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Bubberstation/code/modules/cargo/materials_market.dm
T
2531d69ff4 refactoring how materials effects are added to atoms (#86901)
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).

PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.

## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.

Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.

## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-11-11 00:43:40 -08:00

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/// The maximum number of stacks you can place in 1 order
#define MAX_STACK_LIMIT 10
/// The order rank for all galactic material market orders
#define GALATIC_MATERIAL_ORDER "Galactic Materials Market"
/obj/machinery/materials_market
name = "galactic materials market"
desc = "This machine allows the user to buy and sell sheets of minerals \
across the system. Prices are known to fluxuate quite often,\
sometimes even within the same minute. All transactions are final."
circuit = /obj/item/circuitboard/machine/materials_market
req_access = list(ACCESS_CARGO)
density = TRUE
icon = 'icons/obj/economy.dmi'
icon_state = "mat_market"
base_icon_state = "mat_market"
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION
/// What items can be converted into a stock block? Must be a stack subtype based on current implementation.
var/static/list/exportable_material_items = list(
/obj/item/stack/sheet/iron, //God why are we like this
/obj/item/stack/sheet/glass, //No really, God why are we like this
/obj/item/stack/sheet/mineral,
/obj/item/stack/tile/mineral,
/obj/item/stack/ore,
/obj/item/stack/sheet/bluespace_crystal,
/obj/item/stack/rods
)
/// Are we ordering sheets from our own card balance or the cargo budget?
var/ordering_private = TRUE
/obj/machinery/materials_market/update_icon_state()
if(panel_open)
icon_state = "[base_icon_state]_open"
return ..()
if(!is_operational || !anchored)
icon_state = "[base_icon_state]_off"
return ..()
icon_state = "[base_icon_state]"
return ..()
/obj/machinery/materials_market/wrench_act(mob/living/user, obj/item/tool)
. = ..()
if(default_unfasten_wrench(user, tool, time = 1.5 SECONDS) == SUCCESSFUL_UNFASTEN)
return ITEM_INTERACT_SUCCESS
/obj/machinery/materials_market/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(default_deconstruction_screwdriver(user, "[base_icon_state]_open", "[base_icon_state]", tool))
return ITEM_INTERACT_SUCCESS
/obj/machinery/materials_market/crowbar_act(mob/living/user, obj/item/tool)
. = ..()
if(default_deconstruction_crowbar(tool))
return ITEM_INTERACT_SUCCESS
/obj/machinery/materials_market/attackby(obj/item/O, mob/user, params)
if(is_type_in_list(O, exportable_material_items))
var/amount = 0
var/value = 0
var/material_to_export
var/obj/item/stack/exportable = O
for(var/datum/material/mat as anything in SSstock_market.materials_prices)
if(exportable.has_material_type(mat))
amount = exportable.amount
value = SSstock_market.materials_prices[mat]
material_to_export = mat
break //This is only for trading non-alloys, so we can break here
if(!amount)
say("Not enough material. Aborting.")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, FALSE)
return TRUE
qdel(exportable)
var/obj/item/stock_block/new_block = new /obj/item/stock_block(drop_location())
new_block.export_value = amount * value * MARKET_PROFIT_MODIFIER
new_block.export_mat = material_to_export
new_block.quantity = amount
to_chat(user, span_notice("You have created a stock block worth [new_block.export_value] cr! Sell it before it becomes liquid!"))
playsound(src, 'sound/machines/synth/synth_yes.ogg', 50, FALSE)
return TRUE
return ..()
/**
* Find the order purchased either privately or by cargo budget
* Arguments
* * [user][mob] - the user who placed this order
* * is_ordering_private - is the player ordering privatly. If FALSE it means they are using cargo budget
*/
/obj/machinery/materials_market/proc/find_order(mob/user, is_ordering_private)
for(var/datum/supply_order/order in SSshuttle.shopping_list)
// Must be a Galactic Materials Market order and payed by the null account(if ordered via cargo budget) or by correct user for private purchase
if(order.orderer_rank == GALATIC_MATERIAL_ORDER && ( \
(!is_ordering_private && isnull(order.paying_account)) || \
(is_ordering_private && !isnull(order.paying_account) && order.orderer == user) \
))
return order
return null
/obj/machinery/materials_market/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!anchored)
return
if(!ui)
ui = new(user, src, "MatMarket", name)
ui.open()
/obj/machinery/materials_market/ui_static_data(mob/user)
. = list()
.["CARGO_CRATE_VALUE"] = CARGO_CRATE_VALUE
/obj/machinery/materials_market/ui_data(mob/user)
. = list()
//can this player use cargo budget
var/can_buy_via_budget = FALSE
var/obj/item/card/id/used_id_card
if(isliving(user))
var/mob/living/living_user = user
used_id_card = living_user.get_idcard(TRUE)
can_buy_via_budget = (ACCESS_CARGO in used_id_card?.GetAccess())
//if no cargo access then force private purchase
var/is_ordering_private = ordering_private || !can_buy_via_budget
//find current order based on ordering mode & player
var/datum/supply_order/current_order = find_order(user, is_ordering_private)
var/material_data
var/trend_string
var/color_string
var/sheet_to_buy
var/requested_amount
var/minimum_value_threshold = 0
for(var/datum/material/traded_mat as anything in SSstock_market.materials_prices)
//convert trend into text
switch(SSstock_market.materials_trends[traded_mat])
if(0)
trend_string = "neutral"
if(1)
trend_string = "up"
else
trend_string = "down"
//get mat color
var/initial_colors = initial(traded_mat.greyscale_color) || initial(traded_mat.color)
if(initial_colors)
color_string = splicetext(initial_colors, 7, length(initial_colors), "") //slice it to a standard 6 char hex
else
initial_colors = initial(traded_mat.color)
if(initial_colors)
color_string = initial_colors
else
color_string = COLOR_CYAN
//get sheet type from material
sheet_to_buy = initial(traded_mat.sheet_type)
if(!sheet_to_buy)
CRASH("Material with no sheet type being sold on materials market!")
//get the ordered amount from the order
requested_amount = 0
if(!isnull(current_order))
requested_amount = current_order.pack.contains[sheet_to_buy]
var/min_value_override = initial(traded_mat.minimum_value_override)
if(min_value_override)
minimum_value_threshold = min_value_override
else
minimum_value_threshold = round(initial(traded_mat.value_per_unit) * SHEET_MATERIAL_AMOUNT * 0.5)
//send data
material_data += list(list(
"name" = initial(traded_mat.name),
"price" = SSstock_market.materials_prices[traded_mat],
"rarity" = initial(traded_mat.value_per_unit),
"threshold" = minimum_value_threshold,
"quantity" = SSstock_market.materials_quantity[traded_mat],
"trend" = trend_string,
"color" = color_string,
"requested" = requested_amount
))
//get account balance
var/balance = 0
if(!ordering_private)
var/datum/bank_account/dept = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(dept)
balance = dept.account_balance
else
balance = used_id_card?.registered_account?.account_balance
//is market crashing
var/market_crashing = FALSE
if(HAS_TRAIT(SSeconomy, TRAIT_MARKET_CRASHING))
market_crashing = TRUE
//get final order cost
var/current_cost = 0
if(!isnull(current_order))
current_cost = current_order.get_final_cost()
//pack data
.["catastrophe"] = market_crashing
.["materials"] = material_data
.["creditBalance"] = balance
.["orderBalance"] = current_cost
.["orderingPrive"] = ordering_private
.["canOrderCargo"] = can_buy_via_budget
.["updateTime"] = SSstock_market.next_fire - world.time
/obj/machinery/materials_market/ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
//You must have an ID to be able to do something
var/mob/living/living_user = ui.user
var/obj/item/card/id/used_id_card = living_user.get_idcard(TRUE)
if(isnull(used_id_card))
say("No ID Found")
return
var/can_buy_via_budget = (ACCESS_CARGO in used_id_card?.GetAccess())
//if multiple users open the UI some of them may not have the required access so we recheck
var/is_ordering_private = ordering_private
if(!can_buy_via_budget) //no cargo access then force private purchase
is_ordering_private = TRUE
switch(action)
if("buy")
var/material_str = params["material"]
var/quantity = text2num(params["quantity"])
//find material from its name
var/datum/material/material_bought
var/obj/item/stack/sheet/sheet_to_buy
for(var/datum/material/mat as anything in SSstock_market.materials_prices)
if(initial(mat.name) == material_str)
material_bought = mat
break
if(!material_bought)
CRASH("Invalid material name passed to materials market!")
sheet_to_buy = initial(material_bought.sheet_type)
if(!sheet_to_buy)
CRASH("Material with no sheet type being sold on materials market!")
//get available bank account for purchasing
var/datum/bank_account/account_payable
if(is_ordering_private)
account_payable = used_id_card.registered_account
else if(can_buy_via_budget)
account_payable = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(!account_payable)
say("No bank account detected!")
return
//sanity checks for available quantity & budget
if(quantity > SSstock_market.materials_quantity[material_bought])
say("Not enough materials on the market to purchase!")
return
var/cost = SSstock_market.materials_prices[material_bought] * quantity
var/list/things_to_order = list()
things_to_order += (sheet_to_buy)
things_to_order[sheet_to_buy] = quantity
// We want to count how many stacks of all sheets we're ordering to make sure they don't exceed the limit of 10
// If we already have a custom order on SSshuttle, we should add the things to order to that order
var/datum/supply_order/current_order = find_order(living_user, is_ordering_private)
if(!isnull(current_order))
// Check if this order exceeded the market limit
var/prior_sheets = current_order.pack.contains[sheet_to_buy]
if(prior_sheets + quantity > SSstock_market.materials_quantity[material_bought] )
say("There aren't enough sheets on the market! Please wait for more sheets to be traded before adding more.")
playsound(usr, 'sound/machines/synth/synth_no.ogg', 35, FALSE)
return
// Check if the order exceeded the purchase limit
var/prior_stacks = ROUND_UP(prior_sheets / MAX_STACK_SIZE)
if(prior_stacks >= MAX_STACK_LIMIT)
say("There are already 10 stacks of sheets on order! Please wait for them to arrive before ordering more.")
playsound(usr, 'sound/machines/synth/synth_no.ogg', 35, FALSE)
return
// Prevents you from ordering more than the available budget
var/datum/bank_account/paying_account = account_payable
if(!isnull(current_order.paying_account)) //order is already being paid by another account
paying_account = current_order.paying_account
if(current_order.get_final_cost() + cost > paying_account.account_balance)
say("Order exceeds available budget! Please send it before purchasing more.")
return
// Finally Append to this order
current_order.append_order(things_to_order, cost)
return TRUE
//Place a new order
var/datum/supply_pack/custom/minerals/mineral_pack = new(
purchaser = is_ordering_private ? living_user : "Cargo", \
cost = cost, \
contains = things_to_order, \
)
var/datum/supply_order/disposable/materials/new_order = new(
pack = mineral_pack,
orderer = living_user,
orderer_rank = GALATIC_MATERIAL_ORDER,
orderer_ckey = living_user.ckey,
paying_account = is_ordering_private ? account_payable : null,
cost_type = "cr",
can_be_cancelled = FALSE
)
//first time order compute the correct cost and compare
if(new_order.get_final_cost() > account_payable.account_balance)
say("Not enough money to start purchase!")
qdel(new_order)
return
say("Thank you for your purchase! It will arrive on the next cargo shuttle!")
SSshuttle.shopping_list += new_order
return TRUE
if("toggle_budget")
if(!can_buy_via_budget)
return
ordering_private = !ordering_private
return TRUE
if("clear")
var/datum/supply_order/current_order = find_order(living_user, is_ordering_private)
if(!isnull(current_order))
SSshuttle.shopping_list -= current_order
qdel(current_order)
return TRUE
/obj/item/stock_block
name = "stock block"
desc = "A block of stock. It's worth a certain amount of money, based on a sale on the materials market. Ship it on the cargo shuttle to claim your money."
icon = 'icons/obj/economy.dmi'
icon_state = "stock_block"
/// How many credits was this worth when created?
var/export_value = 0
/// What is the name of the material this was made from?
var/datum/material/export_mat
/// Quantity of export material
var/quantity = 0
/// Is this stock block currently updating its value with the market (aka fluid)?
var/fluid = FALSE
/obj/item/stock_block/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(value_warning)), 1.5 MINUTES, TIMER_DELETE_ME)
addtimer(CALLBACK(src, PROC_REF(update_value)), 3 MINUTES, TIMER_DELETE_ME)
/obj/item/stock_block/examine(mob/user)
. = ..()
. += span_notice("\The [src] is worth [export_value] cr, from selling [quantity] sheets of [initial(export_mat?.name)].")
if(fluid)
. += span_warning("\The [src] is currently liquid! Its value is based on the market price.")
else
. += span_notice("\The [src]'s value is still [span_boldnotice("locked in")]. [span_boldnotice("Sell it")] before its value becomes liquid!")
/obj/item/stock_block/proc/value_warning()
visible_message(span_warning("\The [src] is starting to become liquid!"))
icon_state = "stock_block_fluid"
update_appearance(UPDATE_ICON_STATE)
/obj/item/stock_block/proc/update_value()
if(!export_mat)
return
if(!SSstock_market.materials_prices[export_mat])
return
export_value = quantity * SSstock_market.materials_prices[export_mat] * MARKET_PROFIT_MODIFIER
icon_state = "stock_block_liquid"
update_appearance(UPDATE_ICON_STATE)
visible_message(span_warning("\The [src] becomes liquid!"))
#undef MAX_STACK_LIMIT
#undef GALATIC_MATERIAL_ORDER