Files
Bubberstation/code/datums/components/material/material_container.dm
Jacquerel 6596d75edc Gulag Adjustments Two (#82561)
## About The Pull Request

I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).

My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.

On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.

So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.

How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.

"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.

Also glass is worth 0 points. Don't waste time digging up that shit. 

As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.

This isn't a totally ideal solution but I think it'll do for now.

## Why It's Good For The Game

What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.

In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.

## Changelog

🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑
2024-04-18 17:05:06 +02:00

770 lines
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/*!
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.
*/
//The full item was consumed
#define MATERIAL_INSERT_ITEM_SUCCESS 1
/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])
//drop sheets when the object is deconstructed but not deleted
RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(drop_sheets))
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)
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/drop_sheets()
SIGNAL_HANDLER
retrieve_all()
/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 [LOWER_TEXT(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.
* - context: the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED
* and is used mostly for silo logging, the silo resends this signal on the context to give it a
* chance to process the item
*/
/datum/component/material_container/proc/insert_item_materials(obj/item/source, multiplier = 1, atom/context = parent)
var/primary_mat
var/max_mat_value = 0
var/material_amount = 0
var/list/item_materials = source.get_material_composition()
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
* - 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, 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) * 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) * 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, 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
* * 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, atom/context = parent)
set waitfor = FALSE
. = 0
//All items that do not have any contents
var/list/obj/item/child_items = list()
//All items that do have contents but they were already processed by the above list
var/list/obj/item/parent_items = list(held_item)
//is this the first item we are ever processing
var/first_checks = TRUE
//The status of the last insert attempt
var/inserted = 0
//All messages to be displayed to chat
var/list/chat_msgs = list()
//differs from held_item when using TK
var/active_held = user.get_active_held_item()
//storage items to retrive items from
var/static/list/storage_items
if(isnull(storage_items))
storage_items = list(
/obj/item/storage/backpack,
/obj/item/storage/bag,
/obj/item/storage/box,
)
//1st iteration consumes all items that do not have contents inside
//2nd iteration consumes items who do have contents inside(but they were consumed in the 1st iteration so its empty now)
for(var/i in 1 to 2)
//no point inserting more items
if(inserted == MATERIAL_INSERT_ITEM_NO_SPACE)
break
//transfer all items for processing
if(!parent_items.len)
break
child_items += parent_items
parent_items.Cut()
while(child_items.len)
//Pop the 1st item out from the list
var/obj/item/target_item = child_items[1]
child_items -= target_item
//e.g. projectiles inside bullets are not objects
if(!istype(target_item))
continue
//can't allow abstract, hologram items
if((target_item.item_flags & ABSTRACT) || (target_item.flags_1 & HOLOGRAM_1))
continue
//user defined conditions
if(SEND_SIGNAL(src, COMSIG_MATCONTAINER_PRE_USER_INSERT, target_item, user) & MATCONTAINER_BLOCK_INSERT)
continue
//item is either indestructible, not allowed for redemption or not in the allowed types
if((target_item.resistance_flags & INDESTRUCTIBLE) || (target_item.item_flags & NO_MAT_REDEMPTION) || (allowed_item_typecache && !is_type_in_typecache(target_item, allowed_item_typecache)))
if(!(mat_container_flags & MATCONTAINER_SILENT) && i == 1) //count only child items the 1st time around
var/list/status_data = chat_msgs["[MATERIAL_INSERT_ITEM_FAILURE]"] || list()
var/list/item_data = status_data[target_item.name] || list()
item_data["count"] += 1
status_data[target_item.name] = item_data
chat_msgs["[MATERIAL_INSERT_ITEM_FAILURE]"] = status_data
if(target_item.resistance_flags & INDESTRUCTIBLE)
if(i == 1 && target_item != active_held) //move it out of any storage medium its in so it doesn't get consumed with its parent, but only if that storage medium is not our hand
target_item.forceMove(get_turf(context))
continue
//storage items usually come here but we make the exception only on the 1st iteration
//this is so players can insert items from their bags into machines for convinience
if(!is_type_in_list(target_item, storage_items))
continue
else if(!target_item.contents.len || i == 2)
continue
//at this point we can check if we have enough for all items & other stuff
if(first_checks)
//duffle bags needs to be unzipped
if(target_item.atom_storage?.locked)
if(!(mat_container_flags & MATCONTAINER_SILENT))
to_chat(user, span_warning("[target_item] has its storage locked"))
return
//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
//for duffle bags and other storage items we can check for space 1 item at a time
if(!isstack(target_item) && !is_type_in_list(target_item, storage_items))
var/total_amount = 0
for(var/obj/item/weapon as anything in target_item.get_all_contents_type(/obj/item))
total_amount += get_item_material_amount(weapon)
if(!has_space(total_amount))
if(!(mat_container_flags & MATCONTAINER_SILENT))
to_chat(user, span_warning("[parent] does not have enough space for [target_item]!"))
return
first_checks = FALSE
//All hard checks have passed, at this point we can consume the item
//If it has children then we will process them first and then the item in the 2nd round
//This is done so we don't delete the children when the parent is consumed
//We only do this on the 1st iteration so we don't re-iterate through its children again
if(target_item.contents.len && i == 1)
if(target_item.atom_storage?.locked) //can't access contents of locked storage(like duffle bags)
continue
//process children
child_items += target_item.contents
//in the 2nd round only after its children are consumed do we consume this next, FIFO order
parent_items.Insert(1, target_item)
//leave it here till we get to its children
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_item) && precise_insertion)
var/atom/current_parent = parent
item_stack = target_item
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_item) || 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_item = 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_item
//if it was split then item_stack has the reference to the original stack/item
var/original_item = was_stack_split ? item_stack : target_item
//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)
return
//insert the item
var/item_name = target_item.name
var/item_count = 1
var/is_stack = FALSE
if(isstack(target_item))
var/obj/item/stack/the_stack = target_item
item_name = the_stack.singular_name
item_count = the_stack.amount
is_stack = TRUE
inserted = insert_item(target_item, 1, context)
if(inserted > 0)
. += inserted
inserted /= SHEET_MATERIAL_AMOUNT // display units inserted as sheets for improved readability
//stack was either split by the container(!QDELETED(target_item) 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_item) || 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_item) && was_stack_split)
var/obj/item/stack/inserting_stack = target_item
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)
//collect all messages to print later
var/list/status_data = chat_msgs["[MATERIAL_INSERT_ITEM_SUCCESS]"] || list()
var/list/item_data = status_data[item_name] || list()
item_data["count"] += item_count
item_data["amount"] += inserted
item_data["stack"] = is_stack
status_data[item_name] = item_data
chat_msgs["[MATERIAL_INSERT_ITEM_SUCCESS]"] = status_data
else
//collect all messages to print later
var/list/status_data = chat_msgs["[inserted]"] || list()
var/list/item_data = status_data[item_name] || list()
item_data["count"] += item_count
status_data[item_name] = item_data
chat_msgs["[inserted]"] = status_data
//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
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)
//we can stop here as remaining items will fail to insert as well
if(inserted == MATERIAL_INSERT_ITEM_NO_SPACE)
break
//we now summarize the chat msgs collected
if(!(mat_container_flags & MATCONTAINER_SILENT))
for(var/status as anything in chat_msgs)
var/list/status_data = chat_msgs[status]
for(var/item_name as anything in status_data)
//read the params
var/list/chat_data = status_data[item_name]
var/count = chat_data["count"]
var/amount = chat_data["amount"]
//decode the message
switch(text2num(status))
if(MATERIAL_INSERT_ITEM_SUCCESS) //no problems full item was consumed
if(chat_data["stack"])
var/sheets = min(count, amount) //minimum between sheets inserted vs sheets consumed(values differ for alloys)
to_chat(user, span_notice("[sheets > 1 ? sheets : ""] [item_name][sheets > 1 ? "s were" : " was"] added to [parent]."))
else
to_chat(user, span_notice("[count > 1 ? count : ""] [item_name][count > 1 ? "s" : ""], worth [amount] sheets, [count > 1 ? "were" : "was"] added to [parent]."))
if(MATERIAL_INSERT_ITEM_NO_SPACE) //no space
to_chat(user, span_warning("[parent] has no space to accept [item_name]!"))
if(MATERIAL_INSERT_ITEM_NO_MATS) //no materials inside these items
to_chat(user, span_warning("[item_name][count > 1 ? "s have" : " has"] no materials that can be accepted by [parent]!"))
if(MATERIAL_INSERT_ITEM_FAILURE) //could be because the material type was not accepted or other stuff
to_chat(user, span_warning("[item_name][count > 1 ? "s were" : " was"] rejected by [parent]!"))
/// 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
//Allows you to attack the machine with iron sheets for e.g.
if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.combat_mode)
return
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
*/
/datum/component/material_container/proc/get_item_material_amount(obj/item/I)
if(!istype(I) || !I.custom_materials)
return 0
var/material_amount = 0
var/list/item_materials = I.get_material_composition()
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
var/wanted = OPTIMAL_COST(mats[x] * coefficient) * multiplier
if(!has_enough_of_material(x, wanted))//Not a category, so just check the normal way
testing("didnt have: [x] wanted: [wanted]")
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)
new_sheets.manufactured = TRUE
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()
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
#undef MATERIAL_INSERT_ITEM_SUCCESS