Files
Bubberstation/code/controllers/subsystem/materials.dm
Andrew 0818d6ae4c Crafting/Cooking menu update (#71779)
## About The Pull Request

Updated crafting menu, adding a lot of new functions and recipes that
were not in the crafting menu before.

<img alt="cult"
src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG">

<img alt="nH77dLyyGx"
src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">


![image](https://user-images.githubusercontent.com/3625094/206623881-12d8abfc-de5e-458e-a01c-3daac8dbe9bd.png)


https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4

## Why It's Good For The Game

It is easier to use, and it has a lot of recipes that were spread
throughout the game, some of which weren't even on the wiki.
Crafting and cooking now count about 1200 recipes in total, including
conditionally available ones.

## Changelog

🆑
qol: Rewrote the crafting/cooking menu UI
qol: Split crafting and cooking menus in two different menus
qol: Crafting is no longer blocking the entire UI, only the "Make"
buttons are disabled
qol: Added stack crafting recipes to the crafting menu
qol: Added cooking recipes that were absent in the crafting menu before
(tool recipes, machine recipes, reactions)
qol: Added option to search recipes by title
qol: Added option to filter recipes by required materials/ingredients
qol: Added food types to the cooking menu, highlighting diet of your
species (liked, disliked foods)
qol: Added total nutrition value of the result to the cooking menu
qol: Added option to filter cooking recipes by the food type of the
resulting food
qol: Added "Can make" category that lists all currently craftable
recipes throughout all categories
refactor: changed categories and reshuffled some items in them
code: Reagents now have default container to get an icon from the
reagent datum
code: Objects now have `desc_controls` var for OOC information about
mouse controls that are visible on examine, but not in the description
fix: Fixed alignment on many food icons
fix: Fixed missing icon for beef stroganoff
/🆑

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-12-25 12:27:49 -08:00

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/*! How material datums work
Materials are now instanced datums, with an associative list of them being kept in SSmaterials. We only instance the materials once and then re-use these instances for everything.
These materials call on_applied() on whatever item they are applied to, common effects are adding components, changing color and changing description. This allows us to differentiate items based on the material they are made out of.area
*/
SUBSYSTEM_DEF(materials)
name = "Materials"
flags = SS_NO_FIRE | SS_NO_INIT
///Dictionary of material.id || material ref
var/list/materials
///Dictionary of type || list of material refs
var/list/materials_by_type
///Dictionary of type || list of material ids
var/list/materialids_by_type
///Dictionary of category || list of material refs
var/list/materials_by_category
///Dictionary of category || list of material ids, mostly used by rnd machines like autolathes.
var/list/materialids_by_category
///A cache of all material combinations that have been used
var/list/list/material_combos
///List of stackcrafting recipes for materials using base recipes
var/list/base_stack_recipes = list(
new /datum/stack_recipe("Chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, category = CAT_FURNITURE),
new /datum/stack_recipe("Toilet", /obj/structure/toilet/greyscale, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, category = CAT_FURNITURE),
new /datum/stack_recipe("Sink Frame", /obj/structure/sinkframe, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, category = CAT_FURNITURE),
new /datum/stack_recipe("Material floor tile", /obj/item/stack/tile/material, 1, 4, 20, applies_mats = TRUE, category = CAT_TILES),
new /datum/stack_recipe("Material airlock assembly", /obj/structure/door_assembly/door_assembly_material, 4, time = 50, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, category = CAT_DOORS),
)
///List of stackcrafting recipes for materials using rigid recipes
var/list/rigid_stack_recipes = list(
new /datum/stack_recipe("Carving block", /obj/structure/carving_block, 5, one_per_turf = TRUE, on_solid_ground = TRUE, applies_mats = TRUE, category = CAT_STRUCTURE),
)
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
/datum/controller/subsystem/materials/proc/InitializeMaterials()
materials = list()
materials_by_type = list()
materialids_by_type = list()
materials_by_category = list()
materialids_by_category = list()
material_combos = list()
for(var/type in subtypesof(/datum/material))
var/datum/material/mat_type = type
if(!(initial(mat_type.init_flags) & MATERIAL_INIT_MAPLOAD))
continue // Do not initialize at mapload
InitializeMaterial(list(mat_type))
/** Creates and caches a material datum.
*
* Arugments:
* - [arguments][/list]: The arguments to use to create the material datum
* - The first element is the type of material to initialize.
*/
/datum/controller/subsystem/materials/proc/InitializeMaterial(list/arguments)
var/datum/material/mat_type = arguments[1]
if(initial(mat_type.init_flags) & MATERIAL_INIT_BESPOKE)
arguments[1] = GetIdFromArguments(arguments)
var/datum/material/mat_ref = new mat_type
if(!mat_ref.Initialize(arglist(arguments)))
return null
var/mat_id = mat_ref.id
materials[mat_id] = mat_ref
materials_by_type[mat_type] += list(mat_ref)
materialids_by_type[mat_type] += list(mat_id)
for(var/category in mat_ref.categories)
materials_by_category[category] += list(mat_ref)
materialids_by_category[category] += list(mat_id)
SEND_SIGNAL(src, COMSIG_MATERIALS_INIT_MAT, mat_ref)
return mat_ref
/** Fetches a cached material singleton when passed sufficient arguments.
*
* Arguments:
* - [arguments][/list]: The list of arguments used to fetch the material ref.
* - The first element is a material datum, text string, or material type.
* - [Material datums][/datum/material] are assumed to be references to the cached datum and are returned
* - Text is assumed to be the text ID of a material and the corresponding material is fetched from the cache
* - A material type is checked for bespokeness:
* - If the material type is not bespoke the type is assumed to be the id for a material and the corresponding material is loaded from the cache.
* - If the material type is bespoke a text ID is generated from the arguments list and used to load a material datum from the cache.
* - The following elements are used to generate bespoke IDs
*/
/datum/controller/subsystem/materials/proc/_GetMaterialRef(list/arguments)
if(!materials)
InitializeMaterials()
var/datum/material/key = arguments[1]
if(istype(key))
return key // We are assuming here that the only thing allowed to create material datums is [/datum/controller/subsystem/materials/proc/InitializeMaterial]
if(istext(key)) // Handle text id
. = materials[key]
if(!.)
WARNING("Attempted to fetch material ref with invalid text id '[key]'")
return
if(!ispath(key, /datum/material))
CRASH("Attempted to fetch material ref with invalid key [key]")
if(!(initial(key.init_flags) & MATERIAL_INIT_BESPOKE))
. = materials[key]
if(!.)
WARNING("Attempted to fetch reference to an abstract material with key [key]")
return
key = GetIdFromArguments(arguments)
return materials[key] || InitializeMaterial(arguments)
/** I'm not going to lie, this was swiped from [SSdcs][/datum/controller/subsystem/processing/dcs].
* Credit does to ninjanomnom
*
* Generates an id for bespoke ~~elements~~ materials when given the argument list
* Generating the id here is a bit complex because we need to support named arguments
* Named arguments can appear in any order and we need them to appear after ordered arguments
* We assume that no one will pass in a named argument with a value of null
**/
/datum/controller/subsystem/materials/proc/GetIdFromArguments(list/arguments)
var/datum/material/mattype = arguments[1]
var/list/fullid = list("[initial(mattype.id) || mattype]")
var/list/named_arguments = list()
for(var/i in 2 to length(arguments))
var/key = arguments[i]
var/value
if(istext(key))
value = arguments[key]
if(!(istext(key) || isnum(key)))
key = REF(key)
key = "[key]" // Key is stringified so numbers dont break things
if(!isnull(value))
if(!(istext(value) || isnum(value)))
value = REF(value)
named_arguments["[key]"] = value
else
fullid += "[key]"
if(length(named_arguments))
named_arguments = sort_list(named_arguments)
fullid += named_arguments
return list2params(fullid)
/// Returns a list to be used as an object's custom_materials. Lists will be cached and re-used based on the parameters.
/datum/controller/subsystem/materials/proc/FindOrCreateMaterialCombo(list/materials_declaration, multiplier)
if(!LAZYLEN(materials_declaration))
return null // If we get a null we pass it right back, we don't want to generate stack traces just because something is clearing out its materials list.
if(!material_combos)
InitializeMaterials()
var/list/combo_params = list()
for(var/x in materials_declaration)
var/datum/material/mat = x
combo_params += "[istype(mat) ? mat.id : mat]=[materials_declaration[mat] * multiplier]"
sortTim(combo_params, GLOBAL_PROC_REF(cmp_text_asc)) // We have to sort now in case the declaration was not in order
var/combo_index = combo_params.Join("-")
var/list/combo = material_combos[combo_index]
if(!combo)
combo = list()
for(var/mat in materials_declaration)
combo[GET_MATERIAL_REF(mat)] = materials_declaration[mat] * multiplier
material_combos[combo_index] = combo
return combo