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Bubberstation/code/modules/hydroponics/seed_extractor.dm
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/**
* Finds and extracts seeds from an object
*
* Checks if the object is such that creates a seed when extracted. Used by seed
* extractors or posably anything that would create seeds in some way. The seeds
* are dropped either at the extractor, if it exists, or where the original object
* was and it qdel's the object
*
* Arguments:
* * O - Object containing the seed, can be the loc of the dumping of seeds
* * t_max - Amount of seed copies to dump, -1 is ranomized
* * extractor - Seed Extractor, used as the dumping loc for the seeds and seed multiplier
* * user - checks if we can remove the object from the inventory
* *
*/
/proc/seedify(obj/item/object, t_max, obj/machinery/seed_extractor/extractor, mob/living/user)
//try to get the seed from this item
var/obj/item/seeds/seed = object.get_plant_seed()
if(isnull(seed))
return null
//generate a random multiplier if value is not specified
var/list/seeds = list()
if(t_max == -1)
if(extractor)
t_max = rand(1,4) * extractor.seed_multiplier
else
t_max = rand(1,4)
//drop location for the newly generated seeds
var/seedloc = object.loc
if(extractor)
seedloc = extractor.loc
//multiply the seeds and delete the item
if(user && !user.temporarilyRemoveItemFromInventory(object)) //couldn't drop the item
return null
for(var/_ in 0 to t_max)
var/obj/item/seeds/t_prod = seed.Copy()
seeds.Add(t_prod)
t_prod.forceMove(seedloc)
qdel(object)
return seeds
/obj/machinery/seed_extractor
name = "seed extractor"
desc = "Extracts and bags seeds from produce."
icon = 'icons/obj/service/hydroponics/equipment.dmi'
icon_state = "sextractor"
density = TRUE
circuit = /obj/item/circuitboard/machine/seed_extractor
/// Associated list of seeds, they are all weak refs. We check the len to see how many refs we have for each
// seed
var/list/piles = list()
var/max_seeds = 1000
var/seed_multiplier = 1
/obj/machinery/seed_extractor/Initialize(mapload, obj/item/seeds/new_seed)
. = ..()
register_context()
/obj/machinery/seed_extractor/add_context(
atom/source,
list/context,
obj/item/held_item,
mob/living/user,
)
if(held_item?.get_plant_seed())
context[SCREENTIP_CONTEXT_LMB] = "Make seeds"
context[SCREENTIP_CONTEXT_RMB] = "Make & Store seeds"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/storage/bag/plants) && (locate(/obj/item/seeds) in held_item.contents))
context[SCREENTIP_CONTEXT_LMB] = "Store seeds"
return CONTEXTUAL_SCREENTIP_SET
return NONE
/obj/machinery/seed_extractor/RefreshParts()
. = ..()
for(var/datum/stock_part/matter_bin/matter_bin in component_parts)
max_seeds = initial(max_seeds) * matter_bin.tier
for(var/datum/stock_part/servo/servo in component_parts)
seed_multiplier = initial(seed_multiplier) * servo.tier
/obj/machinery/seed_extractor/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads: Extracting <b>[seed_multiplier] to [seed_multiplier * 4]</b> seed(s) per piece of produce.<br>Machine can store up to <b>[max_seeds]</b> seeds.")
/obj/machinery/seed_extractor/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
return ITEM_INTERACT_SUCCESS
/obj/machinery/seed_extractor/attackby(obj/item/attacking_item, mob/living/user, params)
if(!isliving(user) || user.combat_mode)
return ..()
if(default_deconstruction_screwdriver(user, "sextractor_open", "sextractor", attacking_item))
return TRUE
if(default_pry_open(attacking_item, close_after_pry = TRUE))
return TRUE
if(default_deconstruction_crowbar(attacking_item))
return TRUE
if(istype(attacking_item, /obj/item/storage/bag/plants))
var/loaded = 0
for(var/obj/item/seeds/to_store in attacking_item.contents)
if(contents.len >= max_seeds)
to_chat(user, span_warning("[src] is full."))
break
if(!add_seed(to_store, attacking_item))
continue
loaded += 1
if(loaded)
to_chat(user, span_notice("You put as many seeds from [attacking_item] into [src] as you can."))
else
to_chat(user, span_warning("There are no seeds in [attacking_item]."))
return TRUE
var/list/generated_seeds = seedify(attacking_item, -1, src, user)
if(!isnull(generated_seeds))
if(LAZYACCESS(params2list(params), RIGHT_CLICK))
//find all seeds lying on the turf and add them to the machine
for(var/obj/item/seeds/seed as anything in generated_seeds)
//machine is full
if(contents.len >= max_seeds)
to_chat(user, span_warning("[src] is full."))
break
//add seed to machine. second argument is null which means just force move into the machine
add_seed(seed)
to_chat(user, span_notice("You extract some seeds."))
return TRUE
else if(istype(attacking_item, /obj/item/seeds))
if(contents.len >= max_seeds)
to_chat(user, span_warning("[src] is full."))
else if(add_seed(attacking_item, user))
to_chat(user, span_notice("You add [attacking_item] to [src]."))
else
to_chat(user, span_warning("You can't seem to add [attacking_item] to [src]."))
return TRUE
else if(!attacking_item.tool_behaviour) // Using the wrong tool shouldn't assume you want to turn it into seeds.
to_chat(user, span_warning("You can't extract any seeds from [attacking_item]!"))
return TRUE
return ..()
/**
* Generate seed string
*
* Creates a string based of the traits of a seed. We use this string as a bucket for all
* seeds that match as well as the key the ui uses to get the seed. We also use the key
* for the data shown in the ui. Javascript parses this string to display
*
* Arguments:
* * O - seed to generate the string from
*/
/obj/machinery/seed_extractor/proc/generate_seed_hash(obj/item/seeds/O)
var/genes = list2params(O.genes)
return md5("[O.name][O.lifespan][O.endurance][O.maturation][O.production][O.yield][O.potency][O.instability][genes]");
/** Add Seeds Proc.
*
* Adds the seeds to the contents and to an associated list that pregenerates the data
* needed to go to the ui handler
*
* to_add - what seed are we adding?
* taking_from - where are we taking the seed from? A mob, a bag, etc? If null its means its just laying on the turf so force move it in
**/
/obj/machinery/seed_extractor/proc/add_seed(obj/item/seeds/to_add, atom/taking_from)
var/seed_id = generate_seed_hash(to_add)
var/list/seed_data
var/has_seed_data // so we remember to add a seed obj weakref to piles[seed_id] at the end of the proc. That way if some reason we runtime in this proc it won't incorrectly add data to the list
if(piles[seed_id])
has_seed_data = TRUE
else
seed_data = list()
seed_data["icon"] = sanitize_css_class_name("[initial(to_add.icon)][initial(to_add.icon_state)]")
seed_data["name"] = capitalize(replacetext(to_add.name,"pack of ", ""));
seed_data["lifespan"] = to_add.lifespan
seed_data["endurance"] = to_add.endurance
seed_data["maturation"] = to_add.maturation
seed_data["production"] = to_add.production
seed_data["yield"] = to_add.yield
seed_data["potency"] = to_add.potency
seed_data["instability"] = to_add.instability
seed_data["refs"] = list(WEAKREF(to_add))
seed_data["traits"] = list()
for(var/datum/plant_gene/trait/trait in to_add.genes)
seed_data["traits"] += trait.type
seed_data["reagents"] = list()
for(var/datum/plant_gene/reagent/reagent in to_add.genes)
seed_data["reagents"] += list(list(
"name" = reagent.name,
"rate" = reagent.rate
))
seed_data["volume_mod"] = (locate(/datum/plant_gene/trait/maxchem) in to_add.genes) ? 2 : 1
seed_data["mutatelist"] = list()
for(var/obj/item/seeds/mutant as anything in to_add.mutatelist)
seed_data["mutatelist"] += initial(mutant.plantname)
if(to_add.product)
var/obj/item/food/grown/product = new to_add.product
var/datum/reagent/product_distill_reagent = product.distill_reagent
seed_data["distill_reagent"] = initial(product_distill_reagent.name)
var/datum/reagent/product_juice_typepath = product.juice_typepath
seed_data["juice_name"] = initial(product_juice_typepath.name)
seed_data["grind_results"] = list()
for(var/datum/reagent/reagent as anything in product.grind_results)
seed_data["grind_results"] += initial(reagent.name)
qdel(product)
if(!isnull(taking_from))
if(ismob(taking_from))
var/mob/mob_loc = taking_from
if(!mob_loc.transferItemToLoc(to_add, src))
return FALSE
else if(!taking_from.atom_storage?.attempt_remove(to_add, src, silent = TRUE))
return FALSE
else
to_add.forceMove(src)
// do this at the end, in case any of the previous steps failed
if(has_seed_data)
piles[seed_id]["refs"] += WEAKREF(to_add)
else
piles[seed_id] = seed_data
return TRUE
/obj/machinery/seed_extractor/ui_state(mob/user)
return GLOB.notcontained_state
/obj/machinery/seed_extractor/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SeedExtractor", name)
ui.open()
/obj/machinery/seed_extractor/ui_data()
var/list/seeds = list()
for(var/seed_id in piles)
if (!length(piles[seed_id]["refs"]))
piles.Remove(seed_id) // This shouldn't happen but still
continue
var/list/seed_data = piles[seed_id]
seed_data = seed_data.Copy()
seed_data["key"] = seed_id
seed_data["amount"] = length(seed_data["refs"])
seed_data.Remove("refs")
seeds += list(seed_data)
. = list()
.["seeds"] = seeds
/obj/machinery/seed_extractor/ui_static_data(mob/user)
var/list/data = list()
data["cycle_seconds"] = HYDROTRAY_CYCLE_DELAY / 10
data["trait_db"] = list()
for(var/trait_path in subtypesof(/datum/plant_gene/trait))
var/datum/plant_gene/trait/trait = new trait_path
var/trait_data = list(list(
"path" = trait.type,
"name" = trait.name,
"icon" = trait.icon,
"description" = trait.description
))
data["trait_db"] += trait_data
return data
/obj/machinery/seed_extractor/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("scrap")
var/item = params["item"]
if(piles[item])
piles.Remove(item)
. = TRUE
if("take")
var/item = params["item"]
if(piles[item] && length(piles[item]) > 0)
var/datum/weakref/found_seed_weakref = piles[item]["refs"][1]
var/obj/item/seeds/found_seed = found_seed_weakref.resolve()
if(!found_seed)
return
piles[item]["refs"] -= found_seed_weakref
if(usr)
var/mob/user = usr
if(user.put_in_hands(found_seed))
to_chat(user, span_notice("You take [found_seed] out of the slot."))
else
to_chat(user, span_notice("[found_seed] falls onto the floor."))
else
found_seed.forceMove(drop_location())
visible_message(span_notice("[found_seed] falls onto the floor."), null, span_hear("You hear a soft clatter."), COMBAT_MESSAGE_RANGE)
. = TRUE
/obj/machinery/seed_extractor/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/seeds)
)