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Bubberstation/code/datums/components/material/material_container.dm
SkyratBot 1fb770b55d [MIRROR] [NO GBP] Fixes more retrieve typos [MDB IGNORE] (#23464)
* [NO GBP] Fixes more retrieve typos (#78069)

## About The Pull Request

Continuation of https://github.com/tgstation/tgstation/pull/77946, I
missed quite a few of these it seems.

## Why It's Good For The Game

Stop the spread of these typos!!

## Changelog

Nothing player facing

* [NO GBP] Fixes more retrieve typos

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-02 11:54:34 -04:00

687 lines
27 KiB
Plaintext

/*!
This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them.
Variables:
amount - raw amount of the mineral this container is holding, calculated by the defined value SHEET_MATERIAL_AMOUNT=SHEET_MATERIAL_AMOUNT.
max_amount - max raw amount of mineral this container can hold.
sheet_type - type of the mineral sheet the container handles, used for output.
parent - object that this container is being used by, used for output.
MAX_STACK_SIZE - size of a stack of mineral sheets. Constant.
*/
/datum/component/material_container
/// The maximum amount of materials this material container can contain
var/max_amount
/// Map of material ref -> amount
var/list/materials //Map of key = material ref | Value = amount
/// The list of materials that this material container can accept
var/list/allowed_materials
/// The typecache of things that this material container can accept
var/list/allowed_item_typecache
/// Whether or not this material container allows specific amounts from sheets to be inserted
var/precise_insertion = FALSE
/// The material container flags. See __DEFINES/materials.dm.
var/mat_container_flags
/// Signals that are registered with this contained
var/list/registered_signals
/// Sets up the proper signals and fills the list of materials with the appropriate references.
/datum/component/material_container/Initialize(
list/init_mats,
max_amt = 0,
_mat_container_flags = NONE,
list/allowed_mats = init_mats,
list/allowed_items,
list/container_signals
)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
materials = list()
max_amount = max(0, max_amt)
mat_container_flags = _mat_container_flags
allowed_materials = allowed_mats || list()
if(allowed_items)
if(ispath(allowed_items) && allowed_items == /obj/item/stack)
allowed_item_typecache = GLOB.typecache_stack
else
allowed_item_typecache = typecacheof(allowed_items)
for(var/mat in init_mats) //Make the assoc list material reference -> amount
var/mat_ref = GET_MATERIAL_REF(mat)
if(isnull(mat_ref))
continue
var/mat_amt = init_mats[mat]
if(isnull(mat_amt))
mat_amt = 0
materials[mat_ref] += mat_amt
//all user handled signals
if(length(container_signals))
for(var/signal in container_signals)
parent.RegisterSignal(src, signal, container_signals[signal])
if(_mat_container_flags & MATCONTAINER_NO_INSERT)
return
var/atom/atom_target = parent
atom_target.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1
RegisterSignal(atom_target, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item))
/datum/component/material_container/Destroy(force, silent)
retrieve_all()
materials = null
allowed_materials = null
return ..()
/datum/component/material_container/RegisterWithParent()
. = ..()
if(!(mat_container_flags & MATCONTAINER_NO_INSERT))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
if(mat_container_flags & MATCONTAINER_EXAMINE)
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
/datum/component/material_container/proc/on_examine(datum/source, mob/user, list/examine_texts)
SIGNAL_HANDLER
for(var/I in materials)
var/datum/material/M = I
var/amt = materials[I] / SHEET_MATERIAL_AMOUNT
if(amt)
examine_texts += span_notice("It has [amt] sheets of [lowertext(M.name)] stored.")
/datum/component/material_container/vv_edit_var(var_name, var_value)
var/old_flags = mat_container_flags
. = ..()
if(var_name == NAMEOF(src, mat_container_flags) && parent)
if(!(old_flags & MATCONTAINER_EXAMINE) && mat_container_flags & MATCONTAINER_EXAMINE)
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
else if(old_flags & MATCONTAINER_EXAMINE && !(mat_container_flags & MATCONTAINER_EXAMINE))
UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
if(old_flags & MATCONTAINER_NO_INSERT && !(mat_container_flags & MATCONTAINER_NO_INSERT))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
else if(!(old_flags & MATCONTAINER_NO_INSERT) && mat_container_flags & MATCONTAINER_NO_INSERT)
UnregisterSignal(parent, COMSIG_ATOM_ATTACKBY)
/**
* 3 Types of Procs
* Material Insertion : Insert materials into the container
* Material Validation : Checks how much materials are available, Extracts materials from items if the container can hold them
* Material Removal : Removes material from the container
*
* Each Proc furthur belongs to a specific category
* LOW LEVEL: Procs that are used internally & should not be used anywhere else unless you know what your doing
* MID LEVEL: Procs that can be used by machines(like recycler, stacking machines) to bypass majority of checks
* HIGH LEVEL: Procs that can be used by anyone publically and guarentees safty checks & limits
*/
//================================Material Insertion procs==============================
//======================================LOW LEVEL=========================================
/**
* Inserts the relevant materials from an item into this material container.
* This low level proc should not be used directly by anyone
*
* Arguments:
* - [source][/obj/item]: The source of the materials we are inserting.
* - multiplier: The multiplier for the materials extract from this item being inserted.
* - breakdown_flags: The breakdown bitflags that will be used to retrieve the materials from the source
* - context: the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED and is used mostly for silo logging
*/
/datum/component/material_container/proc/insert_item_materials(obj/item/source, multiplier = 1, breakdown_flags = mat_container_flags, atom/context = parent)
var/primary_mat
var/max_mat_value = 0
var/material_amount = 0
var/list/item_materials = source.get_material_composition(breakdown_flags)
var/list/mats_consumed = list()
for(var/MAT in item_materials)
if(!can_hold_material(MAT))
continue
var/mat_amount = OPTIMAL_COST(item_materials[MAT] * multiplier)
materials[MAT] += mat_amount
if(item_materials[MAT] > max_mat_value)
max_mat_value = item_materials[MAT]
primary_mat = MAT
mats_consumed[MAT] = mat_amount
material_amount += mat_amount
if(length(mats_consumed))
SEND_SIGNAL(src, COMSIG_MATCONTAINER_ITEM_CONSUMED, source, primary_mat, mats_consumed, material_amount, context)
return primary_mat
//===================================================================================
//===============================MID LEVEL===================================================
/**
* For inserting an amount of material. Use this to add materials to the container directly
*
* Arguments:
* - amt: amount of said material to insert
* - mat: the material type to insert
*/
/datum/component/material_container/proc/insert_amount_mat(amt, datum/material/mat)
if(amt <= 0)
return 0
amt = OPTIMAL_COST(amt)
if(!has_space(amt))
return 0
var/total_amount_saved = total_amount()
if(mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
materials[mat] += amt
else
var/num_materials = length(materials)
if(!num_materials)
return 0
amt /= num_materials
for(var/i in materials)
materials[i] += amt
return (total_amount() - total_amount_saved)
/**
* Proc specifically for inserting items, use this when you want to insert any item into the container
* this bypasses most of the material flag checks so much be used by machines like recycler, stacking machine etc that
* does not care for such checks
*
* Arguments:
* - [weapon][obj/item]: the item you are trying to insert
* - multiplier: The multiplier for the materials being inserted
* - breakdown_flags: The breakdown bitflags that will be used to retrieve the materials from the source
* - context: the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED and is used mostly for silo logging
*/
/datum/component/material_container/proc/insert_item(obj/item/weapon, multiplier = 1, breakdown_flags = mat_container_flags, atom/context = parent)
if(QDELETED(weapon))
return MATERIAL_INSERT_ITEM_NO_MATS
multiplier = CEILING(multiplier, 0.01)
var/obj/item/target = weapon
var/material_amount = OPTIMAL_COST(get_item_material_amount(target, breakdown_flags) * multiplier)
if(!material_amount)
return MATERIAL_INSERT_ITEM_NO_MATS
var/obj/item/stack/item_stack
if(isstack(weapon) && !has_space(material_amount)) //not enough space split and feed as many sheets possible
item_stack = weapon
var/space_left = max_amount - total_amount()
if(!space_left)
return MATERIAL_INSERT_ITEM_NO_SPACE
var/material_per_sheet = material_amount / item_stack.amount
var/sheets_to_insert = round(space_left / material_per_sheet)
if(!sheets_to_insert)
return MATERIAL_INSERT_ITEM_NO_SPACE
target = fast_split_stack(item_stack, sheets_to_insert)
material_amount = get_item_material_amount(target, breakdown_flags) * multiplier
material_amount = OPTIMAL_COST(material_amount)
//not enough space, time to bail
if(!has_space(material_amount))
return MATERIAL_INSERT_ITEM_NO_SPACE
//do the insert
var/last_inserted_id = insert_item_materials(target, multiplier, breakdown_flags, context)
if(!isnull(last_inserted_id))
qdel(target) //item gone
return material_amount
else if(!isnull(item_stack) && item_stack != target) //insertion failed, merge the split stack back into the original
var/obj/item/stack/inserting_stack = target
item_stack.add(inserting_stack.amount)
qdel(inserting_stack)
return MATERIAL_INSERT_ITEM_FAILURE
//============================================================================================
//===================================HIGH LEVEL===================================================
/**
* inserts an item from the players hand into the container. Loops through all the contents inside reccursively
* Does all explicit checking for mat flags & callbacks to check if insertion is valid
* This proc is what you should be using for almost all cases
*
* Arguments:
* * held_item - the item to insert
* * user - the mob inserting this item
* * breakdown_flags - how this item and all it's contents inside are broken down during insertion. This is unique to the machine doing the insertion
* * context - the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED and is used mostly for silo logging
*/
/datum/component/material_container/proc/user_insert(obj/item/held_item, mob/living/user, breakdown_flags = mat_container_flags, atom/context = parent)
set waitfor = FALSE
. = 0
//differs from held_item when using TK
var/active_held = user.get_active_held_item()
//don't attack the machine
if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.combat_mode)
return
//can't allow abstract, hologram items
if((held_item.item_flags & ABSTRACT) || (held_item.flags_1 & HOLOGRAM_1))
return
//untouchable
if(held_item.resistance_flags & INDESTRUCTIBLE)
return
//user defined conditions
if(SEND_SIGNAL(src, COMSIG_MATCONTAINER_PRE_USER_INSERT, held_item, user) & MATCONTAINER_BLOCK_INSERT)
return
//get all contents of this item reccursively
var/list/contents = held_item.get_all_contents_type(/obj/item)
//anything that isn't a stack cannot be split so find out if we have enough space, we don't want to consume half the contents of an object & leave it in a broken state
if(!isstack(held_item))
var/total_amount = 0
for(var/obj/item/weapon in contents)
total_amount += get_item_material_amount(weapon, breakdown_flags)
if(!has_space(total_amount))
to_chat(user, span_warning("[parent] doesn't have enough space for [held_item] [contents.len > 1 ? "And it's contents" : ""]!"))
return
/**
* to reduce chat spams we group all messages and print them after everything is over
* usefull when we are trying to insert all stock parts of an RPED into the autolathe for example
*/
var/list/inserts = list()
var/list/errors = list()
//loop through all contents inside this atom and salvage their material as well but in reverse so we don't delete parents before processing their children
for(var/i = length(contents); i >= 1 ; i--)
var/obj/item/target = contents[i]
//not a solid subtype or an hologram
if((target.item_flags & ABSTRACT) || (target.flags_1 & HOLOGRAM_1))
continue
//item is either not allowed for redemption, not in the allowed types
if((target.item_flags & NO_MAT_REDEMPTION) || (allowed_item_typecache && !is_type_in_typecache(target, allowed_item_typecache)))
if(!(mat_container_flags & MATCONTAINER_SILENT))
to_chat(user, span_warning("[parent] won't accept [target]!"))
continue
//untouchable, move it out the way, code copied from recycler
if(target.resistance_flags & INDESTRUCTIBLE)
if(!isturf(target.loc) && !isliving(target.loc))
target.forceMove(get_turf(parent))
continue
//if stack, check if we want to read precise amount of sheets to insert
var/obj/item/stack/item_stack = null
if(isstack(target) && precise_insertion)
var/atom/current_parent = parent
item_stack = target
var/requested_amount = tgui_input_number(user, "How much do you want to insert?", "Inserting [item_stack.singular_name]s", item_stack.amount, item_stack.amount)
if(!requested_amount || QDELETED(target) || QDELETED(user) || QDELETED(src))
continue
if(parent != current_parent || user.get_active_held_item() != active_held)
continue
if(requested_amount != item_stack.amount) //only split if its not the whole amount
target = fast_split_stack(item_stack, requested_amount) //split off the requested amount
requested_amount = 0
//is this item a stack and was it split by the player?
var/was_stack_split = !isnull(item_stack) && item_stack != target
//if it was split then item_stack has the reference to the original stack/item
var/original_item = was_stack_split ? item_stack : target
//if this item is not the one the player is holding then don't remove it from their hand
if(original_item != active_held)
original_item = null
if(!isnull(original_item) && !user.temporarilyRemoveItemFromInventory(original_item)) //remove from hand(if split remove the original stack else the target)
to_chat(user, span_warning("[held_item] is stuck to you and cannot be placed into [parent]."))
return
//insert the item
var/item_name = target.name
var/inserted = insert_item(target, 1, mat_container_flags, context)
if(inserted > 0)
. += inserted
inserted /= SHEET_MATERIAL_AMOUNT // display units inserted as sheets for improved readability
var/message = null
//stack was either split by the container(!QDELETED(target) means the container only consumed a part of it) or by the player, put whats left back of the original stack back in players hand
if((!QDELETED(target) || was_stack_split))
//stack was split by player and that portion was not fully consumed, merge whats left back with the original stack
if(!QDELETED(target) && was_stack_split)
var/obj/item/stack/inserting_stack = target
item_stack.add(inserting_stack.amount)
qdel(inserting_stack)
//was this the original item in the players hand? put what's left back in the player's hand
if(!isnull(original_item))
user.put_in_active_hand(original_item)
message = "Only [inserted] sheets of [item_name] was consumed by [parent]."
//collect all messages to print later
if(!message)
message = "[item_name] worth [inserted] sheets of material was consumed by [parent]."
if(inserts[message])
inserts[message] += 1
else
inserts[message] = 1
else
var/error_msg
if(inserted == MATERIAL_INSERT_ITEM_NO_SPACE)
error_msg = "[parent] has insufficient space to accept [target]"
else if(inserted == MATERIAL_INSERT_ITEM_NO_MATS)
error_msg = "[target] has insufficient materials to be accepted by [parent]"
else
error_msg = "[parent] refuses to accept [target]"
//collect all messages to print later
if(errors[error_msg])
errors[error_msg] += 1
else
errors[error_msg] = 1
//player split the stack by the requested amount but even that split amount could not be salvaged. merge it back with the original
if(!isnull(item_stack) && was_stack_split)
var/obj/item/stack/inserting_stack = target
item_stack.add(inserting_stack.amount)
qdel(inserting_stack)
//was this the original item in the players hand? put it back because we coudn't salvage it
if(!isnull(original_item))
user.put_in_active_hand(original_item)
//print successfull inserts
for(var/success_msg in inserts)
var/count = inserts[success_msg]
for(var/i in 1 to count)
to_chat(user, span_notice(success_msg))
//print errors last
for(var/error_msg in errors)
var/count = errors[error_msg]
for(var/i in 1 to count)
to_chat(user, span_warning(error_msg))
/// Proc that allows players to fill the parent with mats
/datum/component/material_container/proc/on_attackby(datum/source, obj/item/weapon, mob/living/user)
SIGNAL_HANDLER
user_insert(weapon, user)
return COMPONENT_NO_AFTERATTACK
//===============================================================================================
//======================================Material Validation=======================================
//=========================================LOW LEVEL===================================
/**
* Proc that returns TRUE if the container has space
*
* Arguments:
* - amt: can this container hold this much amount of materials
*/
/datum/component/material_container/proc/has_space(amt = 0)
return (total_amount() + amt) <= max_amount
/**
* The default check for whether we can add materials to this material container.
*
* Arguments:
* - [mat][/atom/material]: The material we are checking for insertability.
*/
/datum/component/material_container/proc/can_hold_material(datum/material/mat)
if(mat in allowed_materials)
return TRUE
if(istype(mat) && ((mat.id in allowed_materials) || (mat.type in allowed_materials)))
allowed_materials += mat // This could get messy with passing lists by ref... but if you're doing that the list expansion is probably being taken care of elsewhere anyway...
return TRUE
if(SEND_SIGNAL(src, COMSIG_MATCONTAINER_MAT_CHECK, mat) & MATCONTAINER_ALLOW_MAT)
allowed_materials += mat
return TRUE
return FALSE
//========================================================================================
//===================================MID LEVEL=============================================
/**
* Returns the amount of a specific material in this container.
*
* Arguments:
* -[mat][datum/material] : the material type to check for 3 cases
* a) If it's an path its ref is retrieved
* b) If it's text then its an category material & there is no way to deal with it so return 0
* c) If normal material proceeds as usual
*/
/datum/component/material_container/proc/get_material_amount(datum/material/mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
return materials[mat]
/**
* Returns the amount of material relevant to this container;
* if this container does not support glass, any glass in 'I' will not be taken into account
*
* Arguments:
* - [I][obj/item]: the item whos materials must be retrieved
* - breakdown_flags: how this item must be broken down to retrieve its materials
*/
/datum/component/material_container/proc/get_item_material_amount(obj/item/I, breakdown_flags = mat_container_flags)
if(!istype(I) || !I.custom_materials)
return 0
var/material_amount = 0
var/list/item_materials = I.get_material_composition(breakdown_flags)
for(var/MAT in item_materials)
if(!can_hold_material(MAT))
continue
material_amount += item_materials[MAT]
return material_amount
//================================================================================================
//=========================================HIGH LEVEL==========================================
/// returns the total amount of material in the container
/datum/component/material_container/proc/total_amount()
. = 0
for(var/i in materials)
. += get_material_amount(i)
/**
* Returns TRUE if you have enough of the specified material.
*
* Arguments:
* - [req_mat][datum/material]: the material to check for
* - amount: how much material do we need
*/
/datum/component/material_container/proc/has_enough_of_material(datum/material/req_mat, amount = 1)
return get_material_amount(req_mat) >= OPTIMAL_COST(amount)
/**
* Checks if its possible to afford a certain amount of materials. Takes a dictionary of materials.
* coefficient can be thought of as the machines efficiency & multiplier as the print quantity
*
* Arguments:
* - mats: list of materials(key=material, value= 1 unit of material) to check for
* - coefficient: scaling applied to 1 unit of material in the mats list
* - multiplier: how many units(after scaling) do we require
*/
/datum/component/material_container/proc/has_materials(list/mats, coefficient = 1, multiplier = 1)
if(!length(mats))
return FALSE
for(var/x in mats) //Loop through all required materials
if(!has_enough_of_material(x, OPTIMAL_COST(mats[x] * coefficient) * multiplier))//Not a category, so just check the normal way
return FALSE
return TRUE
//==========================================================================================================
//================================================Material Usage============================================
//==================================================LOW LEVEL=======================================
/**
* Uses an amount of a specific material, effectively removing it.
*
* Arguments:
* - amt: amount of said material to use
* - [mat][datum/material]: type of mat to use
*/
/datum/component/material_container/proc/use_amount_mat(amt, datum/material/mat)
//round amount
amt = OPTIMAL_COST(amt)
//get ref if nessassary
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
//check if sufficient is available
if(materials[mat] < amt)
return 0
//consume & return amount consumed
materials[mat] -= amt
return amt
//==============================================================================================
//=========================================MID LEVEL==========================================
/**
* For consuming a dictionary of materials.
*
* Arguments:
* - mats: map of materials to consume(key = material type, value = amount)
* - coefficient: how much fraction of unit material in the mats list must be consumed. This is usually your machines efficiency
* - multiplier: how many units of material in the mats list(after each unit is multiplied and rounded with coefficient) must be consumed, This is usually your print quantity
*/
/datum/component/material_container/proc/use_materials(list/mats, coefficient = 1, multiplier = 1)
if(!mats || !length(mats))
return FALSE
var/amount_removed = 0
for(var/i in mats)
amount_removed += use_amount_mat(OPTIMAL_COST(mats[i] * coefficient) * multiplier, i)
return amount_removed
//============================================================================================
//===========================================HIGH LEVEL=======================================
/**
* For spawning mineral sheets at a specific location. Used by machines to output sheets.
*
* Arguments:
* sheet_amt: number of sheets to extract
* [material][datum/material]: type of sheets present in this container to extract
* [target][atom]: drop location
* [atom][context]: context - the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_SHEETS_RETRIEVED and is used mostly for silo logging
*/
/datum/component/material_container/proc/retrieve_sheets(sheet_amt, datum/material/material, atom/target = null, atom/context = parent)
//do we support sheets of this material
if(!material.sheet_type)
return 0 //Add greyscale sheet handling here later
if(!can_hold_material(material))
return 0
//requested amount greater than available amount or just an invalid value
sheet_amt = min(round(materials[material] / SHEET_MATERIAL_AMOUNT), sheet_amt)
if(sheet_amt <= 0)
return 0
//auto drop location
if(!target)
var/atom/parent_atom = parent
target = parent_atom.drop_location()
if(!target)
return 0
//eject sheets based on available amount after each iteration
var/count = 0
while(sheet_amt > 0)
//don't merge yet. we need to do stuff with it first
var/obj/item/stack/sheet/new_sheets = new material.sheet_type(target, min(sheet_amt, MAX_STACK_SIZE), FALSE)
count += new_sheets.amount
//use material & deduct work needed
use_amount_mat(new_sheets.amount * SHEET_MATERIAL_AMOUNT, material)
sheet_amt -= new_sheets.amount
//send signal
SEND_SIGNAL(src, COMSIG_MATCONTAINER_SHEETS_RETRIEVED, new_sheets, context)
//no point merging anything into an already full stack
if(new_sheets.amount == new_sheets.max_amount)
continue
//now we can merge since we are done with it
for(var/obj/item/stack/item_stack in target)
if(item_stack == new_sheets || item_stack.type != material.sheet_type) //don't merge with self or different type
continue
//speed merge
var/merge_amount = min(item_stack.amount, new_sheets.max_amount - new_sheets.get_amount())
item_stack.use(merge_amount)
new_sheets.add(merge_amount)
break
return count
/**
* Proc to get all the materials and dump them as sheets
*
* Arguments:
* - target: drop location of the sheets
* - context: the atom which is ejecting the sheets. Used mostly in silo logging
*/
/datum/component/material_container/proc/retrieve_all(target = null, atom/context = parent)
var/result = 0
for(var/MAT in materials)
result += retrieve_sheets(amount2sheet(materials[MAT]), MAT, target, context)
return result
//============================================================================================
/datum/component/material_container/ui_static_data(mob/user)
var/list/data = list()
data["SHEET_MATERIAL_AMOUNT"] = SHEET_MATERIAL_AMOUNT
return data
/// List format is list(material_name = list(amount = ..., ref = ..., etc.))
/datum/component/material_container/ui_data(mob/user)
var/list/data = list()
for(var/datum/material/material as anything in materials)
var/amount = materials[material]
data += list(list(
"name" = material.name,
"ref" = REF(material),
"amount" = amount,
"color" = material.greyscale_colors
))
return data
/**
* Adds context sensitivy directly to the material container file for screentips
* Arguments:
* * source - refers to item that will display its screentip
* * context - refers to, in this case, an item in the users hand hovering over the material container, such as an autolathe
* * held_item - refers to the item that has materials accepted by the material container
* * user - refers to user who will see the screentip when the proper context and tool are there
*/
/datum/component/material_container/proc/on_requesting_context_from_item(datum/source, list/context, obj/item/held_item, mob/living/user)
SIGNAL_HANDLER
if(isnull(held_item))
return NONE
if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.combat_mode)
return NONE
if(held_item.item_flags & ABSTRACT)
return NONE
if((held_item.flags_1 & HOLOGRAM_1) || (held_item.item_flags & NO_MAT_REDEMPTION) || (allowed_item_typecache && !is_type_in_typecache(held_item, allowed_item_typecache)))
return NONE
var/list/item_materials = held_item.get_material_composition(mat_container_flags)
if(!length(item_materials))
return NONE
for(var/material in item_materials)
if(can_hold_material(material))
continue
return NONE
context[SCREENTIP_CONTEXT_LMB] = "Insert"
return CONTEXTUAL_SCREENTIP_SET