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* 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
111 lines
5.3 KiB
Plaintext
111 lines
5.3 KiB
Plaintext
/***************************************************************
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** Design Datums **
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** All the data for building stuff. **
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***************************************************************/
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/*
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For the materials datum, it assumes you need reagents unless specified otherwise. To designate a material that isn't a reagent,
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you use one of the material IDs below. These are NOT ids in the usual sense (they aren't defined in the object or part of a datum),
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they are simply references used as part of a "has materials?" type proc. They all start with a $ to denote that they aren't reagents.
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The currently supporting non-reagent materials. All material amounts are set as the define MINERAL_MATERIAL_AMOUNT, which defaults to 2000
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Don't add new keyword/IDs if they are made from an existing one (such as rods which are made from metal). Only add raw materials.
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Design Guidelines
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- When adding new designs, check rdreadme.dm to see what kind of things have already been made and where new stuff is needed.
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- A single sheet of anything is 2000 units of material. Materials besides metal/glass require help from other jobs (mining for
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other types of metals and chemistry for reagents).
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- Add the AUTOLATHE tag to
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*/
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//DESIGNS ARE GLOBAL. DO NOT CREATE OR DESTROY THEM AT RUNTIME OUTSIDE OF INIT, JUST REFERENCE THEM TO WHATEVER YOU'RE DOING! //why are you yelling?
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//DO NOT REFERENCE OUTSIDE OF SSRESEARCH. USE THE PROCS IN SSRESEARCH TO OBTAIN A REFERENCE.
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/datum/design //Datum for object designs, used in construction
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/// Name of the created object
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var/name = "Name"
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/// Description of the created object
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var/desc = "Desc"
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/// The ID of the design. Used for quick reference. Alphanumeric, lower-case, no symbols
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var/id = DESIGN_ID_IGNORE
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/// Bitflags indicating what machines this design is compatable with. ([IMPRINTER]|[PROTOLATHE]|[AUTOLATHE]|[CRAFTLATHE]|[MECHFAB]|[BIOGENERATOR]|[LIMBGROWER]|[SMELTER]|[NANITE_COMPILER])
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var/build_type = null
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/// List of materials required to create one unit of the product. Format is (typepath or caregory) -> amount
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var/list/materials = list()
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/// The amount of time required to create one unit of the product.
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var/construction_time
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/// The typepath of the object produced by this design
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var/build_path = null
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/// List of reagents produced by this design. Currently only supported by the biogenerator.
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var/list/make_reagents = list()
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/// What category this design falls under. Used for sorting in production machines, mostly the mechfab.
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var/list/category = null
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/// List of reagents required to create one unit of the product.
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var/list/reagents_list = list()
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/// The maximum number of units of whatever is produced by this can be produced in one go.
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var/maxstack = 1
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/// How many times faster than normal is this to build on the protolathe
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var/lathe_time_factor = 1
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/// If this is [TRUE] the admins get notified whenever anyone prints this. Currently only used by the BoH.
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var/dangerous_construction = FALSE
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/// Bitflags indicating what departmental lathes should be allowed to process this design.
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var/departmental_flags = ALL
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/// What techwebs nodes unlock this design. Constructed by SSresearch
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var/list/datum/techweb_node/unlocked_by = list()
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/// Override for the automatic icon generation used for the research console.
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var/research_icon
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/// Override for the automatic icon state generation used for the research console.
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var/research_icon_state
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/// Appears to be unused.
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var/icon_cache
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/// Optional string that interfaces can use as part of search filters. See- item/borg/upgrade/ai and the Exosuit Fabs.
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var/search_metadata
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/datum/design/error_design
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name = "ERROR"
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desc = "This usually means something in the database has corrupted. If this doesn't go away automatically, inform Central Comamnd so their techs can fix this ASAP(tm)"
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/datum/design/Destroy()
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SSresearch.techweb_designs -= id
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return ..()
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/datum/design/proc/InitializeMaterials()
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var/list/temp_list = list()
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for(var/i in materials) //Go through all of our materials, get the subsystem instance, and then replace the list.
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var/amount = materials[i]
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if(!istext(i)) //Not a category, so get the ref the normal way
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var/datum/material/M = GET_MATERIAL_REF(i)
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temp_list[M] = amount
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else
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temp_list[i] = amount
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materials = temp_list
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/datum/design/proc/icon_html(client/user)
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var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/research_designs)
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sheet.send(user)
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return sheet.icon_tag(id)
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////////////////////////////////////////
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//Disks for transporting design datums//
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////////////////////////////////////////
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/obj/item/disk/design_disk
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name = "Component Design Disk"
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desc = "A disk for storing device design data for construction in lathes."
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icon_state = "datadisk1"
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custom_materials = list(/datum/material/iron =300, /datum/material/glass =100)
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var/list/blueprints = list()
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var/max_blueprints = 1
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/obj/item/disk/design_disk/Initialize()
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. = ..()
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pixel_x = base_pixel_x + rand(-5, 5)
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pixel_y = base_pixel_y + rand(-5, 5)
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for(var/i in 1 to max_blueprints)
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blueprints += null
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/obj/item/disk/design_disk/adv
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name = "Advanced Component Design Disk"
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desc = "A disk for storing device design data for construction in lathes. This one has extra storage space."
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custom_materials = list(/datum/material/iron =300, /datum/material/glass = 100, /datum/material/silver = 50)
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max_blueprints = 5
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