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Bubberstation/code/__DEFINES/materials.dm
SyncIt21 e92ae5b75b Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request

**1. Material container clean-up & refactor**
- Replaced `total_amount` var with `total_amount()` proc, this var can
be easily computed by summing up all material amounts rather than
storing it as a var which is tedious to update & keep track of when
materials are added/removed
- Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`,
and `get_categories()`. These procs are not used anywhere in the
codebase so let's remove them & make some space.
- Callbacks are replaced with signals, the callbacks don't need to be
explicitly garbage collected & having macros & procs marked with
`SIGNAL_HANDLER` makes your intentions more readable & explicit.
- Fixes #76151 
All material adding, removal, checking operations are "Integer"
operations, i.e. the final value is rounded & them made 1 if the final
value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better
name]. No more dealing with decimal value materials
The problem was after the protolathe was upgraded with better parts all
the design costs were multiplied with a decimal `efficiency_coeff`
value, this means even though in the UI the cost was displayed as 60
bluespace crystals its actual cost was `60.0001` something in the
backend causing this check for materials to fail & print the error
message.
- Replaced `GetComponent(/datum/component_material_container)` with just
a simple ref to the material container when adding the component, so we
can save some overhead from calling this proc
- Gave all procs a ton of documentation with documentation having
documentation
- Fixes #76506 RCD and other devices that uses the silo link upgrade now
have the correct material usages
- Fixes #72096. It wasn't just a problem with ancient protolathe but
with all machines that used `datum/component/remote_materials` the
problem was remote materials would add an instance of
`datum/remote/material_container` if it wanted to use local storage but
this component would get added before `datum/component/remote_materials`
could be registered i.e. it comes before remote_materials in the
component list. So when the machine is destroyed it will first destroy
`material_container` & then `remote_materials` therefore destroying the
materials before they could get ejected
- Silo link is established when parent is registered with remote
materials raher than adding an external timer which is faster
- Everything that uses a material container will auto eject their sheets
when destroyed
- Moved this & remote materials into its own folder for better
organization


**2. Material UI Changes**
- Removed the x25 & x50 print buttons from the autolathe, now they just
have x5 & x10 buttons like the protolathe, These buttons were of no use
since you could just type the exact amount you want to print in the
`[Max: <some amount>]` side bar. The code to compute these buttons was
just plain right nasty & some of it unused in the UI.
- The material eject button in the material bar does not gray out when
you can eject exactly one sheet
- All material cost are integer values rounded
- Fixes #76253 Exosuit Fabricator sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Component printer material bar sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Autolathe Material bars now display number of sheets available
- Max printable amount of items are now computed & updated correctly in
the UI. They were displaying wrong values & now get updated when items
are printed, materials are removed
- Silo hold actually works now. When a machine is put on hold it calls
this proc

e929cf39cd/code/datums/components/remote_materials.dm (L78-L87)
Notice how the key is `src` so we should be consistent during checking
if a machine is on hold using the same `src` var. But for some reason we
did dumb shit like this

e929cf39cd/code/datums/components/remote_materials.dm (L150-L153)
What is category? Why do we care for the area the machine is in? None of
it made sense so i removed all that junk and just made it check for
`src` like it should
- Removed redundant `removable` & `sheets` var from the material
container ui_data. These vars are unused in the UI
- If an item does not have the required materials then upon clicking
that item you will not get any error message but instead nothing happens

## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
2023-07-24 19:47:14 -04:00

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/// Is the material from an ore? currently unused but exists atm for categorizations sake
#define MAT_CATEGORY_ORE "ore capable"
/// Hard materials, such as iron or silver
#define MAT_CATEGORY_RIGID "rigid material"
/// Materials that can be used to craft items
#define MAT_CATEGORY_ITEM_MATERIAL "item material"
///Use this flag on TRUE if you want the basic recipes
#define MAT_CATEGORY_BASE_RECIPES "basic recipes"
/// Used to make a material initialize at roundstart.
#define MATERIAL_INIT_MAPLOAD (1<<0)
/// Used to make a material type able to be instantiated on demand after roundstart.
#define MATERIAL_INIT_BESPOKE (1<<1)
/// Makes sure only integer values are used when consuming, removing & checking for mats
#define OPTIMAL_COST(cost)(max(1, round(cost)))
//Material Container Flags.
///If the container shows the amount of contained materials on examine.
#define MATCONTAINER_EXAMINE (1<<0)
///If the container cannot have materials inserted through attackby().
#define MATCONTAINER_NO_INSERT (1<<1)
///if the user can insert mats into the container despite the intent.
#define MATCONTAINER_ANY_INTENT (1<<2)
///if the user won't receive a warning when attacking the container with an unallowed item.
#define MATCONTAINER_SILENT (1<<3)
// The following flags are for decomposing alloys. Should be expanded upon and diversified once someone gets around to reworking recycling.
/// Can reduce an alloy into its component materials.
#define BREAKDOWN_ALLOYS (1<<4)
/// Makes the material composition include transmuted materials objects
#define BREAKDOWN_INCLUDE_ALCHEMY (1<<5)
/// Breakdown flags used by techfabs and circuit printers.
#define BREAKDOWN_FLAGS_LATHE (BREAKDOWN_ALLOYS)
/// Breakdown flags used by the ORM.
#define BREAKDOWN_FLAGS_ORM (BREAKDOWN_ALLOYS)
/// Breakdown flags used by the recycler.
#define BREAKDOWN_FLAGS_RECYCLER (BREAKDOWN_ALLOYS)
/// Breakdown flags used by the sheetifier.
#define BREAKDOWN_FLAGS_SHEETIFIER (BREAKDOWN_ALLOYS)
/// Breakdown flags used by the ore processor.
#define BREAKDOWN_FLAGS_ORE_PROCESSOR (BREAKDOWN_ALLOYS)
/// Breakdown flags used by the drone dispenser.
#define BREAKDOWN_FLAGS_DRONE_DISPENSER (BREAKDOWN_ALLOYS)
/// Breakdown flags used when exporting materials.
#define BREAKDOWN_FLAGS_EXPORT (NONE)
/// Whether a material's mechanical effects should apply to the atom. This is necessary for other flags to work.
#define MATERIAL_EFFECTS (1<<0)
/// Applies the material color to the atom's color. Deprecated, use MATERIAL_GREYSCALE instead
#define MATERIAL_COLOR (1<<1)
/// Whether a prefix describing the material should be added to the name
#define MATERIAL_ADD_PREFIX (1<<2)
/// Whether a material should affect the stats of the atom
#define MATERIAL_AFFECT_STATISTICS (1<<3)
/// Applies the material greyscale color to the atom's greyscale color.
#define MATERIAL_GREYSCALE (1<<4)
/// Wrapper for fetching material references. Exists exclusively so that people don't need to wrap everything in a list every time.
#define GET_MATERIAL_REF(arguments...) SSmaterials._GetMaterialRef(list(##arguments))
#define MATERIAL_SOURCE(mat) "[mat.name]_material"
///Special return values of [/datum/component/material_container/insert_item]
#define MATERIAL_INSERT_ITEM_NO_MATS -1
#define MATERIAL_INSERT_ITEM_NO_SPACE -2
#define MATERIAL_INSERT_ITEM_FAILURE 0
// Slowdown values.
/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of plasteel.
#define MATERIAL_SLOWDOWN_PLASTEEL (0.05)
/// The slowdown value of one [SHEET_MATERIAL_AMOUNT] of alien alloy.
#define MATERIAL_SLOWDOWN_ALIEN_ALLOY (0.1)