Files
Bubberstation/code/game/machinery/constructable_frame.dm
SkyratBot 85f51cc037 [MIRROR] Machine frames spawn inserted stack components when pried open with a crowbar. [MDB IGNORE] (#19737)
* Machine frames spawn inserted stack components when pried open with a crowbar. (#73700)

## About The Pull Request

Fixes #73686

Stack components no longer exist inside a machine's component parts
after #72863 but we still need some way to spawn them when that
machine/frame is deconstructed. This fixes that

An related performance PR for fully constructed machines is #73644 where
i completely remove stack components once & for all so we should merge
that along with this.

## Changelog
🆑
fix: machine frames not spawning stack components we inserted in them
when pried open with a crowbar
/🆑

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@ users.noreply.github.com>

* Machine frames spawn inserted stack components when pried open with a crowbar.

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: NamelessFairy <40036527+NamelessFairy@ users.noreply.github.com>
2023-03-08 20:38:22 -08:00

424 lines
15 KiB
Plaintext

/obj/structure/frame
name = "frame"
desc = "A generic looking construction frame. One day this will be something greater."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_0"
density = TRUE
max_integrity = 250
var/obj/item/circuitboard/machine/circuit = null
var/state = 1
/obj/structure/frame/examine(user)
. = ..()
if(circuit)
. += "It has \a [circuit] installed."
/obj/structure/frame/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/iron(loc, 5)
if(circuit)
circuit.forceMove(loc)
circuit = null
qdel(src)
/obj/structure/frame/machine
name = "machine frame"
desc = "The standard frame for most station appliances. Its appearance and function is controlled by the inserted board."
var/list/components = null
var/list/req_components = null
var/list/req_component_names = null // user-friendly names of components
/obj/structure/frame/machine/examine(user)
. = ..()
if(state != 3)
return
if(!length(req_components))
. += span_info("It requires no components.")
return .
if(!req_component_names)
stack_trace("[src]'s req_components list has items but its req_component_names list is null!")
return
var/list/nice_list = list()
for(var/component in req_components)
if(!ispath(component))
stack_trace("An item in [src]'s req_components list is not a path!")
continue
if(!req_components[component])
continue
nice_list += list("[req_components[component]] [req_component_names[component]]\s")
. += span_info("It requires [english_list(nice_list, "no more components")].")
/**
* Collates the displayed names of the machine's components
*
* Arguments:
* * specific_parts - If true, the component should not use base name, but a specific tier
*/
/obj/structure/frame/machine/proc/update_namelist(specific_parts)
if(!req_components)
return
req_component_names = list()
for(var/component_path in req_components)
if(!ispath(component_path))
continue
if(ispath(component_path, /obj/item/stack))
var/obj/item/stack/stack_path = component_path
if(initial(stack_path.singular_name))
req_component_names[component_path] = initial(stack_path.singular_name)
else
req_component_names[component_path] = initial(stack_path.name)
else if(ispath(component_path, /datum/stock_part))
var/datum/stock_part/stock_part = component_path
var/obj/item/physical_object_type = initial(stock_part.physical_object_type)
req_component_names[component_path] = initial(physical_object_type.name)
else if(ispath(component_path, /obj/item/stock_parts))
var/obj/item/stock_parts/stock_part = component_path
if(!specific_parts && initial(stock_part.base_name))
req_component_names[component_path] = initial(stock_part.base_name)
else
req_component_names[component_path] = initial(stock_part.name)
else if(ispath(component_path, /obj/item))
var/obj/item/part = component_path
req_component_names[component_path] = initial(part.name)
else
stack_trace("Invalid component part [component_path] in [type], couldn't get its name")
req_component_names[component_path] = "[component_path] (this is a bug)"
/obj/structure/frame/machine/proc/get_req_components_amt()
var/amt = 0
for(var/path in req_components)
amt += req_components[path]
return amt
/**
* install the circuitboard in this frame
* * board - the machine circuitboard to install
* * user - the player
* * by_hand - is the player installing the board by hand or from the RPED. Used to decide how to transfer the board into the frame
*/
/obj/structure/frame/machine/proc/install_board(obj/item/circuitboard/machine/board, mob/user, by_hand)
if(!board.build_path)
to_chat(user, span_warning("This circuitboard seems to be broken."))
return
if(!anchored && board.needs_anchored)
to_chat(user, span_warning("The frame needs to be secured first!"))
return
if(by_hand && !user.transferItemToLoc(board, src))
return
else if(!board.forceMove(src))
return
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
to_chat(user, span_notice("You add the circuit board to the frame."))
circuit = board
icon_state = "box_2"
state = 3
components = list()
//add circuit board as the first component to the list of components
//required for part_replacer to locate it while exchanging parts so it does not early return in /obj/machinery/proc/exchange_parts
components += circuit
req_components = board.req_components.Copy()
update_namelist(board.specific_parts)
return TRUE
/obj/structure/frame/machine/attackby(obj/item/P, mob/living/user, params)
switch(state)
if(1)
if(istype(P, /obj/item/circuitboard/machine))
to_chat(user, span_warning("The frame needs wiring first!"))
return
else if(istype(P, /obj/item/circuitboard))
to_chat(user, span_warning("This frame does not accept circuit boards of this type!"))
return
if(istype(P, /obj/item/stack/cable_coil))
if(!P.tool_start_check(user, amount=5))
return
to_chat(user, span_notice("You start to add cables to the frame..."))
if(P.use_tool(src, user, 20, volume=50, amount=5))
to_chat(user, span_notice("You add cables to the frame."))
state = 2
icon_state = "box_1"
return
if(P.tool_behaviour == TOOL_SCREWDRIVER && !anchored)
user.visible_message(span_warning("[user] disassembles the frame."), \
span_notice("You start to disassemble the frame..."), span_hear("You hear banging and clanking."))
if(P.use_tool(src, user, 40, volume=50))
if(state == 1)
to_chat(user, span_notice("You disassemble the frame."))
var/obj/item/stack/sheet/iron/M = new (loc, 5)
if (!QDELETED(M))
M.add_fingerprint(user)
qdel(src)
return
if(P.tool_behaviour == TOOL_WRENCH)
var/turf/ground = get_turf(src)
if(!anchored && ground.is_blocked_turf(exclude_mobs = TRUE, source_atom = src))
to_chat(user, span_notice("You fail to secure [src]."))
return
to_chat(user, span_notice("You start [anchored ? "un" : ""]securing [src]..."))
if(P.use_tool(src, user, 40, volume=75))
if(state == 1)
to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src]."))
set_anchored(!anchored)
return
if(2)
if(P.tool_behaviour == TOOL_WRENCH)
to_chat(user, span_notice("You start [anchored ? "un" : ""]securing [src]..."))
if(P.use_tool(src, user, 40, volume=75))
to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src]."))
set_anchored(!anchored)
return
if(istype(P, /obj/item/storage/part_replacer) && P.contents.len)
var/obj/item/storage/part_replacer/replacer = P
// map of circuitboard names to the board
var/list/circuit_boards = list()
for(var/obj/item/circuitboard/machine/board in replacer.contents)
circuit_boards[board.name] = board
if(!length(circuit_boards))
return
//if there is only one board directly install it else pick from list
var/obj/item/circuitboard/machine/target_board
if(circuit_boards.len == 1)
for(var/board_name in circuit_boards)
target_board = circuit_boards[board_name]
else
var/option = tgui_input_list(user, "Select Circuitboard To Install"," Available Boards", circuit_boards)
target_board = circuit_boards[option]
if(!target_board)
return
//install board
if(install_board(target_board, user, FALSE))
replacer.play_rped_sound()
//attack this frame again with the rped so it can install stock parts since its now in state 3
attackby(replacer, user, params)
return
if(istype(P, /obj/item/circuitboard/machine))
var/obj/item/circuitboard/machine/machine_board = P
install_board(machine_board, user, TRUE)
return
else if(istype(P, /obj/item/circuitboard))
to_chat(user, span_warning("This frame does not accept circuit boards of this type!"))
return
if(P.tool_behaviour == TOOL_WIRECUTTER)
P.play_tool_sound(src)
to_chat(user, span_notice("You remove the cables."))
state = 1
icon_state = "box_0"
new /obj/item/stack/cable_coil(drop_location(), 5)
return
if(3)
if(P.tool_behaviour == TOOL_CROWBAR)
P.play_tool_sound(src)
state = 2
circuit.forceMove(drop_location())
components.Remove(circuit)
//spawn stack components from the circuitboards requested components since they no longer exist inside components
for(var/component in circuit.req_components)
if(!ispath(component, /obj/item/stack))
continue
var/obj/item/stack/stack_path = component
var/stack_amount = circuit.req_components[component] - req_components[component]
if(stack_amount > 0)
new stack_path(drop_location(), stack_amount)
circuit = null
if(components.len == 0)
to_chat(user, span_notice("You remove the circuit board."))
else
to_chat(user, span_notice("You remove the circuit board and other components."))
dump_contents()
desc = initial(desc)
req_components = null
components = null
icon_state = "box_1"
return
if(P.tool_behaviour == TOOL_WRENCH && !circuit.needs_anchored)
to_chat(user, span_notice("You start [anchored ? "un" : ""]securing [src]..."))
if(P.use_tool(src, user, 40, volume=75))
to_chat(user, span_notice("You [anchored ? "un" : ""]secure [src]."))
set_anchored(!anchored)
return
if(P.tool_behaviour == TOOL_SCREWDRIVER)
var/component_check = TRUE
for(var/R in req_components)
if(req_components[R] > 0)
component_check = FALSE
break
if(component_check)
P.play_tool_sound(src)
var/obj/machinery/new_machine = new circuit.build_path(loc)
if(istype(new_machine))
// Machines will init with a set of default components. Move to nullspace so we don't trigger handle_atom_del, then qdel.
// Finally, replace with this frame's parts.
if(new_machine.circuit)
// Move to nullspace and delete.
new_machine.circuit.moveToNullspace()
QDEL_NULL(new_machine.circuit)
for(var/obj/old_part in new_machine.component_parts)
old_part.moveToNullspace()
qdel(old_part)
// Set anchor state
new_machine.set_anchored(anchored)
// Assign the circuit & parts & move them all at once into the machine
// no need to seperatly move circuit board as its already part of the components list
new_machine.circuit = circuit
new_machine.component_parts = components
for (var/obj/new_part in components)
new_part.forceMove(new_machine)
//Inform machine that its finished & cleanup
new_machine.RefreshParts()
new_machine.on_construction(user)
components = null
qdel(src)
return
if(istype(P, /obj/item/storage/part_replacer))
/**
* more efficient return so no if conditions after this are executed.
* Required when the rped is re attacking the frame after installing circuitboard so it returns quickly
*/
if(!P.contents.len || !get_req_components_amt())
return
var/obj/item/storage/part_replacer/replacer = P
var/play_sound = FALSE
var/list/part_list = replacer.get_sorted_parts() //parts sorted in order of tier
for(var/path in req_components)
var/target_path
if(ispath(path, /datum/stock_part))
var/datum/stock_part/datum_part = path
target_path = initial(datum_part.physical_object_base_type)
else
target_path = path
var/obj/item/part
while(req_components[path] > 0 && (part = locate(target_path) in part_list))
part_list -= part
if(istype(part,/obj/item/stack))
var/obj/item/stack/S = part
var/used_amt = min(round(S.get_amount()), req_components[path])
var/stack_name = S.singular_name
if(!used_amt || !S.use(used_amt))
continue
req_components[path] -= used_amt
to_chat(user, span_notice("You add [used_amt] [stack_name] to [src]."))
play_sound = TRUE
else if(replacer.atom_storage.attempt_remove(part, src))
var/stock_part_datum = GLOB.stock_part_datums_per_object[part.type]
if (!isnull(stock_part_datum))
components += stock_part_datum
qdel(part)
else
components += part
part.forceMove(src)
req_components[path]--
to_chat(user, span_notice("You add [part] to [src]."))
play_sound = TRUE
if(play_sound)
replacer.play_rped_sound()
return
for(var/stock_part_base in req_components)
if (req_components[stock_part_base] == 0)
continue
var/stock_part_path
if (ispath(stock_part_base, /obj/item))
stock_part_path = stock_part_base
else if (ispath(stock_part_base, /datum/stock_part))
var/datum/stock_part/stock_part_datum_type = stock_part_base
stock_part_path = initial(stock_part_datum_type.physical_object_type)
else
stack_trace("Bad stock part in req_components: [stock_part_base]")
continue
if (!istype(P, stock_part_path))
continue
if(isstack(P))
var/obj/item/stack/S = P
var/used_amt = min(round(S.get_amount()), req_components[stock_part_path])
if(used_amt && S.use(used_amt))
req_components[stock_part_path] -= used_amt
to_chat(user, span_notice("You add [P] to [src]."))
return
// We might end up qdel'ing the part if it's a stock part datum.
// In practice, this doesn't have side effects to the name,
// but academically we should not be using an object after it's deleted.
var/part_name = "[P]"
if (ispath(stock_part_base, /datum/stock_part))
// We can't just reuse stock_part_path here or its singleton,
// or else putting in a tier 2 part will deconstruct to a tier 1 part.
var/stock_part_datum = GLOB.stock_part_datums_per_object[P.type]
if (isnull(stock_part_datum))
stack_trace("[P.type] does not have an associated stock part datum!")
continue
components += stock_part_datum
// We regenerate the stock parts on deconstruct.
// This technically means we lose unique qualities of the stock part, but
// it's worth it for how dramatically this simplifies the code.
// The only place I can see it affecting anything is like...RPG qualities. :P
qdel(P)
else if(user.transferItemToLoc(P, src))
components += P
else
break
to_chat(user, span_notice("You add [part_name] to [src]."))
req_components[stock_part_base]--
return TRUE
to_chat(user, span_warning("You cannot add that to the machine!"))
return FALSE
if(user.combat_mode)
return ..()
/obj/structure/frame/machine/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(state >= 2)
new /obj/item/stack/cable_coil(loc , 5)
dump_contents()
..()
/obj/structure/frame/machine/dump_contents()
for (var/component in components)
if (ismovable(component))
var/atom/movable/atom_component = component
atom_component.forceMove(drop_location())
else if (istype(component, /datum/stock_part))
var/datum/stock_part/stock_part_datum = component
var/physical_object_type = initial(stock_part_datum.physical_object_type)
new physical_object_type(drop_location())
else
stack_trace("Invalid component [component] was found in constructable frame")