Files
Bubberstation/code/modules/mining/boulder_processing/brm.dm
SyncIt21 6c59996ef1 [NO GBP]Some BRM Fixes (#81551)
## About The Pull Request
- The time from which the boulder is picked to when it's teleported onto
the conveyer belt is 1.5 seconds. During that time the boulder could get
deleted due to many factors and we lose our materials. No one like's
that that so now both steps are combined into 1 proc so we no longer
loose boulders during teleportation.
- Batch processing cooldown was not working when
`boulder_processing_max` is > 1. Now it does

## Changelog
🆑
fix: boulders are no longer lost when teleported by the BRM
fix: batch processing cooldown works when teleporting multiple boulders
/🆑
2024-02-19 15:20:49 +01:00

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///Sound played when boulders are teleported manually by hand
#define MANUAL_TELEPORT_SOUND 'sound/machines/mining/manual_teleport.ogg'
///Sound played when boulders are teleported automatically in process()
#define AUTO_TELEPORT_SOUND 'sound/machines/mining/auto_teleport.ogg'
///Time taken to spawn a boulder, also the cooldown applied before the next manual teleportation
#define TELEPORTATION_TIME (1.5 SECONDS)
///Cooldown for automatic teleportation after processing boulders_processing_max number of boulders
#define BATCH_COOLDOWN (3 SECONDS)
///Special case when we are trying to teleport a boulder but there is already another boulder in our loc
#define TURF_BLOCKED_BY_BOULDER -1
/obj/machinery/brm
name = "boulder retrieval matrix"
desc = "A teleportation matrix used to retrieve boulders excavated by mining NODEs from ore vents."
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "brm"
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.5
circuit = /obj/item/circuitboard/machine/brm
processing_flags = START_PROCESSING_MANUALLY
anchored = TRUE
density = TRUE
/// How many boulders can we process maximum per loop?
var/boulders_processing_max = 1
/// Are we trying to actively collect boulders automatically?
var/toggled_on = FALSE
///Have we finished processing a full batch of boulders
var/batch_processing = FALSE
/// Cooldown used for left click teleportation.
COOLDOWN_DECLARE(manual_teleport_cooldown)
/// Cooldown used for automatic teleportation after processing boulders_processing_max number of boulders.
COOLDOWN_DECLARE(batch_start_cooldown)
/obj/machinery/brm/Initialize(mapload)
. = ..()
register_context()
/obj/machinery/brm/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = CONTEXTUAL_SCREENTIP_SET
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = "Teleport single boulder"
context[SCREENTIP_CONTEXT_RMB] = "Toggle [toggled_on ? "Off" : "On"] automatic boulder retrieval"
return
if(!isnull(held_item))
if(held_item.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_LMB] = "[anchored ? "" : "Un"] Anchor"
return
if(held_item.tool_behaviour == TOOL_SCREWDRIVER)
context[SCREENTIP_CONTEXT_LMB] = "[panel_open ? "Close" : "Open"] Panel"
return
if(panel_open)
if(held_item.tool_behaviour == TOOL_CROWBAR)
context[SCREENTIP_CONTEXT_LMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
/obj/machinery/brm/examine(mob/user)
. = ..()
. += span_notice("The small screen reads there are [span_boldnotice("[SSore_generation.available_boulders.len] boulders")] available to teleport.")
. += span_notice("Can collect upto <b>[boulders_processing_max] boulders</b> at a time.")
. += span_notice("Automatic boulder retrival can be toggled [EXAMINE_HINT("[toggled_on ? "Off" : "On"]")] with [EXAMINE_HINT("Right Click")].")
if(anchored)
. += span_notice("Its [EXAMINE_HINT("anchored")] in place.")
else
. += span_warning("It needs to be [EXAMINE_HINT("anchored")] to start operations.")
. += span_notice("Its maintainence panel can be [EXAMINE_HINT("screwed")] [panel_open ? "Closed" : "Open"].")
if(panel_open)
. += span_notice("The whole machine can be [EXAMINE_HINT("pried")] apart.")
/obj/machinery/brm/update_icon_state()
icon_state = initial(icon_state)
if(!anchored || !is_operational || machine_stat & (BROKEN | NOPOWER) || panel_open)
icon_state = "[icon_state]-off"
return
if(toggled_on)
icon_state = "[icon_state]-toggled"
return
return ..()
/obj/machinery/brm/wrench_act(mob/living/user, obj/item/tool)
. = ITEM_INTERACT_BLOCKING
if(default_unfasten_wrench(user, tool, time = 1.5 SECONDS) == SUCCESSFUL_UNFASTEN)
update_appearance(UPDATE_ICON_STATE)
return ITEM_INTERACT_SUCCESS
/obj/machinery/brm/screwdriver_act(mob/living/user, obj/item/tool)
. = ITEM_INTERACT_BLOCKING
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-off", initial(icon_state), tool))
update_appearance(UPDATE_ICON_STATE)
return ITEM_INTERACT_SUCCESS
/obj/machinery/brm/crowbar_act(mob/living/user, obj/item/tool)
. = ITEM_INTERACT_BLOCKING
if(default_deconstruction_crowbar(tool))
return ITEM_INTERACT_SUCCESS
///To allow boulders on a conveyer belt to move unobstructed if multiple machines are made on a single line
/obj/machinery/brm/CanAllowThrough(atom/movable/mover, border_dir)
if(!anchored)
return FALSE
if(istype(mover, /obj/item/boulder))
return TRUE
return ..()
/obj/machinery/brm/RefreshParts()
. = ..()
boulders_processing_max = 0
for(var/datum/stock_part/part in component_parts)
boulders_processing_max += part.tier
boulders_processing_max = ROUND_UP((boulders_processing_max / 12) * 7)
/obj/machinery/brm/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(. || panel_open)
return
if(!handle_teleport_conditions(user))
return
var/result = pre_collect_boulder()
if(result == TURF_BLOCKED_BY_BOULDER)
balloon_alert(user, "no space")
else if(result)
balloon_alert(user, "teleporting")
COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
return TRUE
/**
* Handles qualifiers for enabling teleportation of boulders.
* Returns TRUE if the teleportation can proceed, FALSE otherwise.
* Arguments
*
* * mob/user - the mob to inform if conditions aren't met
*/
/obj/machinery/brm/proc/handle_teleport_conditions(mob/user)
PRIVATE_PROC(TRUE)
if(!COOLDOWN_FINISHED(src, manual_teleport_cooldown))
return FALSE
if(panel_open)
balloon_alert(user, "close panel first!")
return FALSE
if(batch_processing)
balloon_alert(user, "batch still processing!")
return FALSE
playsound(src, MANUAL_TELEPORT_SOUND, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
return TRUE
/obj/machinery/brm/attack_robot(mob/user)
. = ..()
if(. || panel_open)
return
if(!handle_teleport_conditions(user))
return
var/result = pre_collect_boulder()
if(result == TURF_BLOCKED_BY_BOULDER)
balloon_alert(user, "no space")
else if(result)
balloon_alert(user, "teleporting")
COOLDOWN_START(src, manual_teleport_cooldown, TELEPORTATION_TIME)
return TRUE
/obj/machinery/brm/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
return
if(!anchored)
balloon_alert(user, "anchor first!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
toggle_auto_on(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/**
* Toggles automatic boulder retrieval on.
* Adjusts the teleportation sound, icon state, and begins processing.
* Arguments
*
* * mob/user - the player who has toggled us
*/
/obj/machinery/brm/proc/toggle_auto_on(mob/user)
PRIVATE_PROC(TRUE)
if(panel_open)
balloon_alert(user, "close panel first!")
return
if(!anchored)
balloon_alert(user, "anchor first!")
return
if(!is_operational || machine_stat & (BROKEN | NOPOWER))
return
toggled_on = ! toggled_on
if(toggled_on)
begin_processing()
else
end_processing()
update_appearance(UPDATE_ICON_STATE)
/obj/machinery/brm/attack_robot_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || panel_open)
return
if(!anchored)
balloon_alert(user, "anchor first!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
toggle_auto_on(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/brm/process()
if(!toggled_on)
return PROCESS_KILL
//have some cooldown after processing the previous batch of boulders
if(batch_processing || !COOLDOWN_FINISHED(src, batch_start_cooldown))
return
pre_collect_boulder(FALSE, boulders_processing_max)
/**
* Begins to collect a boulder from the available boulders list in SSore_generation.
* Boulders must be in the available boulders list.
* A selected boulder is picked randomly.
* Arguments
*
* * feedback - should we play sound and display allert if now boulders are available
* * boulders_remaining - how many boulders we want to try & collect spawning a boulder every TELEPORTATION_TIME seconds
*/
/obj/machinery/brm/proc/pre_collect_boulder(feedback = TRUE, boulders_remaining = 1)
PRIVATE_PROC(TRUE)
batch_processing = TRUE
//not within operation parameters
if(!anchored || panel_open || !is_operational || machine_stat & (BROKEN | NOPOWER))
batch_processing = FALSE
return FALSE
//There is an boulder in our loc. it has be removed so we don't clog up our loc with even more boulders
if(locate(/obj/item/boulder) in loc)
batch_processing = FALSE
return TURF_BLOCKED_BY_BOULDER
//no more boulders
if(!SSore_generation.available_boulders.len)
if(feedback)
playsound(loc, 'sound/machines/synth_no.ogg', 30 , TRUE)
balloon_alert_to_viewers("no boulders to collect!")
batch_processing = FALSE
return FALSE
//pick & spawn the boulder
flick("brm-flash", src)
playsound(src, toggled_on ? AUTO_TELEPORT_SOUND : MANUAL_TELEPORT_SOUND, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
var/obj/item/boulder/random_boulder = pick(SSore_generation.available_boulders)
SSore_generation.available_boulders -= random_boulder
random_boulder.forceMove(drop_location())
random_boulder.pixel_x = rand(-2, 2)
random_boulder.pixel_y = rand(-2, 2)
balloon_alert_to_viewers("boulder appears!")
use_power(active_power_usage)
//try again if we have more boulders to work with
boulders_remaining -= 1
if(boulders_remaining <= 0)
COOLDOWN_START(src, batch_start_cooldown, BATCH_COOLDOWN)
batch_processing = FALSE
return TRUE
else
addtimer(CALLBACK(src, PROC_REF(pre_collect_boulder), feedback, boulders_remaining, FALSE), TELEPORTATION_TIME)
#undef MANUAL_TELEPORT_SOUND
#undef AUTO_TELEPORT_SOUND
#undef TELEPORTATION_TIME
#undef BATCH_COOLDOWN
#undef TURF_BLOCKED_BY_BOULDER