Files
Bubberstation/code/modules/mining/boulder_processing/refinery.dm
LemonInTheDark 70651816c2 Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request

[Fixes static lights not
moving](ffef43c05a)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
2024-02-12 20:50:20 +01:00

91 lines
2.8 KiB
Plaintext

/**
* Your new favorite industrial waste magnet!
* Accepts boulders and produces sheets of non-metalic materials.
* When upgraded, it can hold more boulders and process more at once.
*/
/obj/machinery/bouldertech/refinery
name = "boulder refinery"
desc = "BR for short. Accepts boulders and refines non-metallic ores into sheets using internal chemicals."
icon_state = "stacker"
holds_minerals = TRUE
processable_materials = list(
/datum/material/glass,
/datum/material/plasma,
/datum/material/diamond,
/datum/material/bluespace,
/datum/material/bananium,
/datum/material/plastic,
)
circuit = /obj/item/circuitboard/machine/refinery
usage_sound = 'sound/machines/mining/refinery.ogg'
holds_mining_points = TRUE
/// okay so var that holds mining points to claim
/// add total of pts from minerals mined in parent proc
/// then, little mini UI showing points to collect?
/obj/machinery/bouldertech/refinery/RefreshParts()
. = ..()
var/manipulator_stack = 0
var/matter_bin_stack = 0
for(var/datum/stock_part/servo/servo in component_parts)
manipulator_stack += servo.tier - 1
boulders_processing_max = clamp(manipulator_stack, 1, 6)
for(var/datum/stock_part/matter_bin/bin in component_parts)
matter_bin_stack += bin.tier
boulders_held_max = matter_bin_stack
/obj/machinery/bouldertech/refinery/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(istype(held_item, /obj/item/boulder))
context[SCREENTIP_CONTEXT_LMB] = "Insert boulder"
if(istype(held_item, /obj/item/card/id) && points_held > 0)
context[SCREENTIP_CONTEXT_LMB] = "Claim mining points"
context[SCREENTIP_CONTEXT_RMB] = "Remove boulder"
return CONTEXTUAL_SCREENTIP_SET
/**
* Your other new favorite industrial waste magnet!
* Accepts boulders and produces sheets of metalic materials.
* When upgraded, it can hold more boulders and process more at once.
*/
/obj/machinery/bouldertech/refinery/smelter
name = "boulder smelter"
desc = "BS for short. Accept boulders and refines metallic ores into sheets."
icon_state = "smelter"
processable_materials = list(
/datum/material/iron,
/datum/material/titanium,
/datum/material/silver,
/datum/material/gold,
/datum/material/uranium,
/datum/material/mythril,
/datum/material/adamantine,
/datum/material/runite,
)
light_system = OVERLAY_LIGHT
light_range = 1
light_power = 2
light_color = "#ffaf55"
light_on = FALSE
circuit = /obj/item/circuitboard/machine/smelter
usage_sound = 'sound/machines/mining/smelter.ogg'
/obj/machinery/bouldertech/refinery/smelter/RefreshParts()
. = ..()
light_power = boulders_processing_max
/obj/machinery/bouldertech/refinery/smelter/accept_boulder(obj/item/boulder/new_boulder)
. = ..()
if(.)
set_light_on(TRUE)
return TRUE
/obj/machinery/bouldertech/refinery/smelter/process()
. = ..()
if(. == PROCESS_KILL)
set_light_on(FALSE)