/*! This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them. Variables: amount - raw amount of the mineral this container is holding, calculated by the defined value SHEET_MATERIAL_AMOUNT=SHEET_MATERIAL_AMOUNT. max_amount - max raw amount of mineral this container can hold. sheet_type - type of the mineral sheet the container handles, used for output. parent - object that this container is being used by, used for output. MAX_STACK_SIZE - size of a stack of mineral sheets. Constant. */ /datum/component/material_container /// The total amount of materials this material container contains var/total_amount = 0 /// The maximum amount of materials this material container can contain var/max_amount /// Map of material ref -> amount var/list/materials //Map of key = material ref | Value = amount /// The list of materials that this material container can accept var/list/allowed_materials /// The typecache of things that this material container can accept var/list/allowed_item_typecache /// The last main material that was inserted into this container var/last_inserted_id /// Whether or not this material container allows specific amounts from sheets to be inserted var/precise_insertion = FALSE /// A callback for checking wheter we can insert a material into this container var/datum/callback/insertion_check /// A callback invoked before materials are inserted into this container var/datum/callback/precondition /// A callback invoked after materials are inserted into this container var/datum/callback/after_insert /// A callback invoked after sheets are retrieve from this container var/datum/callback/after_retrieve /// The material container flags. See __DEFINES/materials.dm. var/mat_container_flags /// Sets up the proper signals and fills the list of materials with the appropriate references. /datum/component/material_container/Initialize(list/init_mats, max_amt = 0, _mat_container_flags=NONE, list/allowed_mats=init_mats, list/allowed_items, datum/callback/_insertion_check, datum/callback/_precondition, datum/callback/_after_insert, datum/callback/_after_retrieve) if(!isatom(parent)) return COMPONENT_INCOMPATIBLE materials = list() max_amount = max(0, max_amt) mat_container_flags = _mat_container_flags allowed_materials = allowed_mats || list() if(allowed_items) if(ispath(allowed_items) && allowed_items == /obj/item/stack) allowed_item_typecache = GLOB.typecache_stack else allowed_item_typecache = typecacheof(allowed_items) insertion_check = _insertion_check precondition = _precondition after_insert = _after_insert after_retrieve = _after_retrieve for(var/mat in init_mats) //Make the assoc list material reference -> amount var/mat_ref = GET_MATERIAL_REF(mat) if(isnull(mat_ref)) continue var/mat_amt = init_mats[mat] if(isnull(mat_amt)) mat_amt = 0 materials[mat_ref] += mat_amt if(_mat_container_flags & MATCONTAINER_NO_INSERT) return var/atom/atom_target = parent atom_target.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1 RegisterSignal(atom_target, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item)) /datum/component/material_container/Destroy(force, silent) materials = null allowed_materials = null if(insertion_check) QDEL_NULL(insertion_check) if(precondition) QDEL_NULL(precondition) if(after_insert) QDEL_NULL(after_insert) if(after_retrieve) QDEL_NULL(after_retrieve) return ..() /datum/component/material_container/RegisterWithParent() . = ..() if(!(mat_container_flags & MATCONTAINER_NO_INSERT)) RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby)) if(mat_container_flags & MATCONTAINER_EXAMINE) RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine)) /datum/component/material_container/vv_edit_var(var_name, var_value) var/old_flags = mat_container_flags . = ..() if(var_name == NAMEOF(src, mat_container_flags) && parent) if(!(old_flags & MATCONTAINER_EXAMINE) && mat_container_flags & MATCONTAINER_EXAMINE) RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine)) else if(old_flags & MATCONTAINER_EXAMINE && !(mat_container_flags & MATCONTAINER_EXAMINE)) UnregisterSignal(parent, COMSIG_ATOM_EXAMINE) if(old_flags & MATCONTAINER_NO_INSERT && !(mat_container_flags & MATCONTAINER_NO_INSERT)) RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby)) else if(!(old_flags & MATCONTAINER_NO_INSERT) && mat_container_flags & MATCONTAINER_NO_INSERT) UnregisterSignal(parent, COMSIG_ATOM_ATTACKBY) /datum/component/material_container/proc/on_examine(datum/source, mob/user, list/examine_texts) SIGNAL_HANDLER for(var/I in materials) var/datum/material/M = I var/amt = materials[I] if(amt) examine_texts += span_notice("It has [amt] units of [lowertext(M.name)] stored.") /// Proc that allows players to fill the parent with mats /datum/component/material_container/proc/on_attackby(datum/source, obj/item/weapon, mob/living/user) SIGNAL_HANDLER user_insert(weapon, user) return COMPONENT_NO_AFTERATTACK /** * inserts an item from the players hand into the container. Loops through all the contents inside reccursively * Arguments * * held_item - the item to insert * * user - the mob inserting this item * * breakdown_flags - how this item and all it's contents inside are broken down during insertion. This is unique to the machine doing the insertion */ /datum/component/material_container/proc/user_insert(obj/item/held_item, mob/living/user, breakdown_flags = mat_container_flags) set waitfor = FALSE . = 0 //differs from held_item when using TK var/active_held = user.get_active_held_item() //don't attack the machine if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.combat_mode) return //can't allow abstract, hologram items if((held_item.item_flags & ABSTRACT) || (held_item.flags_1 & HOLOGRAM_1)) return //untouchable if(held_item.resistance_flags & INDESTRUCTIBLE) return //user defined conditions if(precondition && !precondition.Invoke(user)) return //get all contents of this item reccursively var/list/contents = held_item.get_all_contents_type(/obj/item) //anything that isn't a stack cannot be split so find out if we have enough space, we don't want to consume half the contents of an object & leave it in a broken state if(!isstack(held_item)) var/total_amount = 0 for(var/obj/item/weapon in contents) total_amount += get_item_material_amount(weapon, breakdown_flags) if(!has_space(total_amount)) to_chat(user, span_warning("[parent] doesn't have enough space for [held_item] [contents.len > 1 ? "And it's contents" : ""]!")) return /** * to reduce chat spams we group all messages and print them after everything is over * usefull when we are trying to insert all stock parts of an RPED into the autolathe for example */ var/list/inserts = list() var/list/errors = list() //loop through all contents inside this atom and salvage their material as well but in reverse so we don't delete parents before processing their children for(var/i = length(contents); i >= 1 ; i--) var/obj/item/target = contents[i] //not a solid subtype or an hologram if((target.item_flags & ABSTRACT) || (target.flags_1 & HOLOGRAM_1)) if(target == active_held) //was this the original item in the players hand? put it back because we coudn't salvage it user.put_in_active_hand(target) continue //item is either not allowed for redemption, not in the allowed types if((target.item_flags & NO_MAT_REDEMPTION) || (allowed_item_typecache && !is_type_in_typecache(target, allowed_item_typecache))) if(!(mat_container_flags & MATCONTAINER_SILENT)) to_chat(user, span_warning("[parent] won't accept [target]!")) if(target == active_held) //was this the original item in the players hand? put it back because we coudn't salvage it user.put_in_active_hand(target) continue //untouchable, move it out the way, code copied from recycler if(target.resistance_flags & INDESTRUCTIBLE) if(!isturf(target.loc) && !isliving(target.loc)) target.forceMove(get_turf(parent)) continue //if stack, check if we want to read precise amount of sheets to insert var/obj/item/stack/item_stack = null if(isstack(target) && precise_insertion) var/atom/current_parent = parent item_stack = target var/requested_amount = tgui_input_number(user, "How much do you want to insert?", "Inserting [item_stack.singular_name]s", item_stack.amount, item_stack.amount) if(!requested_amount || QDELETED(target) || QDELETED(user) || QDELETED(src)) continue if(parent != current_parent || user.get_active_held_item() != active_held) continue if(requested_amount != item_stack.amount) //only split if its not the whole amount target = split_stack(item_stack, requested_amount) //split off the requested amount requested_amount = 0 //is this item a stack and was it split by the player? var/was_stack_split = !isnull(item_stack) && item_stack != target //if it was split then item_stack has the reference to the original stack/item var/original_item = was_stack_split ? item_stack : target //if this item is not the one the player is holding then don't remove it from their hand if(original_item != active_held) original_item = null if(!isnull(original_item) && !user.temporarilyRemoveItemFromInventory(original_item)) //remove from hand(if split remove the original stack else the target) to_chat(user, span_warning("[held_item] is stuck to you and cannot be placed into [parent].")) return //insert the item var/item_name = target.name var/inserted = insert_item(target, breakdown_flags = mat_container_flags) if(inserted > 0) . += inserted var/message = null //stack was either split by the container(!QDELETED(target) means the container only consumed a part of it) or by the player, put whats left back of the original stack back in players hand if((!QDELETED(target) || was_stack_split)) //stack was split by player and that portion was not fully consumed, merge whats left back with the original stack if(!QDELETED(target) && was_stack_split) var/obj/item/stack/inserting_stack = target item_stack.add(inserting_stack.amount) qdel(inserting_stack) //was this the original item in the players hand? put what's left back in the player's hand if(!isnull(original_item)) user.put_in_active_hand(original_item) message = "Only [inserted] amount of [item_name] was consumed by [parent]." //collect all messages to print later if(!message) message = "[item_name] worth [inserted] material was consumed by [parent]." if(inserts[message]) inserts[message] += 1 else inserts[message] = 1 else var/error_msg if(inserted == -2) error_msg = "[parent] has insufficient space to accept [target]" else error_msg = "[target] has insufficient materials to be accepted by [parent]" //collect all messages to print later if(errors[error_msg]) errors[error_msg] += 1 else errors[error_msg] = 1 //player split the stack by the requested amount but even that split amount could not be salvaged. merge it back with the original if(!isnull(item_stack) && was_stack_split) var/obj/item/stack/inserting_stack = target item_stack.add(inserting_stack.amount) qdel(inserting_stack) //was this the original item in the players hand? put it back because we coudn't salvage it if(!isnull(original_item)) user.put_in_active_hand(original_item) //print successfull inserts for(var/success_msg in inserts) var/count = inserts[success_msg] for(var/i in 1 to count) to_chat(user, span_notice(success_msg)) //print errors last for(var/error_msg in errors) var/count = errors[error_msg] for(var/i in 1 to count) to_chat(user, span_warning(error_msg)) /** * Splits a stack. we don't use /obj/item/stack/proc/split_stack because Byond complains that should only be called asynchronously. * This proc is also more faster because it doesn't deal with mobs, copying evidences or refreshing atom storages */ /datum/component/material_container/proc/split_stack(obj/item/stack/target, amount) if(!target.use(amount, TRUE, FALSE)) return null . = new target.type(target.drop_location(), amount, FALSE, target.mats_per_unit) target.loc.atom_storage?.refresh_views() target.is_zero_amount(delete_if_zero = TRUE) /// Proc specifically for inserting items, returns the amount of materials entered. /datum/component/material_container/proc/insert_item(obj/item/weapon, multiplier = 1, breakdown_flags = mat_container_flags) if(QDELETED(weapon)) return MATERIAL_INSERT_ITEM_NO_MATS multiplier = CEILING(multiplier, 0.01) var/obj/item/target = weapon var/material_amount = get_item_material_amount(target, breakdown_flags) * multiplier if(!material_amount) return MATERIAL_INSERT_ITEM_NO_MATS var/obj/item/stack/item_stack if(isstack(weapon) && !has_space(material_amount)) //not enugh space split and feed as many sheets possible item_stack = weapon var/space_left = max_amount - total_amount if(!space_left) return MATERIAL_INSERT_ITEM_NO_SPACE var/material_per_sheet = material_amount / item_stack.amount var/sheets_to_insert = round(space_left / material_per_sheet) if(!sheets_to_insert) return MATERIAL_INSERT_ITEM_NO_SPACE target = split_stack(item_stack, sheets_to_insert) material_amount = get_item_material_amount(target, breakdown_flags) * multiplier if(!has_space(material_amount)) return MATERIAL_INSERT_ITEM_NO_SPACE last_inserted_id = insert_item_materials(target, multiplier, breakdown_flags) if(!isnull(last_inserted_id)) if(after_insert) after_insert.Invoke(target, last_inserted_id, material_amount, src) qdel(target) //item gone return material_amount else if(!isnull(item_stack) && item_stack != target) //insertion failed, merge the split stack back into the original var/obj/item/stack/inserting_stack = target item_stack.add(inserting_stack.amount) qdel(inserting_stack) return MATERIAL_INSERT_ITEM_FAILURE /** * Inserts the relevant materials from an item into this material container. * * Arguments: * - [source][/obj/item]: The source of the materials we are inserting. * - multiplier: The multiplier for the materials being inserted. * - breakdown_flags: The breakdown bitflags that will be used to retrieve the materials from the source */ /datum/component/material_container/proc/insert_item_materials(obj/item/source, multiplier = 1, breakdown_flags = mat_container_flags) var/primary_mat var/max_mat_value = 0 var/list/item_materials = source.get_material_composition(breakdown_flags) for(var/MAT in item_materials) if(!can_hold_material(MAT)) continue materials[MAT] += item_materials[MAT] * multiplier total_amount += item_materials[MAT] * multiplier if(item_materials[MAT] > max_mat_value) max_mat_value = item_materials[MAT] primary_mat = MAT return primary_mat /** * The default check for whether we can add materials to this material container. * * Arguments: * - [mat][/atom/material]: The material we are checking for insertability. */ /datum/component/material_container/proc/can_hold_material(datum/material/mat) if(mat in allowed_materials) return TRUE if(istype(mat) && ((mat.id in allowed_materials) || (mat.type in allowed_materials))) allowed_materials += mat // This could get messy with passing lists by ref... but if you're doing that the list expansion is probably being taken care of elsewhere anyway... return TRUE if(insertion_check?.Invoke(mat)) allowed_materials += mat return TRUE return FALSE /// For inserting an amount of material /datum/component/material_container/proc/insert_amount_mat(amt, datum/material/mat) if(amt <= 0 || !has_space(amt)) return 0 var/total_amount_saved = total_amount if(mat) if(!istype(mat)) mat = GET_MATERIAL_REF(mat) materials[mat] += amt else var/num_materials = length(materials) if(!num_materials) return 0 amt /= num_materials for(var/i in materials) materials[i] += amt total_amount += amt return (total_amount - total_amount_saved) /// Uses an amount of a specific material, effectively removing it. /datum/component/material_container/proc/use_amount_mat(amt, datum/material/mat) if(!istype(mat)) mat = GET_MATERIAL_REF(mat) if(!mat) return 0 var/amount = materials[mat] if(amount < amt) return 0 materials[mat] -= amt total_amount -= amt return amt /// Proc for transfering materials to another container. /datum/component/material_container/proc/transer_amt_to(datum/component/material_container/T, amt, datum/material/mat) if(!istype(mat)) mat = GET_MATERIAL_REF(mat) if((amt == 0) || (!T) || (!mat)) return FALSE if(amt<0) return T.transer_amt_to(src, -amt, mat) var/tr = min(amt, materials[mat], T.can_insert_amount_mat(amt, mat)) if(tr) use_amount_mat(tr, mat) T.insert_amount_mat(tr, mat) return tr return FALSE /// Proc for checking if there is room in the component, returning the amount or else the amount lacking. /datum/component/material_container/proc/can_insert_amount_mat(amt, datum/material/mat) if(!amt || !mat) return 0 if((total_amount + amt) <= max_amount) return amt else return (max_amount - total_amount) /// For consuming a dictionary of materials. mats is the map of materials to use and the corresponding amounts, example: list(M/datum/material/glass =100, datum/material/iron=SMALL_MATERIAL_AMOUNT * 2) /datum/component/material_container/proc/use_materials(list/mats, multiplier=1) if(!mats || !length(mats)) return FALSE var/list/mats_to_remove = list() //Assoc list MAT | AMOUNT for(var/x in mats) //Loop through all required materials var/datum/material/req_mat = x if(!istype(req_mat)) req_mat = GET_MATERIAL_REF(req_mat) //Get the ref if necesary if(!materials[req_mat]) //Do we have the resource? return FALSE //Can't afford it var/amount_required = mats[x] * multiplier if(amount_required < 0) return FALSE //No negative mats if(!(materials[req_mat] >= amount_required)) // do we have enough of the resource? return FALSE //Can't afford it mats_to_remove[req_mat] += amount_required //Add it to the assoc list of things to remove continue var/total_amount_save = total_amount for(var/i in mats_to_remove) total_amount_save -= use_amount_mat(mats_to_remove[i], i) return total_amount_save - total_amount /// For spawning mineral sheets at a specific location. Used by machines to output sheets. /datum/component/material_container/proc/retrieve_sheets(sheet_amt, datum/material/material, atom/target = null) if(!material.sheet_type) return 0 //Add greyscale sheet handling here later if(sheet_amt <= 0) return 0 if(!target) var/atom/parent_atom = parent target = parent_atom.drop_location() if(materials[material] < (sheet_amt * SHEET_MATERIAL_AMOUNT)) sheet_amt = round(materials[material] / SHEET_MATERIAL_AMOUNT) var/count = 0 while(sheet_amt > MAX_STACK_SIZE) var/obj/item/stack/sheet/new_sheets = new material.sheet_type(target, MAX_STACK_SIZE, null, list((material) = SHEET_MATERIAL_AMOUNT)) after_retrieve?.Invoke(new_sheets) count += MAX_STACK_SIZE use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, material) sheet_amt -= MAX_STACK_SIZE if(sheet_amt >= 1) var/obj/item/stack/sheet/new_sheets = new material.sheet_type(target, sheet_amt, null, list((material) = SHEET_MATERIAL_AMOUNT)) after_retrieve?.Invoke(new_sheets) count += sheet_amt use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, material) return count /// Proc to get all the materials and dump them as sheets /datum/component/material_container/proc/retrieve_all(target = null) var/result = 0 for(var/MAT in materials) var/amount = materials[MAT] result += retrieve_sheets(amount2sheet(amount), MAT, target) return result /// Proc that returns TRUE if the container has space /datum/component/material_container/proc/has_space(amt = 0) return (total_amount + amt) <= max_amount /// Checks if its possible to afford a certain amount of materials. Takes a dictionary of materials. /datum/component/material_container/proc/has_materials(list/mats, multiplier=1) if(!mats || !mats.len) return FALSE for(var/x in mats) //Loop through all required materials var/datum/material/req_mat = x if(!istype(req_mat)) if(ispath(req_mat)) //Is this an actual material, or is it a category? req_mat = GET_MATERIAL_REF(req_mat) //Get the ref else // Its a category. (For example MAT_CATEGORY_RIGID) if(!has_enough_of_category(req_mat, mats[x], multiplier)) //Do we have enough of this category? return FALSE else continue if(!has_enough_of_material(req_mat, mats[x], multiplier))//Not a category, so just check the normal way return FALSE return TRUE /// Returns all the categories in a recipe. /datum/component/material_container/proc/get_categories(list/mats) var/list/categories = list() for(var/x in mats) //Loop through all required materials if(!istext(x)) //This means its not a category continue categories += x return categories /// Returns TRUE if you have enough of the specified material. /datum/component/material_container/proc/has_enough_of_material(datum/material/req_mat, amount, multiplier=1) if(!materials[req_mat]) //Do we have the resource? return FALSE //Can't afford it var/amount_required = amount * multiplier if(materials[req_mat] >= amount_required) // do we have enough of the resource? return TRUE return FALSE //Can't afford it /// Returns TRUE if you have enough of a specified material category (Which could be multiple materials) /datum/component/material_container/proc/has_enough_of_category(category, amount, multiplier=1) for(var/i in SSmaterials.materials_by_category[category]) var/datum/material/mat = i if(materials[mat] >= amount) //we have enough return TRUE return FALSE /// Turns a material amount into the amount of sheets it should output /datum/component/material_container/proc/amount2sheet(amt) if(amt >= SHEET_MATERIAL_AMOUNT) return round(amt / SHEET_MATERIAL_AMOUNT) return FALSE /// Turns an amount of sheets into the amount of material amount it should output /datum/component/material_container/proc/sheet2amount(sheet_amt) if(sheet_amt > 0) return sheet_amt * SHEET_MATERIAL_AMOUNT return FALSE ///returns the amount of material relevant to this container; if this container does not support glass, any glass in 'I' will not be taken into account /datum/component/material_container/proc/get_item_material_amount(obj/item/I, breakdown_flags = mat_container_flags) if(!istype(I) || !I.custom_materials) return 0 var/material_amount = 0 var/list/item_materials = I.get_material_composition(breakdown_flags) for(var/MAT in item_materials) if(!can_hold_material(MAT)) continue material_amount += item_materials[MAT] return material_amount /// Returns the amount of a specific material in this container. /datum/component/material_container/proc/get_material_amount(datum/material/mat) if(!istype(mat)) mat = GET_MATERIAL_REF(mat) return materials[mat] /datum/component/material_container/ui_static_data(mob/user) var/list/data = list() data["SHEET_MATERIAL_AMOUNT"] = SHEET_MATERIAL_AMOUNT return data /// List format is list(material_name = list(amount = ..., ref = ..., etc.)) /datum/component/material_container/ui_data(mob/user) var/list/data = list() for(var/datum/material/material as anything in materials) var/amount = materials[material] data += list(list( "name" = material.name, "ref" = REF(material), "amount" = amount, "sheets" = round(amount / SHEET_MATERIAL_AMOUNT), "removable" = amount >= SHEET_MATERIAL_AMOUNT, "color" = material.greyscale_colors )) return data /** * Adds context sensitivy directly to the material container file for screentips * Arguments: * * source - refers to item that will display its screentip * * context - refers to, in this case, an item in the users hand hovering over the material container, such as an autolathe * * held_item - refers to the item that has materials accepted by the material container * * user - refers to user who will see the screentip when the proper context and tool are there */ /datum/component/material_container/proc/on_requesting_context_from_item(datum/source, list/context, obj/item/held_item, mob/living/user) SIGNAL_HANDLER if(isnull(held_item)) return NONE if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.combat_mode) return NONE if(held_item.item_flags & ABSTRACT) return NONE if((held_item.flags_1 & HOLOGRAM_1) || (held_item.item_flags & NO_MAT_REDEMPTION) || (allowed_item_typecache && !is_type_in_typecache(held_item, allowed_item_typecache))) return NONE var/list/item_materials = held_item.get_material_composition(mat_container_flags) if(!length(item_materials)) return NONE for(var/material in item_materials) if(can_hold_material(material)) continue return NONE context[SCREENTIP_CONTEXT_LMB] = "Insert" return CONTEXTUAL_SCREENTIP_SET