Files
Bubberstation/code/modules/recycling/conveyor2.dm
TemporalOroboros 976c1fcb8c [READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend

- Adds support for bespoke materials:
  - Reimplements [/datum/material/var/id]
  - Ports GetIdFromArguments from SSdcs
  - Adds a wrapper define for GetMaterialRef
  - Adds [MATERIAL_INIT_BESPOKE]
  - Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials

- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials

* Some has_material procs and cleaning up some spaghetti

- Adds a pair of has_material procs for use in checking whether a given atom has a given material

* Adds meat

- Adds bespoke meat variants
  - Does not make them accessible
- Shuts up the linter

* Implements bespoke meat

- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats

* Makes butchering produce bespoke meats

This is jank and really needs to be folded into a unified butchering and gibbing system

* Material documentation

- Adds, fixes, and touches up some documentation

* Material container insertion callback

- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.

* Makes processing meat conserve materials

- Makes bespoke meat carry over into meatballs

* Makes preserving custom materials an option

- Implements the ability to turn preserving custom materials _off_ for processor recipes

* Fixes all bespoke materials of the same type using the same singleton

- We use ids now, not just types.

* Makes the fat sucker produce bespoke meats

- Because consistency is good.

* Fixes autolathes merging bespoke stacks into normal stacks.

* Makes the callback to test materials for holdibility optional

- @Floyd

* GetMaterialRef -> GET_MATERIAL_REF

- We capitalize macros.

* Removes an extraneous callback

- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.

* Makes mob and species meat null compatible

* Fixes the ore silo

- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.

* Fixes minor lathe bugs

- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.

* Various documentation fixes

- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures

* More fixes

-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.

* Fixes old typepaths
2021-01-15 23:39:58 -08:00

462 lines
14 KiB
Plaintext

//conveyor2 is pretty much like the original, except it supports corners, but not diverters.
//note that corner pieces transfer stuff clockwise when running forward, and anti-clockwise backwards.
#define MAX_CONVEYOR_ITEMS_MOVE 30
GLOBAL_LIST_EMPTY(conveyors_by_id)
/obj/machinery/conveyor
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor_map"
name = "conveyor belt"
desc = "A conveyor belt."
layer = BELOW_OPEN_DOOR_LAYER
processing_flags = START_PROCESSING_MANUALLY
subsystem_type = /datum/controller/subsystem/processing/fastprocess
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
var/operable = 1 // true if can operate (no broken segments in this belt run)
var/forwards // this is the default (forward) direction, set by the map dir
var/backwards // hopefully self-explanatory
var/movedir // the actual direction to move stuff in
var/id = "" // the control ID - must match controller ID
var/verted = 1 // Inverts the direction the conveyor belt moves.
var/conveying = FALSE
/obj/machinery/conveyor/centcom_auto
id = "round_end_belt"
/obj/machinery/conveyor/inverted //Directions inverted so you can use different corner pieces.
icon_state = "conveyor_map_inverted"
verted = -1
/obj/machinery/conveyor/inverted/Initialize(mapload)
. = ..()
if(mapload && !(ISDIAGONALDIR(dir)))
log_mapping("[src] at [AREACOORD(src)] spawned without using a diagonal dir. Please replace with a normal version.")
// Auto conveyour is always on unless unpowered
/obj/machinery/conveyor/auto
processing_flags = START_PROCESSING_ON_INIT
/obj/machinery/conveyor/auto/Initialize(mapload, newdir)
operating = TRUE
return ..()
/obj/machinery/conveyor/auto/update()
. = ..()
if(.)
operating = TRUE
update_icon()
// create a conveyor
/obj/machinery/conveyor/Initialize(mapload, newdir, newid)
. = ..()
if(newdir)
setDir(newdir)
if(newid)
id = newid
update_move_direction()
LAZYADD(GLOB.conveyors_by_id[id], src)
/obj/machinery/conveyor/Destroy()
LAZYREMOVE(GLOB.conveyors_by_id[id], src)
return ..()
/obj/machinery/conveyor/vv_edit_var(var_name, var_value)
if (var_name == NAMEOF(src, id))
// if "id" is varedited, update our list membership
LAZYREMOVE(GLOB.conveyors_by_id[id], src)
. = ..()
LAZYADD(GLOB.conveyors_by_id[id], src)
else
return ..()
/obj/machinery/conveyor/setDir(newdir)
. = ..()
update_move_direction()
/obj/machinery/conveyor/proc/update_move_direction()
switch(dir)
if(NORTH)
forwards = NORTH
backwards = SOUTH
if(SOUTH)
forwards = SOUTH
backwards = NORTH
if(EAST)
forwards = EAST
backwards = WEST
if(WEST)
forwards = WEST
backwards = EAST
if(NORTHEAST)
forwards = EAST
backwards = SOUTH
if(NORTHWEST)
forwards = NORTH
backwards = EAST
if(SOUTHEAST)
forwards = SOUTH
backwards = WEST
if(SOUTHWEST)
forwards = WEST
backwards = NORTH
if(verted == -1)
var/temp = forwards
forwards = backwards
backwards = temp
if(operating == 1)
movedir = forwards
else
movedir = backwards
update()
/obj/machinery/conveyor/update_icon_state()
if(machine_stat & BROKEN)
icon_state = "conveyor-broken"
else
icon_state = "conveyor[operating * verted]"
/obj/machinery/conveyor/proc/update()
if(machine_stat & BROKEN || !operable || machine_stat & NOPOWER)
operating = FALSE
update_icon()
return FALSE
return TRUE
// machine process
// move items to the target location
/obj/machinery/conveyor/process()
if(machine_stat & (BROKEN | NOPOWER))
return
//If the conveyor is broken or already moving items
if(!operating || conveying)
return
use_power(6)
//get the first 30 items in contents
var/turf/locturf = loc
var/list/items = locturf.contents - src - locturf.lighting_object
if(!LAZYLEN(items))//Dont do anything at all if theres nothing there but the conveyor
return
var/list/affecting
if(length(items) > MAX_CONVEYOR_ITEMS_MOVE)
affecting = items.Copy(1, MAX_CONVEYOR_ITEMS_MOVE + 1)//Lists start at 1 lol
else
affecting = items
conveying = TRUE
addtimer(CALLBACK(src, .proc/convey, affecting), 1)//Movement effect
/obj/machinery/conveyor/proc/convey(list/affecting)
for(var/am in affecting)
if(!ismovable(am)) //This is like a third faster than for(var/atom/movable in affecting)
continue
var/atom/movable/movable_thing = am
//Give this a chance to yield if the server is busy
stoplag()
if(QDELETED(movable_thing) || (movable_thing.loc != loc))
continue
if(iseffect(movable_thing) || isdead(movable_thing))
continue
if(isliving(movable_thing))
var/mob/living/zoommob = movable_thing
if((zoommob.movement_type & FLYING) && !zoommob.stat)
continue
if(!movable_thing.anchored && movable_thing.has_gravity())
step(movable_thing, movedir)
conveying = FALSE
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_CROWBAR)
user.visible_message("<span class='notice'>[user] struggles to pry up \the [src] with \the [I].</span>", \
"<span class='notice'>You struggle to pry up \the [src] with \the [I].</span>")
if(I.use_tool(src, user, 40, volume=40))
if(!(machine_stat & BROKEN))
var/obj/item/stack/conveyor/C = new /obj/item/stack/conveyor(loc, 1, TRUE, null, null, id)
transfer_fingerprints_to(C)
to_chat(user, "<span class='notice'>You remove the conveyor belt.</span>")
qdel(src)
else if(I.tool_behaviour == TOOL_WRENCH)
if(!(machine_stat & BROKEN))
I.play_tool_sound(src)
setDir(turn(dir,-45))
update_move_direction()
to_chat(user, "<span class='notice'>You rotate [src].</span>")
else if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(!(machine_stat & BROKEN))
verted = verted * -1
update_move_direction()
to_chat(user, "<span class='notice'>You reverse [src]'s direction.</span>")
else if(user.a_intent != INTENT_HARM)
user.transferItemToLoc(I, drop_location())
else
return ..()
// attack with hand, move pulled object onto conveyor
/obj/machinery/conveyor/attack_hand(mob/user)
. = ..()
if(.)
return
user.Move_Pulled(src)
// make the conveyor broken
// also propagate inoperability to any connected conveyor with the same ID
/obj/machinery/conveyor/proc/broken()
obj_break()
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, dir)
if(C)
C.set_operable(dir, id, 0)
C = locate() in get_step(src, turn(dir,180))
if(C)
C.set_operable(turn(dir,180), id, 0)
//set the operable var if ID matches, propagating in the given direction
/obj/machinery/conveyor/proc/set_operable(stepdir, match_id, op)
if(id != match_id)
return
operable = op
update()
var/obj/machinery/conveyor/C = locate() in get_step(src, stepdir)
if(C)
C.set_operable(stepdir, id, op)
/obj/machinery/conveyor/power_change()
. = ..()
update()
// the conveyor control switch
//
//
/obj/machinery/conveyor_switch
name = "conveyor switch"
desc = "A conveyor control switch."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
processing_flags = START_PROCESSING_MANUALLY
var/position = 0 // 0 off, -1 reverse, 1 forward
var/last_pos = -1 // last direction setting
var/oneway = FALSE // if the switch only operates the conveyor belts in a single direction.
var/invert_icon = FALSE // If the level points the opposite direction when it's turned on.
var/id = "" // must match conveyor IDs to control them
/obj/machinery/conveyor_switch/Initialize(mapload, newid)
. = ..()
if (newid)
id = newid
update_icon()
LAZYADD(GLOB.conveyors_by_id[id], src)
wires = new /datum/wires/conveyor(src)
/obj/machinery/conveyor_switch/Destroy()
LAZYREMOVE(GLOB.conveyors_by_id[id], src)
QDEL_NULL(wires)
. = ..()
/obj/machinery/conveyor_switch/vv_edit_var(var_name, var_value)
if (var_name == NAMEOF(src, id))
// if "id" is varedited, update our list membership
LAZYREMOVE(GLOB.conveyors_by_id[id], src)
. = ..()
LAZYADD(GLOB.conveyors_by_id[id], src)
else
return ..()
// update the icon depending on the position
/obj/machinery/conveyor_switch/update_icon_state()
if(position<0)
if(invert_icon)
icon_state = "switch-fwd"
else
icon_state = "switch-rev"
else if(position>0)
if(invert_icon)
icon_state = "switch-rev"
else
icon_state = "switch-fwd"
else
icon_state = "switch-off"
/// Updates all conveyor belts that are linked to this switch, and tells them to start processing.
/obj/machinery/conveyor_switch/proc/update_linked_conveyors()
for(var/obj/machinery/conveyor/C in GLOB.conveyors_by_id[id])
C.operating = position
C.update_move_direction()
C.update_icon()
if(C.operating)
C.begin_processing()
else
C.end_processing()
CHECK_TICK
/// Finds any switches with same `id` as this one, and set their position and icon to match us.
/obj/machinery/conveyor_switch/proc/update_linked_switches()
for(var/obj/machinery/conveyor_switch/S in GLOB.conveyors_by_id[id])
S.invert_icon = invert_icon
S.position = position
S.update_icon()
CHECK_TICK
/// Updates the switch's `position` and `last_pos` variable. Useful so that the switch can properly cycle between the forwards, backwards and neutral positions.
/obj/machinery/conveyor_switch/proc/update_position()
if(position == 0)
if(oneway) //is it a oneway switch
position = oneway
else
if(last_pos < 0)
position = 1
last_pos = 0
else
position = -1
last_pos = 0
else
last_pos = position
position = 0
/// Called when a user clicks on this switch with an open hand.
/obj/machinery/conveyor_switch/interact(mob/user)
add_fingerprint(user)
update_position()
update_icon()
update_linked_conveyors()
update_linked_switches()
/obj/machinery/conveyor_switch/attackby(obj/item/I, mob/user, params)
if(is_wire_tool(I))
wires.interact(user)
return TRUE
/obj/machinery/conveyor_switch/crowbar_act(mob/user, obj/item/I)
I.play_tool_sound(src, 50)
var/obj/item/conveyor_switch_construct/C = new/obj/item/conveyor_switch_construct(src.loc)
C.id = id
transfer_fingerprints_to(C)
to_chat(user, "<span class='notice'>You detach the conveyor switch.</span>")
qdel(src)
return TRUE
/obj/machinery/conveyor_switch/screwdriver_act(mob/user, obj/item/I)
I.play_tool_sound(src, 50)
oneway = !oneway
to_chat(user, "<span class='notice'>You set conveyor switch to [oneway ? "one way" : "default"] configuration.</span>")
return TRUE
/obj/machinery/conveyor_switch/wrench_act(mob/user, obj/item/I)
I.play_tool_sound(src, 50)
invert_icon = !invert_icon
update_icon()
to_chat(user, "<span class='notice'>You set conveyor switch to [invert_icon ? "inverted": "normal"] position.</span>")
return TRUE
/obj/machinery/conveyor_switch/examine(mob/user)
. = ..()
. += "<span class='notice'>[src] is set to [oneway ? "one way" : "default"] configuration. It can be changed with <b>screwdriver</b>.</span>"
. += "<span class='notice'>[src] is set to [invert_icon ? "inverted": "normal"] position. It can be rotated with <b>wrench</b>.</span>"
/obj/machinery/conveyor_switch/oneway
icon_state = "conveyor_switch_oneway"
desc = "A conveyor control switch. It appears to only go in one direction."
oneway = TRUE
/obj/machinery/conveyor_switch/oneway/Initialize()
. = ..()
if((dir == NORTH) || (dir == WEST))
invert_icon = TRUE
/obj/item/conveyor_switch_construct
name = "conveyor switch assembly"
desc = "A conveyor control switch assembly."
icon = 'icons/obj/recycling.dmi'
icon_state = "switch-off"
w_class = WEIGHT_CLASS_BULKY
var/id = "" //inherited by the switch
/obj/item/conveyor_switch_construct/Initialize()
. = ..()
id = "[rand()]" //this couldn't possibly go wrong
/obj/item/conveyor_switch_construct/attack_self(mob/user)
for(var/obj/item/stack/conveyor/C in view())
C.id = id
to_chat(user, "<span class='notice'>You have linked all nearby conveyor belt assemblies to this switch.</span>")
/obj/item/conveyor_switch_construct/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity || user.stat || !isfloorturf(A) || istype(A, /area/shuttle))
return
var/found = 0
for(var/obj/machinery/conveyor/C in view())
if(C.id == src.id)
found = 1
break
if(!found)
to_chat(user, "[icon2html(src, user)]<span class=notice>The conveyor switch did not detect any linked conveyor belts in range.</span>")
return
var/obj/machinery/conveyor_switch/NC = new/obj/machinery/conveyor_switch(A, id)
transfer_fingerprints_to(NC)
qdel(src)
/obj/item/stack/conveyor
name = "conveyor belt assembly"
desc = "A conveyor belt assembly."
icon = 'icons/obj/recycling.dmi'
icon_state = "conveyor_construct"
max_amount = 30
singular_name = "conveyor belt"
w_class = WEIGHT_CLASS_BULKY
merge_type = /obj/item/stack/conveyor
///id for linking
var/id = ""
/obj/item/stack/conveyor/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1, _id)
. = ..()
id = _id
/obj/item/stack/conveyor/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity || user.stat || !isfloorturf(A) || istype(A, /area/shuttle))
return
var/cdir = get_dir(A, user)
if(A == user.loc)
to_chat(user, "<span class='warning'>You cannot place a conveyor belt under yourself!</span>")
return
var/obj/machinery/conveyor/C = new/obj/machinery/conveyor(A, cdir, id)
transfer_fingerprints_to(C)
use(1)
/obj/item/stack/conveyor/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/conveyor_switch_construct))
to_chat(user, "<span class='notice'>You link the switch to the conveyor belt assembly.</span>")
var/obj/item/conveyor_switch_construct/C = I
id = C.id
/obj/item/stack/conveyor/update_weight()
return FALSE
/obj/item/stack/conveyor/thirty
amount = 30
/obj/item/paper/guides/conveyor
name = "paper- 'Nano-it-up U-build series, #9: Build your very own conveyor belt, in SPACE'"
info = "<h1>Congratulations!</h1><p>You are now the proud owner of the best conveyor set available for space mail order! We at Nano-it-up know you love to prepare your own structures without wasting time, so we have devised a special streamlined assembly procedure that puts all other mail-order products to shame!</p><p>Firstly, you need to link the conveyor switch assembly to each of the conveyor belt assemblies. After doing so, you simply need to install the belt assemblies onto the floor, et voila, belt built. Our special Nano-it-up smart switch will detected any linked assemblies as far as the eye can see! This convenience, you can only have it when you Nano-it-up. Stay nano!</p>"
#undef MAX_CONVEYOR_ITEMS_MOVE