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Bubberstation/code/modules/crafting/table.dm

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/obj/structure/table
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)
/obj/structure/table/MouseDrop(atom/over)
if(over != usr || !usr.IsAdvancedToolUser())
return
interact(usr)
/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/interact(mob/user)
if(user.incapacitated() || user.lying || !Adjacent(user))
return
check_table()
if(!table_contents.len)
return
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
interact(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
interact(usr)
if(href_list["forwardCat"])
viewing_category = next_cat()
usr << "<span class='notice'>Category is now [categories[viewing_category]].</span>"
interact(usr)
if(href_list["backwardCat"])
viewing_category = prev_cat()
usr << "<span class='notice'>Category is now [categories[viewing_category]].</span>"
interact(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 = new A
req_text += " [R.reqs[A]] [O.name]"
qdel(O)
if(ispath(A, /datum/reagent))
var/datum/reagent/RE = new A
req_text += " [R.reqs[A]] [RE.name]"
qdel(RE)
if(R.chem_catalysts.len)
catalist_text += ", Catalysts:"
for(var/C in R.chem_catalysts)
if(ispath(C, /datum/reagent))
var/datum/reagent/RE = new C
catalist_text += " [R.chem_catalysts[C]] [RE.name]"
qdel(RE)
if(R.tools.len)
tool_text += ", Tools:"
for(var/O in R.tools)
if(ispath(O, /obj))
var/obj/T = new O
tool_text += " [R.tools[O]] [T.name]"
qdel(T)
. = "[name_text][req_text][tool_text][catalist_text]<BR>"