volume = amt
Deletion.Add(RG)
break reagent_loop
else if(RC.reagents.has_reagent(RG.id))
Deletion.Add(RG)
RG.volume += RC.reagents.get_reagent_amount(RG.id)
amt -= RC.reagents.get_reagent_amount(RG.id)
if(reagenttransfer)
RC.reagents.trans_id_to(resultobject,RG.id, RG.volume)
else
RC.reagents.del_reagent(RG.id)
var/list/partlist = list(R.parts.len)
for(var/M in R.parts)
partlist[M] = R.parts[M]
deletion_loop:
for(var/B in Deletion)
for(var/A in R.parts)
if(istype(B, A))
if(partlist[A] > 0) //do we still need a part like that?
partlist[A] -= 1
continue deletion_loop
Deletion.Remove(B)
qdel(B)
return Deletion
/obj/structure/table/proc/tablecraft(mob/user)
if(user.incapacitated() || user.lying || !Adjacent(user))
return
check_table()
user.face_atom(src)
var/dat = "<h3>Crafting menu</h3>"
if(busy)
dat += "<div class='statusDisplay'>"
dat += "Crafting in progress...</div>"
else
dat += "<A href='?src=\ref[src];backwardCat=1'><--</A>"
dat += " [categories[prev_cat()]] |"
dat += " <B>[categories[viewing_category]]</B> "
dat += "| [categories[next_cat()]] "
dat += "<A href='?src=\ref[src];forwardCat=1'>--></A><BR><BR>"
dat += "<div class='statusDisplay'>"
//Filter the recipes we can craft to the top
var/list/can_craft = list()
var/list/cant_craft = list()
for(var/datum/table_recipe/R in table_recipes)
if(R.category != categories[viewing_category])
continue
if(check_contents(R))
can_craft += R
else
cant_craft += R
for(var/datum/table_recipe/R in can_craft)
dat += build_recipe_text(R)
for(var/datum/table_recipe/R in cant_craft)
dat += build_recipe_text(R)
dat += "</div>"
var/datum/browser/popup = new(user, "table", "Table", 500, 500)
popup.set_content(dat)
popup.open()
return
/obj/structure/table/Topic(href, href_list)
if(usr.stat || !Adjacent(usr) || usr.lying)
return
if(href_list["make"])
var/datum/table_recipe/TR = locate(href_list["make"])
busy = 1
tablecraft(usr)
var/fail_msg = construct_item(usr, TR)
if(!fail_msg)
usr << "<span class='notice'>[TR.name] constructed.</span>"
else
usr << "<span class ='warning'>Construction failed[fail_msg]</span>"
busy = 0
tablecraft(usr)
if(href_list["forwardCat"])
viewing_category = next_cat()
usr << "<span class='notice'>Category is now [categories[viewing_category]].</span>"
tablecraft(usr)
if(href_list["backwardCat"])
viewing_category = prev_cat()
usr << "<span class='notice'>Category is now [categories[viewing_category]].</span>"
tablecraft(usr)
//Next works nicely with modular arithmetic
/obj/structure/table/proc/next_cat()
. = viewing_category % categories.len + 1
//Previous can go fuck itself
/obj/structure/table/proc/prev_cat()
if(viewing_category == categories.len)
. = viewing_category-1
else
. = viewing_category % categories.len - 1
if(. <= 0)
. = categories.len
/obj/structure/table/proc/build_recipe_text(datum/table_recipe/R)
. = ""
var/name_text = ""
var/req_text = ""
var/tool_text = ""
var/catalist_text = ""
if(check_contents(R))
name_text ="<A href='?src=\ref[src];make=\ref[R]'>[R.name]</A>"
else
name_text = "<span class='linkOff'>[R.name]</span>"
if(name_text)
for(var/A in R.reqs)
if(ispath(A, /obj))
var/obj/O = A
req_text += " [R.reqs[A]] [initial(O.name)]"
else if(ispath(A, /datum/reagent))
var/datum/reagent/RE = A
req_text += " [R.reqs[A]] [initial(RE.name)]"
if(R.chem_catalysts.len)
catalist_text += ", Catalysts:"
for(var/C in R.chem_catalysts)
if(ispath(C, /datum/reagent))
var/datum/reagent/RE = C
catalist_text += " [R.chem_catalysts[C]] [initial(RE.name)]"
if(R.tools.len)
tool_text += ", Tools:"
for(var/O in R.tools)
if(ispath(O, /obj))
var/obj/T = O
tool_text += " [R.tools[O]] [initial(T.name)]"
. = "[name_text][req_text][tool_text][catalist_text]<BR>"