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More standart machinery procs More sprites Constructable mech rechargers Over all tide up Its not over yet folks, next are coming constructable kitchen machinery and SMESes, update to newer uis, even more standartization and maybe some more R&D content Stay turned
166 lines
6.4 KiB
Plaintext
166 lines
6.4 KiB
Plaintext
/*
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Protolathe
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Similar to an autolathe, you load glass and metal sheets (but not other objects) into it to be used as raw materials for the stuff
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it creates. All the menus and other manipulation commands are in the R&D console.
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Note: Must be placed west/left of and R&D console to function.
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*/
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/obj/machinery/r_n_d/protolathe
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name = "Protolathe"
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icon_state = "protolathe"
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flags = OPENCONTAINER
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var/max_material_storage = 100000 //All this could probably be done better with a list but meh.
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var/m_amount = 0.0
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var/g_amount = 0.0
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var/gold_amount = 0.0
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var/silver_amount = 0.0
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var/plasma_amount = 0.0
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var/uranium_amount = 0.0
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var/diamond_amount = 0.0
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var/clown_amount = 0.0
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var/adamantine_amount = 0.0
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var/efficiency_coeff
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/obj/machinery/r_n_d/protolathe/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/protolathe(src)
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
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component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
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RefreshParts()
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/obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
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return m_amount + g_amount + gold_amount + silver_amount + plasma_amount + uranium_amount + diamond_amount + clown_amount
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/obj/machinery/r_n_d/protolathe/RefreshParts()
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var/T = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
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T += G.reagents.maximum_volume
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var/datum/reagents/R = new/datum/reagents(T) //Holder for the reagents used as materials.
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reagents = R
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R.my_atom = src
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T = 0
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for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
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T += M.rating
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max_material_storage = T * 75000
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T = 0
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for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
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T += M.rating
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efficiency_coeff = T-1
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/obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (shocked)
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shock(user,50)
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if (O.is_open_container())
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return 1
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if (default_deconstruction_screwdriver(user, "protolathe_t", "protolathe", O))
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if(linked_console)
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linked_console.linked_lathe = null
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linked_console = null
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return
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if (panel_open)
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if(istype(O, /obj/item/weapon/crowbar))
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if(m_amount >= 3750)
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var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
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G.amount = round(m_amount / G.perunit)
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if(g_amount >= 3750)
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var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
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G.amount = round(g_amount / G.perunit)
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if(plasma_amount >= 2000)
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var/obj/item/stack/sheet/mineral/plasma/G = new /obj/item/stack/sheet/mineral/plasma(src.loc)
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G.amount = round(plasma_amount / G.perunit)
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if(silver_amount >= 2000)
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var/obj/item/stack/sheet/mineral/silver/G = new /obj/item/stack/sheet/mineral/silver(src.loc)
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G.amount = round(silver_amount / G.perunit)
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if(gold_amount >= 2000)
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var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc)
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G.amount = round(gold_amount / G.perunit)
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if(uranium_amount >= 2000)
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var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc)
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G.amount = round(uranium_amount / G.perunit)
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if(diamond_amount >= 2000)
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var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc)
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G.amount = round(diamond_amount / G.perunit)
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if(clown_amount >= 2000)
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var/obj/item/stack/sheet/mineral/clown/G = new /obj/item/stack/sheet/mineral/clown(src.loc)
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G.amount = round(clown_amount / G.perunit)
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if(adamantine_amount >= 2000)
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var/obj/item/stack/sheet/mineral/adamantine/G = new /obj/item/stack/sheet/mineral/adamantine(src.loc)
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G.amount = round(adamantine_amount / G.perunit)
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default_deconstruction_crowbar(O)
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return 1
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else
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user << "\red You can't load the [src.name] while it's opened."
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return 1
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if (disabled)
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return
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if (!linked_console)
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user << "\The protolathe must be linked to an R&D console first!"
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return 1
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if (busy)
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user << "\red The protolathe is busy. Please wait for completion of previous operation."
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return 1
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if (!istype(O, /obj/item/stack/sheet))
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user << "\red You cannot insert this item into the protolathe!"
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return 1
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if (stat)
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return 1
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if(istype(O,/obj/item/stack/sheet))
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var/obj/item/stack/sheet/S = O
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if (TotalMaterials() + S.perunit > max_material_storage)
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user << "\red The protolathe's material bin is full. Please remove material before adding more."
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return 1
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var/obj/item/stack/sheet/stack = O
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var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
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if(!O)
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return
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if(amount < 0)//No negative numbers
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amount = 0
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if(amount == 0)
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return
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if(amount > stack.amount)
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amount = stack.amount
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if(max_material_storage - TotalMaterials() < (amount*stack.perunit))//Can't overfill
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amount = min(stack.amount, round((max_material_storage-TotalMaterials())/stack.perunit))
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src.overlays += "protolathe_[stack.name]"
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sleep(10)
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src.overlays -= "protolathe_[stack.name]"
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icon_state = "protolathe"
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busy = 1
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use_power(max(1000, (3750*amount/10)))
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spawn(16)
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user << "\blue You add [amount] sheets to the [src.name]."
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icon_state = "protolathe"
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if(istype(stack, /obj/item/stack/sheet/metal))
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m_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/glass))
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g_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/mineral/gold))
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gold_amount += amount * 2000
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else if(istype(stack, /obj/item/stack/sheet/mineral/silver))
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silver_amount += amount * 2000
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else if(istype(stack, /obj/item/stack/sheet/mineral/plasma))
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plasma_amount += amount * 2000
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else if(istype(stack, /obj/item/stack/sheet/mineral/uranium))
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uranium_amount += amount * 2000
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else if(istype(stack, /obj/item/stack/sheet/mineral/diamond))
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diamond_amount += amount * 2000
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else if(istype(stack, /obj/item/stack/sheet/mineral/clown))
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clown_amount += amount * 2000
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else if(istype(stack, /obj/item/stack/sheet/mineral/adamantine))
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adamantine_amount += amount * 2000
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stack.use(amount)
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busy = 0
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src.updateUsrDialog()
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return |