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https://github.com/Bubberstation/Bubberstation.git
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**1. Material Container Refactors**
a. `/datum/component/material_container/proc/insert_item()`
- Will now do stack spliting i.e. it will consume as many sheets from a
stack as possible and leave out the rest, It was moved from a player
interaction feature in `user_insert()` to this low level allowing many
things to take advantage of it
- Will now delete the item for you if it could salvage any materials
from it, you don't have to do it explicitly anymore if insertion was
successfull (i.e. this proc returns an non zero value) If you inserted a
stack and not all of it's sheets were inserted from the above point then
you still have to check it explicitly
- Will now invoke `after_insert` if any materials were salvaged
b. `datum/component/material_container/proc/user_insert() `
- Will now split the stack by the requested amount making precise
insertion work again & Fixes #72288
- will now consume all contents inside of the object reccursively, this
means items like ammo boxes will no longer have to adjust their custom
materials based on how much ammo they contain because `user_insert()`
will loop through all its contents and salvage the metal of every bullet
inside the box contents so this means
9686971c76/code/modules/projectiles/boxes_magazines/_box_magazine.dm (L206)
has been removed.
**The Problem with this proc**
take `/obj/item/ammo_box/foambox/riot` for example. it has 40 darts each
having 1125 worth of iron, this proc will add the total iron of all the
bullets to the box custom material so the box custom materials would
become
`5000(base iron of box. see the definition of
/obj/item/ammo_box/foambox/riot) + 45000(40 bullets each having 1125
worth of iron) = 50000 iron`
What happens when you throw this ammo box in an recycler? The recycler
will recycle this box(Now 50000 worth of iron) AND the iron of each of
it's 40 bullets thus yielding
`50000(iron from box because of update_custom_materials()) + 45000(40
bullets each having 1125 worth of iron) = 95000 iron` `
because of this single proc we got `95000 - 50000 = 45000 extra iron`
from thin air
**The Solution?**
Remove this proc and set a constant custom material value for the ammo
box(it's now 5000 computed see code) AND allow the material container to
loop through every bullet in the box and salvage iron from them. This
would yield
`5000(base iron of box. see the definition of
/obj/item/ammo_box/foambox/riot) + 45000(40 bullets each having 1125
worth of iron) = 50000 iron`
From both box & bullets combined and not just from the box alone
Fixes #43570
Fixes #57548
This also allows you to do cool stuff like fill your bag with iron,
glass, whatever and dump them in the autolathe/ore silo by attacking the
machine with your bag rather than pulling out & inserting each item
individually so hey convinience
**2. Recycler patches**
- Recycler will stop consuming items when it runs out of power mid
recycling(which can happen if it recycles a large amount of items). It
used to previously run through the list of items without breaking so
even when power was lost, it still did it's job
- Recycler will now Properly recycle all the contents inside an atom.
**The Problem**
Say we have 2 Items
- Backpack
- Glass sheet inside Backpack
If we process the items in the following order while deleting each item
that is processed first "Backpack" then "Glass Sheet" then when
"Backpack" is fully recycled and "Deleted" since the "Glass Sheet" is
inside the "Backpack" it get's deleted as well, so when we actually try
to recycle the "Glass Sheet" next, nothing happens because it was
deleted when we deleted the "Backpack".
**The Solution**
Recycle the items in the reverse order first recycle the "Glass Sheet"
delete it & then the "Back Pack" so we don't deal with deleted items. So
you should see more materials come out when you put stuff inside storage
mediums & throw them in the recycler
- Recycler will consume only half the power when it's deleting items
that can't be recycled(no material was salvaged). just for convinience
288 lines
10 KiB
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288 lines
10 KiB
Plaintext
/// Smelt amount per second
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#define SMELT_AMOUNT 5
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/**********************Mineral processing unit console**************************/
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/obj/machinery/mineral
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processing_flags = START_PROCESSING_MANUALLY
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subsystem_type = /datum/controller/subsystem/processing/fastprocess
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/// The current direction of `input_turf`, in relation to the machine.
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var/input_dir = NORTH
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/// The current direction, in relation to the machine, that items will be output to.
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var/output_dir = SOUTH
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/// The turf the machines listens to for items to pick up. Calls the `pickup_item()` proc.
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var/turf/input_turf = null
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/// Determines if this machine needs to pick up items. Used to avoid registering signals to `/mineral` machines that don't pickup items.
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var/needs_item_input = FALSE
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/obj/machinery/mineral/Initialize(mapload)
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. = ..()
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if(needs_item_input && anchored)
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register_input_turf()
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/// Gets the turf in the `input_dir` direction adjacent to the machine, and registers signals for ATOM_ENTERED and ATOM_CREATED. Calls the `pickup_item()` proc when it receives these signals.
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/obj/machinery/mineral/proc/register_input_turf()
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input_turf = get_step(src, input_dir)
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if(input_turf) // make sure there is actually a turf
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RegisterSignals(input_turf, list(COMSIG_ATOM_INITIALIZED_ON, COMSIG_ATOM_ENTERED), PROC_REF(pickup_item))
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/// Unregisters signals that are registered the machine's input turf, if it has one.
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/obj/machinery/mineral/proc/unregister_input_turf()
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if(input_turf)
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UnregisterSignal(input_turf, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_INITIALIZED_ON))
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/obj/machinery/mineral/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
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. = ..()
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if(!needs_item_input || !anchored)
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return
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unregister_input_turf()
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register_input_turf()
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/obj/machinery/mineral/shuttleRotate(rotation, params)
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. = ..()
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input_dir = angle2dir(rotation + dir2angle(input_dir))
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output_dir = angle2dir(rotation + dir2angle(output_dir))
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/**
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Base proc for all `/mineral` subtype machines to use. Place your item pickup behavior in this proc when you override it for your specific machine.
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Called when the COMSIG_ATOM_ENTERED and COMSIG_ATOM_INITIALIZED_ON signals are sent.
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Arguments:
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* source - the turf that is listening for the signals.
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* target - the atom that just moved onto the `source` turf.
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* oldLoc - the old location that `target` was at before moving onto `source`.
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*/
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/obj/machinery/mineral/proc/pickup_item(datum/source, atom/movable/target, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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return
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/// Generic unloading proc. Takes an atom as an argument and forceMove's it to the turf adjacent to this machine in the `output_dir` direction.
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/obj/machinery/mineral/proc/unload_mineral(atom/movable/unloaded_mineral)
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unloaded_mineral.forceMove(drop_location())
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var/turf/unload_turf = get_step(src, output_dir)
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if(unload_turf)
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unloaded_mineral.forceMove(unload_turf)
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/obj/machinery/mineral/processing_unit_console
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name = "production machine console"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "console"
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density = TRUE
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/// Connected ore processing machine.
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var/obj/machinery/mineral/processing_unit/processing_machine
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/obj/machinery/mineral/processing_unit_console/Initialize(mapload)
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. = ..()
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processing_machine = locate(/obj/machinery/mineral/processing_unit) in view(2, src)
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if (processing_machine)
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processing_machine.mineral_machine = src
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else
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return INITIALIZE_HINT_QDEL
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/obj/machinery/mineral/processing_unit_console/ui_interact(mob/user)
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. = ..()
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if(!processing_machine)
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return
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var/dat = processing_machine.get_machine_data()
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var/datum/browser/popup = new(user, "processing", "Smelting Console", 300, 500)
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popup.set_content(dat)
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popup.open()
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/obj/machinery/mineral/processing_unit_console/Topic(href, href_list)
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if(..())
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return
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usr.set_machine(src)
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add_fingerprint(usr)
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if(href_list["material"])
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var/datum/material/new_material = locate(href_list["material"])
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if(istype(new_material))
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processing_machine.selected_material = new_material
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processing_machine.selected_alloy = null
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if(href_list["alloy"])
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processing_machine.selected_material = null
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processing_machine.selected_alloy = href_list["alloy"]
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if(href_list["set_on"])
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processing_machine.on = (href_list["set_on"] == "on")
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processing_machine.begin_processing()
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updateUsrDialog()
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return
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/obj/machinery/mineral/processing_unit_console/Destroy()
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processing_machine = null
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return ..()
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/**********************Mineral processing unit**************************/
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/obj/machinery/mineral/processing_unit
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name = "furnace"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "furnace"
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density = TRUE
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needs_item_input = TRUE
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var/on = FALSE
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var/selected_alloy
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var/obj/machinery/mineral/mineral_machine
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var/datum/material/selected_material
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var/datum/techweb/stored_research
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///Proximity monitor associated with this atom, needed for proximity checks.
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var/datum/proximity_monitor/proximity_monitor
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/obj/machinery/mineral/processing_unit/Initialize(mapload)
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. = ..()
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proximity_monitor = new(src, 1)
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var/list/allowed_materials = list(
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/datum/material/iron,
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/datum/material/glass,
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/datum/material/silver,
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/datum/material/gold,
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/datum/material/diamond,
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/datum/material/plasma,
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/datum/material/uranium,
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/datum/material/bananium,
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/datum/material/titanium,
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/datum/material/bluespace,
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)
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AddComponent(/datum/component/material_container, allowed_materials, INFINITY, MATCONTAINER_EXAMINE|BREAKDOWN_FLAGS_ORE_PROCESSOR, allowed_items=/obj/item/stack)
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if(!GLOB.autounlock_techwebs[/datum/techweb/autounlocking/smelter])
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GLOB.autounlock_techwebs[/datum/techweb/autounlocking/smelter] = new /datum/techweb/autounlocking/smelter
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stored_research = GLOB.autounlock_techwebs[/datum/techweb/autounlocking/smelter]
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selected_material = GET_MATERIAL_REF(/datum/material/iron)
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/obj/machinery/mineral/processing_unit/Destroy()
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mineral_machine = null
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stored_research = null
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return ..()
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/obj/machinery/mineral/processing_unit/proc/process_ore(obj/item/stack/ore/O)
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if(QDELETED(O))
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return
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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var/material_amount = materials.get_item_material_amount(O, BREAKDOWN_FLAGS_ORE_PROCESSOR)
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if(!materials.has_space(material_amount))
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unload_mineral(O)
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else
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materials.insert_item(O, breakdown_flags = BREAKDOWN_FLAGS_ORE_PROCESSOR)
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if(mineral_machine)
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mineral_machine.updateUsrDialog()
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/obj/machinery/mineral/processing_unit/proc/get_machine_data()
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var/dat = "<b>Smelter control console</b><br><br>"
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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for(var/datum/material/all_materials as anything in materials.materials)
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var/amount = materials.materials[all_materials]
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dat += "<span class=\"res_name\">[all_materials.name]: </span>[amount] cm³"
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if (selected_material == all_materials)
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dat += " <i>Smelting</i>"
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else
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dat += " <A href='?src=[REF(mineral_machine)];material=[REF(all_materials)]'><b>Not Smelting</b></A> "
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dat += "<br>"
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dat += "<br><br>"
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dat += "<b>Smelt Alloys</b><br>"
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for(var/research in stored_research.researched_designs)
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var/datum/design/designs = SSresearch.techweb_design_by_id(research)
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dat += "<span class=\"res_name\">[designs.name] "
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if (selected_alloy == designs.id)
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dat += " <i>Smelting</i>"
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else
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dat += " <A href='?src=[REF(mineral_machine)];alloy=[designs.id]'><b>Not Smelting</b></A> "
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dat += "<br>"
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dat += "<br><br>"
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//On or off
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dat += "Machine is currently "
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if (on)
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dat += "<A href='?src=[REF(mineral_machine)];set_on=off'>On</A> "
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else
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dat += "<A href='?src=[REF(mineral_machine)];set_on=on'>Off</A> "
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return dat
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/obj/machinery/mineral/processing_unit/pickup_item(datum/source, atom/movable/target, direction)
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if(QDELETED(target))
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return
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if(istype(target, /obj/item/stack/ore))
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process_ore(target)
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/obj/machinery/mineral/processing_unit/process(seconds_per_tick)
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if(!on)
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end_processing()
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if(mineral_machine)
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mineral_machine.updateUsrDialog()
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return
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if(selected_material)
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smelt_ore(seconds_per_tick)
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else if(selected_alloy)
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smelt_alloy(seconds_per_tick)
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if(mineral_machine)
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mineral_machine.updateUsrDialog()
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/obj/machinery/mineral/processing_unit/proc/smelt_ore(seconds_per_tick = 2)
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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var/datum/material/mat = selected_material
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if(!mat)
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return
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var/sheets_to_remove = (materials.materials[mat] >= (SHEET_MATERIAL_AMOUNT * SMELT_AMOUNT * seconds_per_tick) ) ? SMELT_AMOUNT * seconds_per_tick : round(materials.materials[mat] / SHEET_MATERIAL_AMOUNT)
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if(!sheets_to_remove)
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on = FALSE
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else
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var/out = get_step(src, output_dir)
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materials.retrieve_sheets(sheets_to_remove, mat, out)
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/obj/machinery/mineral/processing_unit/proc/smelt_alloy(seconds_per_tick = 2)
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var/datum/design/alloy = stored_research.isDesignResearchedID(selected_alloy) //check if it's a valid design
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if(!alloy)
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on = FALSE
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return
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var/amount = can_smelt(alloy, seconds_per_tick)
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if(!amount)
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on = FALSE
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return
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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materials.use_materials(alloy.materials, amount)
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generate_mineral(alloy.build_path)
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/obj/machinery/mineral/processing_unit/proc/can_smelt(datum/design/D, seconds_per_tick = 2)
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if(D.make_reagent)
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return FALSE
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var/build_amount = SMELT_AMOUNT * seconds_per_tick
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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for(var/mat_cat in D.materials)
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var/required_amount = D.materials[mat_cat]
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var/amount = materials.materials[mat_cat]
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build_amount = min(build_amount, round(amount / required_amount))
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return build_amount
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/obj/machinery/mineral/processing_unit/proc/generate_mineral(P)
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var/O = new P(src)
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unload_mineral(O)
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/obj/machinery/mineral/processing_unit/on_deconstruction()
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var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
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materials.retrieve_all()
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return ..()
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#undef SMELT_AMOUNT
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