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Bubberstation/code/modules/mining/boulder_processing/brm.dm
SimplyLogan 4a63d82a5c Allows AI players to operate the Boulder Retrival Matrix (BRM) machine (#85619)
## About The Pull Request

This change allows AI Sillicon players to use the BRM - 6 months ago
this PR did a refactor https://github.com/tgstation/tgstation/pull/81358
- Whilst it added the ability for Cyborgs to interact with it - Nothing
was added for AI. This PR just corrects that and changes nothing else.

![image](https://github.com/user-attachments/assets/b5b8aa51-d5c1-4c41-8bac-32a925b6d862)
**The addition of the below matching attack_robot with identical
functions depending on left or right click**
`/obj/machinery/brm/attack_ai(mob/user)`
`/obj/machinery/brm/attack_ai_secondary(mob/user, list/modifiers)`
## Why It's Good For The Game

On many low pop scenarios with AI players, It allows them to begin
generating basic resources (Iron and Glass) for the station. Gives AI
players another task they can do to assist the crew and adds to the
value of an AI even in low pop.

I believe the original PR from six months ago meant to include AI but it
was an oversight, this PR corrects that oversight.
## Changelog
🆑
fix: AI Players can now operate the BRM (Boulder Retrival Matrix) 
/🆑
2024-08-14 13:12:21 +02:00

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///Sound played when boulders are teleported manually by hand
#define MANUAL_TELEPORT_SOUND 'sound/machines/mining/manual_teleport.ogg'
///Sound played when boulders are teleported automatically in process()
#define AUTO_TELEPORT_SOUND 'sound/machines/mining/auto_teleport.ogg'
///Time taken to spawn a boulder, also the cooldown applied before the next manual teleportation
#define TELEPORTATION_TIME (1.5 SECONDS)
///Cooldown for automatic teleportation after processing boulders_processing_max number of boulders
#define BATCH_COOLDOWN (3 SECONDS)
///Special case when we are trying to teleport a boulder but there is already another boulder in our loc
#define TURF_BLOCKED_BY_BOULDER -1
/obj/machinery/brm
name = "boulder retrieval matrix"
desc = "A teleportation matrix used to retrieve boulders excavated by mining NODEs from ore vents."
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "brm"
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.5
circuit = /obj/item/circuitboard/machine/brm
processing_flags = START_PROCESSING_MANUALLY
anchored = TRUE
density = TRUE
/// How many boulders can we process maximum per loop?
var/boulders_processing_max = 1
/// Are we trying to actively collect boulders automatically?
var/toggled_on = FALSE
///Have we finished processing a full batch of boulders
var/batch_processing = FALSE
/// Cooldown used for left click teleportation.
COOLDOWN_DECLARE(manual_teleport_cooldown)
/// Cooldown used for automatic teleportation after processing boulders_processing_max number of boulders.
COOLDOWN_DECLARE(batch_start_cooldown)
/obj/machinery/brm/Initialize(mapload)
. = ..()
register_context()
/obj/machinery/brm/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = NONE
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = "Teleport single boulder"
context[SCREENTIP_CONTEXT_RMB] = "Toggle [toggled_on ? "Off" : "On"] automatic boulder retrieval"
return CONTEXTUAL_SCREENTIP_SET
if(!isnull(held_item))
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = "[anchored ? "Un" : ""]Anchor"
return CONTEXTUAL_SCREENTIP_SET
else if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] panel"
return CONTEXTUAL_SCREENTIP_SET
else if(panel_open && held_item.tool_behaviour == TOOL_CROWBAR)
context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
/obj/machinery/brm/examine(mob/user)
. = ..()
. += span_notice("The small screen reads there are [span_boldnotice("[SSore_generation.available_boulders.len] boulders")] available to teleport.")
. += span_notice("Can collect upto <b>[boulders_processing_max] boulders</b> at a time.")
. += span_notice("Automatic boulder retrival can be toggled [EXAMINE_HINT("[toggled_on ? "Off" : "On"]")] with [EXAMINE_HINT("Right Click")].")
if(anchored)
. += span_notice("Its [EXAMINE_HINT("anchored")] in place.")
else
. += span_warning("It needs to be [EXAMINE_HINT("anchored")] to start operations.")
. += span_notice("Its maintainence panel can be [EXAMINE_HINT("screwed")] [panel_open ? "Closed" : "Open"].")
if(panel_open)
. += span_notice("The whole machine can be [EXAMINE_HINT("pried")] apart.")
/obj/machinery/brm/update_icon_state()
icon_state = initial(icon_state)
if(!anchored || !is_operational || machine_stat & (BROKEN | NOPOWER) || panel_open)
icon_state = "[icon_state]-off"
return
if(toggled_on)
icon_state = "[icon_state]-toggled"
return
return ..()
/obj/machinery/brm/wrench_act(mob/living/user, obj/item/tool)
. = ITEM_INTERACT_BLOCKING
if(default_unfasten_wrench(user, tool, time = 1.5 SECONDS) == SUCCESSFUL_UNFASTEN)
update_appearance(UPDATE_ICON_STATE)
return ITEM_INTERACT_SUCCESS
/obj/machinery/brm/screwdriver_act(mob/living/user, obj/item/tool)
. = ITEM_INTERACT_BLOCKING
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-off", initial(icon_state), tool))
update_appearance(UPDATE_ICON_STATE)
return ITEM_INTERACT_SUCCESS
/obj/machinery/brm/crowbar_act(mob/living/user, obj/item/tool)
. = ITEM_INTERACT_BLOCKING
if(default_deconstruction_crowbar(tool))
return ITEM_INTERACT_SUCCESS
///To allow boulders on a conveyor belt to move unobstructed if multiple machines are made on a single line
/obj/machinery/brm/CanAllowThrough(atom/movable/mover, border_dir)
if(!anchored)
return FALSE
if(istype(mover, /obj/item/boulder))
return TRUE
return ..()
/obj/machinery/brm/RefreshParts()
. = ..()
boulders_processing_max = 0
for(var/datum/stock_part/part in component_parts)
boulders_processing_max += part.tier
boulders_processing_max = ROUND_UP((boulders_processing_max / 12) * 7)
/obj/machinery/brm/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(. || panel_open)
return
if(!handle_teleport_conditions(user))
return
var/result = pre_collect_boulder()
if(result == TURF_BLOCKED_BY_BOULDER)
balloon_alert(user, "no space")
COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
return TRUE
/**
* Handles qualifiers for enabling teleportation of boulders.
* Returns TRUE if the teleportation can proceed, FALSE otherwise.
* Arguments
*
* * mob/user - the mob to inform if conditions aren't met
*/
/obj/machinery/brm/proc/handle_teleport_conditions(mob/user)
PRIVATE_PROC(TRUE)
if(!COOLDOWN_FINISHED(src, manual_teleport_cooldown))
return FALSE
if(panel_open)
balloon_alert(user, "close panel first!")
return FALSE
if(batch_processing)
balloon_alert(user, "batch still processing!")
return FALSE
playsound(src, MANUAL_TELEPORT_SOUND, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
return TRUE
/obj/machinery/brm/attack_ai(mob/user)
. = ..()
if(. || panel_open)
return
if(!handle_teleport_conditions(user))
return
var/result = pre_collect_boulder()
if(result == TURF_BLOCKED_BY_BOULDER)
balloon_alert(user, "no space")
else if(result)
balloon_alert(user, "teleporting")
COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
return TRUE
/obj/machinery/brm/attack_robot(mob/user)
. = ..()
if(. || panel_open)
return
if(!handle_teleport_conditions(user))
return
var/result = pre_collect_boulder()
if(result == TURF_BLOCKED_BY_BOULDER)
balloon_alert(user, "no space")
else if(result)
balloon_alert(user, "teleporting")
COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
return TRUE
/obj/machinery/brm/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
return
if(!anchored)
balloon_alert(user, "anchor first!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
toggle_auto_on(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/**
* Toggles automatic boulder retrieval on.
* Adjusts the teleportation sound, icon state, and begins processing.
* Arguments
*
* * mob/user - the player who has toggled us
*/
/obj/machinery/brm/proc/toggle_auto_on(mob/user)
PRIVATE_PROC(TRUE)
if(panel_open)
balloon_alert(user, "close panel first!")
return
if(!anchored)
balloon_alert(user, "anchor first!")
return
if(!is_operational || machine_stat & (BROKEN | NOPOWER))
return
toggled_on = ! toggled_on
if(toggled_on)
begin_processing()
else
end_processing()
update_appearance(UPDATE_ICON_STATE)
/obj/machinery/brm/attack_ai_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
return
if(!anchored)
balloon_alert(user, "anchor first!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
toggle_auto_on(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/brm/attack_robot_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
return
if(!anchored)
balloon_alert(user, "anchor first!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
toggle_auto_on(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/brm/process()
if(!toggled_on)
return PROCESS_KILL
//have some cooldown after processing the previous batch of boulders
if(batch_processing || !COOLDOWN_FINISHED(src, batch_start_cooldown))
return
pre_collect_boulder(FALSE, boulders_processing_max)
/**
* Begins to collect a boulder from the available boulders list in SSore_generation.
* Boulders must be in the available boulders list.
* A selected boulder is picked randomly.
* Arguments
*
* * feedback - should we play sound and display allert if now boulders are available
* * boulders_remaining - how many boulders we want to try & collect spawning a boulder every TELEPORTATION_TIME seconds
*/
/obj/machinery/brm/proc/pre_collect_boulder(feedback = TRUE, boulders_remaining = 1)
PRIVATE_PROC(TRUE)
batch_processing = TRUE
//not within operation parameters
if(!anchored || panel_open || !is_operational || machine_stat & (BROKEN | NOPOWER))
batch_processing = FALSE
return FALSE
//There is an boulder in our loc. it has be removed so we don't clog up our loc with even more boulders
if(locate(/obj/item/boulder) in loc)
batch_processing = FALSE
return TURF_BLOCKED_BY_BOULDER
//no more boulders
if(!SSore_generation.available_boulders.len)
if(feedback)
playsound(loc, 'sound/machines/synth_no.ogg', 30 , TRUE)
balloon_alert_to_viewers("no boulders to collect!")
batch_processing = FALSE
return FALSE
//pick & spawn the boulder
flick("brm-flash", src)
playsound(src, toggled_on ? AUTO_TELEPORT_SOUND : MANUAL_TELEPORT_SOUND, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
var/obj/item/boulder/random_boulder = pick(SSore_generation.available_boulders)
SSore_generation.available_boulders -= random_boulder
random_boulder.forceMove(drop_location())
random_boulder.pixel_x = rand(-2, 2)
random_boulder.pixel_y = rand(-2, 2)
balloon_alert_to_viewers("boulder appears!")
use_energy(active_power_usage)
//try again if we have more boulders to work with
boulders_remaining -= 1
if(boulders_remaining <= 0)
COOLDOWN_START(src, batch_start_cooldown, BATCH_COOLDOWN)
batch_processing = FALSE
return TRUE
else
addtimer(CALLBACK(src, PROC_REF(pre_collect_boulder), feedback, boulders_remaining, FALSE), TELEPORTATION_TIME)
#undef MANUAL_TELEPORT_SOUND
#undef AUTO_TELEPORT_SOUND
#undef TELEPORTATION_TIME
#undef BATCH_COOLDOWN
#undef TURF_BLOCKED_BY_BOULDER