* General maintenance for Lathes (#81244)
## About The Pull Request
1. **Qol Stuff**
- Screentips & examines for screwdriver, crowbar acts, multiool &
wirecutter Also for Alt click
- Techfabs can now also use the Mouse drag functionality to set drop
target for items
- Lathe printing animation now plays on loop instead of just flicking
once till printing is finished for more visual feedback
2. **Code Improvements**
- Merged `start_making()` with `do_make_item()`. That proc was like only
3 lines long and used only in 1 place so let's just move that code to
`ui_act()`
- Merged `user_print_item_id()` with `ui_act()`. Again was used only in
1 place so let's just move that code in to save some proc overhead
- Sets `processing_flags` for autolathe to `NONE` cause we don't use
`process()`
- Autodocs vars such as `hacked` , `shocked` etc & procs
- `maxmult` is now computed client side saving backend bandwidth,
`construction_time` is removed from lathes which did not use it
- Removed all usages of lathe taxes and their related vars, removed
engineering lathe no tax from ice moon, replaced with normal engineering
lathe
3. **Fixes**
- Lathe sheet insertion animations are now linked & work again for all
material types inserted via remote silo/local storage,
silver/titanium/plastic all play the same animation(that is
`protolathe_shiny` overlay). Other materials have their own respective
overlays
- Fixes#81243. Calling `update_static_data_for_all_viewers()` is too
expensive for the UI. We should instead use `SStgui.update_uis(src)`
which will report the `busy` status to the UI more immediatly
- Fixes#81236. Some problems with the params passed to the timer
callback. It should now print the correct number of requested items
- Fixes#81192. `design.materials` would runtime for custom material
items as they were list of texts not materials. We have to pass our
manually parsed list of materials for an specific item to ensure they
are set & used correctly. Same fixes apply for techfabs as well
## Changelog
🆑
qol: adds screentips & examines for screwdriver & crowbar acts & alt
click.
qol: techfabs can now use the mouse drop functionality to set drop
target.
qol: lathe printing animation plays on loop while printing rather than
flicking once for more visual feedback
fix: lathe sheet insertion animations are now linked & work again for
all material types inserted via remote silo/local storage
fix: printing custom materials items from autolathe works again.
fix: printing multiple items from lathes will actually print that
correct quantity of items requested.
fix: printing items the 2nd time around from lathes won't cause the UI
to reload each time.
code: autodoc for some vars & procs, merges procs.
refactor: Optimized code for autolathe & techfabs in general. Report
bugs on github
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* There we go
* aaaa
* Missed this little thingy
* There we go, should be clean af
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Material container drops sheets only on object deconstruct & not destroy. (#81290)
## About The Pull Request
- Fixes#81289
It has nothing to do with `dump_contents()` but with the material
container that drops its materials on `Destroy()` causing side effects.
Now it only drops sheets when an object is deconstructed but not
destroyed.
For this to work properly on all instances we have to ensure
`deconstruct()` is not overridden at least on machines for now, so they
can send `COMSIG_OBJ_DECONSTRUCT` signal. That comes in the next PR
## Changelog
🆑
fix: deleting objects with local material storage(autolathe, drone
dispenser etc) no longer drops sheets, they only drop materials when
deconstructed
/🆑
* Material container drops sheets only on object deconstruct & not destroy.
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* General maintainence for Ore Silo (#81016)
## About The Pull Request
1. **Qol**(Hopefully not an issue for feature freeze)
- Adds Screen tips & examines for screwdriver, crowbar & multitool acts
- Examining ore silo will now display its stored materials
- Location name is attached to the machine name and it greys out when
pausing the machine to make it more noticable that it is paused
- Made window wider
2. **Code Improvements**
- Auto docs procs & vars for ore silo log entry
- Fixed return values of all tool acts i.e. no more returning
`TRUE/FALSE` but the actual item interaction flags
- UI no longer computes `REF` for each machine which is expensive but
instead uses the index value in the list
- Moved global variables to their corresponding files
- Ore silo no longer starts processing round start. That proc just ended
itself anyway so why even bother registering
3. **Fixes**
- If a machine was disconnected via the ore silo UI, attempting to
reconnect that machine would cause a runtime at `RegisterSignal` in
`multitool_act` because it was already registered in `Initialize`. It
now unregisters the signal when disconnecting so that's fixed
- Each machine element in the UI does not have a unique key because it
used `key={machine.name}`. This meant after disconnecting a machine the
UI buttons would get grouped together and the pause & disconnect buttons
would not function properly. Now it uses `index` which is unique thus
fixing that problem
## Changelog
🆑
qol: added more screen tips & examines for ore silo, made UI wider,
attach location name to each machine & grey out paused machines to make
it more noticeable.
code: auto docs proc & vars for silo log entry. Fixed return values of
all tool acts
fix: ore silo UI now functions correctly after removing an entry from
the UI
fix: no runtimes when connecting a machine to silo that was previously
disconnected via the ore silo UI
/🆑
* General maintainence for Ore Silo
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Minor Autolathe Refactor | Material Dupe-B-Gone (#80839)
## About The Pull Request
Refactors underlying autolathe code, mostly about how it prints items
Items are now printed sequentially
Items now have their custom materials set to the the materials actually
used to create them
Items are now printed based on their design construction time instead of
a default 3.2 seconds per item always
Closes https://github.com/tgstation/tgstation/issues/80755
## Changelog
🆑
fix: Autolathes no longer allow you to duplicate materials at higher
levels of stock parts
qol: Autolathes now show name instead of typepath when selecting a
custom material
qol: Autolathe now print out items one by one instead of waiting for all
of them to print at once
/🆑
* Minor Autolathe Refactor | Material Dupe-B-Gone
* mhm
* swap private procs on production procs to protected instead (#80972)
See title.
This was causing issues downstream
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
* Micro-optimize qdel by only permitting one parameter
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes for mat container & ORM (#80573)
## About The Pull Request
- Fixes#80559
1) The ORM now hooks onto the local container only if off station. The
ui act if statement was also messed up but that's fixed now too.
2) Creates a dedicated signal for items inserted into the silo for
clarity & uses the helper proc defined inside remote materials for
inserting items so we don't have to specify the `context` manually.
3) Properly updates the auto Doc for the container signal defines
## Changelog
🆑
fix: Off station ORM's can redeem points again.
/🆑
* Fixes for mat container & ORM
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.
Apparently there were plans to make these flags do something special
from the comment
302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing
302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.
2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.
3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag
4. Adds helper proc to insert materials via the remote material
component with proper context
## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
* Removes material breakdown flags, traits & miscellaneous fixes.
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* [NO GBP] Fixes runtime in mat container chat display (#80321)
## About The Pull Request
Forgot to format the chat in the right format when items are rejected by
the mat container. Rather than displaying the item is rejected it would
simply runtime & not display anything. That's fixed now
## Changelog
🆑
fix: items that are rejected by the mat container will display the chat
message saying that.
/🆑
* [NO GBP] Fixes runtime in mat container chat display
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Mat container related refactors & patches (#80164)
## About The Pull Request
**1. Mat container `user_insert()` tweaks**
- Mat container will now skip over an item & its contents if that item
cannot be processed (not suitable for redemption or not an allowed type)
this is not only realistic(if an item has an tough outer shell you can't
crush it to access its contents) but also saves us computation time as
we can skip over contents quickly
- Mat container now properly respects the `MATCONTAINER_SILENT` flag
- You can now hit machines like autolathe, protolathe etc with iron
sheets (or any other material item type those machines accept) when in
combat mode rather than inserting them because it makes sense
- Mat container now has much reduced chat spam as it will sum up all the
items inserted, and the material collected rather than displaying them
individually.

Much improved readability and overall faster as we do much less
`to_chat()` calls
**2. ORM Tweaks**
- Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/25329 .
ORM now generates points correctly always, regardless of how the ore is
inserted be it
- Via hand
- Thrown at the ORM
- Ore Box
- Some other bag containing ore
Points will always be generated at a common proc so no more checking
every inlet on how the ore enters the machine. Once the silo receives
the material it will inform the ORM about it, so it does not have to
check itself therefore reducing code bloat.
## Changelog
🆑
fix: ORM will generate points regardless of how the ore enters it.
fix: Machines like autolathe, techfab etc can now be hit with iron
sheets (or any other material item type those machines accept) when in
combat mode rather than inserting them because it makes sense.
fix: Mat container won't display chats fully if the
`MATCONTAINER_SILENT` flag is passed.
refactor: Machines like autolathe, techfab etc now display summed up
material inserts to chats rather than each item individually. Also, will
skip items & its contents if it cannot be processed thus saving time
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Mat container related refactors & patches
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)
master will definitely compile now though
* Patches up merge skew
* Merge conflicts
* Modular adjustments
* Removes this entirely duplicated proc...
* Update tool_override.dm
* Update weldingtool.dm
* Update tool_override.dm
* Update tool_override.dm
* Nope. Copy paste begone.
A skyrat edit is so much easier to deal with here
* Update brand_intelligence.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Machines now transfer their local materials to silo during linking (#78263)
## About The Pull Request
- Closes#78029
Rather than dumping their local materials as sheets on the turf,
machines (protolathe, exosuit fab, component printer and others that can
link to silo) now transfers their materials from local storage to silo
during linking with multitool
This way you don't have to pick up the sheets and manually put them in
the silo yourself & this can also save you from a lot of manual labour
of picking up sheets when you have a large amount of local materials
stored inside.
## Changelog
🆑
qol: Machines now transfer their local materials to silo during linking
with multitool
/🆑
* Machines now transfer their local materials to silo during linking
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* [NO GBP]Refactors how sheets are ejected from mat container (#77945)
## About The Pull Request
As #77936 pointed out an infinite while loop occurs in the recycler.
This was caused due to my recent mat changes as follows.
When the recycler eats up an item. If it found any material inside, it
would attempt to eject any sheets formed from it over here
ed71735fb3/code/game/machinery/recycler.dm (L199)
Inside this proc i first create the sheets in `null space` why is
explained in the comment
ed71735fb3/code/datums/components/material/material_container.dm (L599-L600)
After doing logging & stuff i then would move the sheets back into its
target turf so it could get merged again
ed71735fb3/code/datums/components/material/material_container.dm (L607-L608)
Unfortunately this would trigger `COMSIG_ATOM_ENTERED` signal which the
recycler is hooked onto. The recycler would then eat the newly ejected
sheets again, which would cause more sheets to be ejected, which would
again trigger the signal `COMSIG_ATOM_ENTERED` and you have your
infinite loop.
I did this because i had no clue how to stop the stack from merging when
it got spawned and this was a poor solution, so upon examining the code
i found there is a var to specifically stops stacks from merging
ed71735fb3/code/game/objects/items/stacks/stack.dm (L81)
Yup there is specific param called `merge=TRUE` which allows you to
explicitly stop stacks from merging. I now use this var and manually
merge stacks afterwards without calling `forceMove()` so it doesn't
trigger the recycler anymore which caused the infinite loops.
## Why It's good for the game
Writing checks to see if an object came from null space is weird. It
makes the code difficult to reason with as such situations never happen.
Now it makes sense for an atom to be moved "into" null space for e.g.
when it gets deleted but for an atom to "return back from it" never
happens and you shouldn't be bothered with figuring out how that
happened.
## Changelog
🆑
refactor: sheets are merged in a better way when ejected from machines &
material related stuff
/🆑
* [NO GBP]Refactors how sheets are ejected from mat container
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* General code maintenance for Mat container related stuff (#77671)
1. Removes `/obj/machinery/ore_silo/proc/remote_attackby()`. This proc
calls `datum/component/material_container/user_insert()` anyway which
performs all the checks necessary for inserting stuff into the ore silo
and `/obj/machinery/ore_silo/proc/remote_attackby()` was just repeating
its code & checks. So now inserting into the ore silo is directly
handled by the mat container without this proxy proc making the
operation slightly faster
2. Removed silo `attackby` code. Same operations can be done via
`screwdriver_act` & `crowbar_act` procs much cleaner
3. The ore silo now hooks onto signals
`COMSIG_MATCONTAINER_ITEM_CONSUMED` and
`COMSIG_MATCONTAINER_SHEETS_RETRIVED` and logs into silo when they are
triggered. This means when you insert/eject sheets from the silo the
connected machine performing the operation no longer has to do the
logging manually thus the proc `silo_log` has been removed from a lot of
places ,reducing overall code size
4. A lot of stuff that use materials from the ore silo follow this
pattern.
i.e. They first use the materials from the silo and then log it via
`silo_log` proc. This code pattern is repeated in a lot of places so
let's just merge these 2 lines with some extra sanity checks into a
single proc inside `remote_materials` itself. That's what was done and
the number of places where you log manually into the silo has been
removed further reducing code size everywhere.
5. Added auto doc & cleaned up some procs
Since logging is now done by the ore silo directly, we need a way to
pass the machine that is inserting items into the silo to the signal
handlers of the ore silo [via the `context` var]. So other code changes
elsewhere is because of this var
* General code maintenance for Mat container related stuff
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* [NO GBP]Mat container Final clean-up & patches (#77092)
## About The Pull Request
1. Fixes#77177
Some things were not connecting to the ore silo round start because the
silo was not initialized yet so it went to local storage. Now it
connects with the ore silo again
3. Removed some unused code in remote materials
4. Protolathe uses `eject_sheets()` defined in remote materials and not
it's own version because that's redundant
5. Don't put the item back in the players hand when inserting it in the
material container cause we haven't even removed it yet
6. `fast_split()` is now even faster & robust and is a global proc
7. Some code cleanup for RHD silo link
## Changelog
🆑
fix: some things not connecting to the ore silo round start
/🆑
* [NO GBP]Mat container Final clean-up & patches
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request
**1. Material container clean-up & refactor**
- Replaced `total_amount` var with `total_amount()` proc, this var can
be easily computed by summing up all material amounts rather than
storing it as a var which is tedious to update & keep track of when
materials are added/removed
- Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`,
and `get_categories()`. These procs are not used anywhere in the
codebase so let's remove them & make some space.
- Callbacks are replaced with signals, the callbacks don't need to be
explicitly garbage collected & having macros & procs marked with
`SIGNAL_HANDLER` makes your intentions more readable & explicit.
- Fixes#76151
All material adding, removal, checking operations are "Integer"
operations, i.e. the final value is rounded & them made 1 if the final
value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better
name]. No more dealing with decimal value materials
The problem was after the protolathe was upgraded with better parts all
the design costs were multiplied with a decimal `efficiency_coeff`
value, this means even though in the UI the cost was displayed as 60
bluespace crystals its actual cost was `60.0001` something in the
backend causing this check for materials to fail & print the error
message.
- Replaced `GetComponent(/datum/component_material_container)` with just
a simple ref to the material container when adding the component, so we
can save some overhead from calling this proc
- Gave all procs a ton of documentation with documentation having
documentation
- Fixes#76506 RCD and other devices that uses the silo link upgrade now
have the correct material usages
- Fixes#72096. It wasn't just a problem with ancient protolathe but
with all machines that used `datum/component/remote_materials` the
problem was remote materials would add an instance of
`datum/remote/material_container` if it wanted to use local storage but
this component would get added before `datum/component/remote_materials`
could be registered i.e. it comes before remote_materials in the
component list. So when the machine is destroyed it will first destroy
`material_container` & then `remote_materials` therefore destroying the
materials before they could get ejected
- Silo link is established when parent is registered with remote
materials raher than adding an external timer which is faster
- Everything that uses a material container will auto eject their sheets
when destroyed
- Moved this & remote materials into its own folder for better
organization
**2. Material UI Changes**
- Removed the x25 & x50 print buttons from the autolathe, now they just
have x5 & x10 buttons like the protolathe, These buttons were of no use
since you could just type the exact amount you want to print in the
`[Max: <some amount>]` side bar. The code to compute these buttons was
just plain right nasty & some of it unused in the UI.
- The material eject button in the material bar does not gray out when
you can eject exactly one sheet
- All material cost are integer values rounded
- Fixes#76253 Exosuit Fabricator sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Component printer material bar sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Autolathe Material bars now display number of sheets available
- Max printable amount of items are now computed & updated correctly in
the UI. They were displaying wrong values & now get updated when items
are printed, materials are removed
- Silo hold actually works now. When a machine is put on hold it calls
this proc
e929cf39cd/code/datums/components/remote_materials.dm (L78-L87)
Notice how the key is `src` so we should be consistent during checking
if a machine is on hold using the same `src` var. But for some reason we
did dumb shit like this
e929cf39cd/code/datums/components/remote_materials.dm (L150-L153)
What is category? Why do we care for the area the machine is in? None of
it made sense so i removed all that junk and just made it check for
`src` like it should
- Removed redundant `removable` & `sheets` var from the material
container ui_data. These vars are unused in the UI
- If an item does not have the required materials then upon clicking
that item you will not get any error message but instead nothing happens
## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
* Material container & related stuff ui refactors & clean-up
* Update ammo_workbench.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>