Files
Bubberstation/code/modules/research/circuitprinter.dm
phil235 a49e4cf87d Fixes experimentor having no sprite when panel open.
Fixes panel opening deconnecting the wrong rnd console
Fixes not being able to throw mobs.
2016-05-12 21:37:18 +02:00

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/*///////////////Circuit Imprinter (By Darem)////////////////////////
Used to print new circuit boards (for computers and similar systems) and AI modules. Each circuit board pattern are stored in
a /datum/desgin on the linked R&D console. You can then print them out in a fasion similar to a regular lathe. However, instead of
using metal and glass, it uses glass and reagents (usually sulfuric acis).
*/
/obj/machinery/r_n_d/circuit_imprinter
name = "Circuit Imprinter"
desc = "Manufactures circuit boards for the construction of machines."
icon_state = "circuit_imprinter"
flags = OPENCONTAINER
var/g_amount = 0
var/gold_amount = 0
var/diamond_amount = 0
var/max_material_amount = 75000
var/efficiency_coeff
reagents = new(0)
var/list/categories = list(
"AI Modules",
"Computer Boards",
"Teleportation Machinery",
"Medical Machinery",
"Engineering Machinery",
"Exosuit Modules",
"Hydroponics Machinery",
"Subspace Telecomms",
"Research Machinery",
"Misc. Machinery"
)
/obj/machinery/r_n_d/circuit_imprinter/New()
..()
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/circuit_imprinter(null)
B.apply_default_parts(src)
reagents.my_atom = src
/obj/item/weapon/circuitboard/machine/circuit_imprinter
name = "circuit board (Circuit Imprinter)"
build_path = /obj/machinery/r_n_d/circuit_imprinter
origin_tech = "engineering=2;programming=2"
req_components = list(
/obj/item/weapon/stock_parts/matter_bin = 1,
/obj/item/weapon/stock_parts/manipulator = 1,
/obj/item/weapon/reagent_containers/glass/beaker = 2)
/obj/machinery/r_n_d/circuit_imprinter/RefreshParts()
var/T = 0
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
reagents.maximum_volume += G.volume
G.reagents.trans_to(src, G.reagents.total_volume)
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
T += M.rating
max_material_amount = T * 75000
T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
efficiency_coeff = 2 ** (T - 1) //Only 1 manipulator here, you're making runtimes Razharas
/obj/machinery/r_n_d/circuit_imprinter/blob_act(obj/effect/blob/B)
if (prob(50))
qdel(src)
/obj/machinery/r_n_d/circuit_imprinter/proc/check_mat(datum/design/being_built, M)
switch(M)
if(MAT_GLASS)
return (g_amount - (being_built.materials[M]) >= 0)
if(MAT_GOLD)
return (gold_amount - (being_built.materials[M]) >= 0)
if(MAT_DIAMOND)
return (diamond_amount - (being_built.materials[M]) >= 0)
else
return (reagents.has_reagent(M, (being_built.materials[M]/efficiency_coeff)) != 0)
/obj/machinery/r_n_d/circuit_imprinter/proc/TotalMaterials()
return g_amount + gold_amount + diamond_amount
//we drop the minerals in the machine onto the ground when deconstructed.
/obj/machinery/r_n_d/circuit_imprinter/deconstruction()
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
reagents.trans_to(G, G.reagents.maximum_volume)
if(g_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
G.amount = round(g_amount / MINERAL_MATERIAL_AMOUNT)
if(gold_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc)
G.amount = round(gold_amount / MINERAL_MATERIAL_AMOUNT)
if(diamond_amount >= MINERAL_MATERIAL_AMOUNT)
var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc)
G.amount = round(diamond_amount / MINERAL_MATERIAL_AMOUNT)
..()
/obj/machinery/r_n_d/circuit_imprinter/disconnect_console()
linked_console.linked_imprinter = null
..()
/obj/machinery/r_n_d/circuit_imprinter/Insert_Item(obj/item/O, mob/user)
if (istype(O, /obj/item/stack/sheet/glass) || istype(O, /obj/item/stack/sheet/mineral/gold) || istype(O, /obj/item/stack/sheet/mineral/diamond))
. = 1
if(!is_insertion_ready(user))
return
var/obj/item/stack/sheet/stack = O
if ((TotalMaterials() + stack.perunit) > max_material_amount)
user << "<span class='warning'>The [name] is full! Please remove glass from the protolathe in order to insert more.</span>"
return
var/amount = round(input("How many sheets do you want to add?") as num)
if(amount <= 0 || stack.amount <= 0)
return
if(amount > stack.amount)
amount = min(stack.amount, round((max_material_amount-TotalMaterials())/stack.perunit))
busy = 1
use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount/10)))
user << "<span class='notice'>You add [amount] sheets to the [src.name].</span>"
if(istype(stack, /obj/item/stack/sheet/glass))
g_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/gold))
gold_amount += amount * MINERAL_MATERIAL_AMOUNT
else if(istype(stack, /obj/item/stack/sheet/mineral/diamond))
diamond_amount += amount * MINERAL_MATERIAL_AMOUNT
stack.use(amount)
busy = 0
src.updateUsrDialog()
else if(user.a_intent != "harm")
user << "<span class='warning'>You cannot insert this item into the [name]!</span>"
else
return 0