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* Refactors for material container, ammo box & recycler * Mirror! * Modular! --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com>
572 lines
22 KiB
Plaintext
572 lines
22 KiB
Plaintext
/*!
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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.
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Variables:
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amount - raw amount of the mineral this container is holding, calculated by the defined value SHEET_MATERIAL_AMOUNT=SHEET_MATERIAL_AMOUNT.
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max_amount - max raw amount of mineral this container can hold.
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sheet_type - type of the mineral sheet the container handles, used for output.
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parent - object that this container is being used by, used for output.
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MAX_STACK_SIZE - size of a stack of mineral sheets. Constant.
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*/
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/datum/component/material_container
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/// The total amount of materials this material container contains
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var/total_amount = 0
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/// The maximum amount of materials this material container can contain
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var/max_amount
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/// Map of material ref -> amount
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var/list/materials //Map of key = material ref | Value = amount
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/// The list of materials that this material container can accept
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var/list/allowed_materials
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/// The typecache of things that this material container can accept
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var/list/allowed_item_typecache
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/// The last main material that was inserted into this container
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var/last_inserted_id
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/// Whether or not this material container allows specific amounts from sheets to be inserted
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var/precise_insertion = FALSE
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/// A callback for checking wheter we can insert a material into this container
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var/datum/callback/insertion_check
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/// A callback invoked before materials are inserted into this container
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var/datum/callback/precondition
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/// A callback invoked after materials are inserted into this container
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var/datum/callback/after_insert
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/// The material container flags. See __DEFINES/materials.dm.
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var/mat_container_flags
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/// Sets up the proper signals and fills the list of materials with the appropriate references.
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/datum/component/material_container/Initialize(list/init_mats, max_amt = 0, _mat_container_flags=NONE, list/allowed_mats=init_mats, list/allowed_items, datum/callback/_insertion_check, datum/callback/_precondition, datum/callback/_after_insert)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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materials = list()
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max_amount = max(0, max_amt)
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mat_container_flags = _mat_container_flags
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allowed_materials = allowed_mats || list()
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if(allowed_items)
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if(ispath(allowed_items) && allowed_items == /obj/item/stack)
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allowed_item_typecache = GLOB.typecache_stack
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else
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allowed_item_typecache = typecacheof(allowed_items)
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insertion_check = _insertion_check
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precondition = _precondition
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after_insert = _after_insert
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for(var/mat in init_mats) //Make the assoc list material reference -> amount
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var/mat_ref = GET_MATERIAL_REF(mat)
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if(isnull(mat_ref))
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continue
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var/mat_amt = init_mats[mat]
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if(isnull(mat_amt))
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mat_amt = 0
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materials[mat_ref] += mat_amt
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if(_mat_container_flags & MATCONTAINER_NO_INSERT)
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return
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var/atom/atom_target = parent
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atom_target.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1
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RegisterSignal(atom_target, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item))
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/datum/component/material_container/Destroy(force, silent)
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materials = null
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allowed_materials = null
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if(insertion_check)
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QDEL_NULL(insertion_check)
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if(precondition)
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QDEL_NULL(precondition)
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if(after_insert)
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QDEL_NULL(after_insert)
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return ..()
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/datum/component/material_container/RegisterWithParent()
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. = ..()
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if(!(mat_container_flags & MATCONTAINER_NO_INSERT))
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(on_attackby))
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if(mat_container_flags & MATCONTAINER_EXAMINE)
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
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/datum/component/material_container/vv_edit_var(var_name, var_value)
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var/old_flags = mat_container_flags
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. = ..()
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if(var_name == NAMEOF(src, mat_container_flags) && parent)
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if(!(old_flags & MATCONTAINER_EXAMINE) && mat_container_flags & MATCONTAINER_EXAMINE)
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
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else if(old_flags & MATCONTAINER_EXAMINE && !(mat_container_flags & MATCONTAINER_EXAMINE))
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UnregisterSignal(parent, COMSIG_PARENT_EXAMINE)
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if(old_flags & MATCONTAINER_NO_INSERT && !(mat_container_flags & MATCONTAINER_NO_INSERT))
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(on_attackby))
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else if(!(old_flags & MATCONTAINER_NO_INSERT) && mat_container_flags & MATCONTAINER_NO_INSERT)
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UnregisterSignal(parent, COMSIG_PARENT_ATTACKBY)
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/datum/component/material_container/proc/on_examine(datum/source, mob/user, list/examine_texts)
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SIGNAL_HANDLER
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for(var/I in materials)
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var/datum/material/M = I
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var/amt = materials[I]
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if(amt)
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examine_texts += span_notice("It has [amt] units of [lowertext(M.name)] stored.")
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/// Proc that allows players to fill the parent with mats
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/datum/component/material_container/proc/on_attackby(datum/source, obj/item/weapon, mob/living/user)
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SIGNAL_HANDLER
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user_insert(weapon, user)
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return COMPONENT_NO_AFTERATTACK
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/**
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* inserts an item from the players hand into the container. Loops through all the contents inside reccursively
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* Arguments
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* * held_item - the item to insert
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* * user - the mob inserting this item
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* * breakdown_flags - how this item and all it's contents inside are broken down during insertion. This is unique to the machine doing the insertion
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*/
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/datum/component/material_container/proc/user_insert(obj/item/held_item, mob/living/user, breakdown_flags = mat_container_flags)
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set waitfor = FALSE
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. = 0
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//differs from held_item when using TK
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var/active_held = user.get_active_held_item()
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//don't attack the machine
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if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.combat_mode)
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return
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//user defined conditions
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if(precondition && !precondition.Invoke(user))
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return
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//loop through all contents inside this atom and salvage their material as well but in reverse so we don't delete parents before processing their children
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var/list/contents = held_item.get_all_contents_type(/obj/item)
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for(var/i = length(contents); i >= 1 ; i--)
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var/obj/item/target = contents[i]
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//not a solid sub type
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if(target.item_flags & ABSTRACT)
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if(target == active_held) //was this the original item in the players hand? put it back because we coudn't salvage it
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user.put_in_active_hand(target)
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continue
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//item is either not real, not allowed for redemption, not in the allowed types
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if((target.flags_1 & HOLOGRAM_1) || (target.item_flags & NO_MAT_REDEMPTION) || (allowed_item_typecache && !is_type_in_typecache(target, allowed_item_typecache)))
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if(!(mat_container_flags & MATCONTAINER_SILENT))
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to_chat(user, span_warning("[parent] won't accept [target]!"))
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if(target == active_held) //was this the original item in the players hand? put it back because we coudn't salvage it
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user.put_in_active_hand(target)
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continue
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//if stack, check if we want to read precise amount of sheets to insert
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var/obj/item/stack/item_stack = null
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if(isstack(target) && precise_insertion)
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var/atom/current_parent = parent
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item_stack = target
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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)
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if(!requested_amount || QDELETED(target) || QDELETED(user) || QDELETED(src))
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continue
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if(parent != current_parent || user.get_active_held_item() != active_held)
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continue
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if(requested_amount != item_stack.amount) //only split if its not the whole amount
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target = split_stack(item_stack, requested_amount) //split off the requested amount
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requested_amount = 0
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//is this item a stack and was it split by the player?
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var/was_stack_split = !isnull(item_stack) && item_stack != target
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//if it was split then item_stack has the reference to the original stack/item
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var/original_item = was_stack_split ? item_stack : target
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//if this item is not the one the player is holding then don't remove it from their hand
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if(original_item != active_held)
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original_item = null
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if(!isnull(original_item) && !user.temporarilyRemoveItemFromInventory(original_item)) //remove from hand(if split remove the original stack else the target)
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to_chat(user, span_warning("[held_item] is stuck to you and cannot be placed into [parent]."))
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return
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//insert the item
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var/inserted = insert_item(target, breakdown_flags = mat_container_flags)
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if(inserted > 0)
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. += inserted
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//stack was either split by the container(!QDELETED(target) 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
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if((!QDELETED(target) || was_stack_split))
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//stack was split by player and that portion was not fully consumed, merge whats left back with the original stack
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if(!QDELETED(target) && was_stack_split)
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var/obj/item/stack/inserting_stack = target
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item_stack.add(inserting_stack.amount)
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qdel(inserting_stack)
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//was this the original item in the players hand? put what's left back in the player's hand
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if(!isnull(original_item))
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user.put_in_active_hand(original_item)
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to_chat(user, span_notice("You insert a material total of [inserted] into [parent]."))
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else
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//decode the error & print it
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var/error_msg
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if(inserted == -2)
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error_msg = "[parent] has insufficient space to accept the [target]"
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else
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error_msg = "[target] has insufficient materials to be accepted by [parent]"
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to_chat(user, span_warning(error_msg))
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//player split the stack by the requested amount but even that split amount could not be salvaged. merge it back with the original
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if(!isnull(item_stack) && was_stack_split)
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var/obj/item/stack/inserting_stack = target
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item_stack.add(inserting_stack.amount)
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qdel(inserting_stack)
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//was this the original item in the players hand? put it back because we coudn't salvage it
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if(!isnull(original_item))
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user.put_in_active_hand(original_item)
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/**
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* Splits a stack. we don't use /obj/item/stack/proc/split_stack because Byond complains that should only be called asynchronously.
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* This proc is also more faster because it doesn't deal with mobs, copying evidences or refreshing atom storages
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*/
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/datum/component/material_container/proc/split_stack(obj/item/stack/target, amount)
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if(!target.use(amount, TRUE, FALSE))
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return null
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. = new target.type(target.drop_location(), amount, FALSE, target.mats_per_unit)
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target.loc.atom_storage?.refresh_views()
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target.is_zero_amount(delete_if_zero = TRUE)
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/// Proc specifically for inserting items, returns the amount of materials entered.
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/datum/component/material_container/proc/insert_item(obj/item/weapon, multiplier = 1, breakdown_flags = mat_container_flags)
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if(QDELETED(weapon))
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return -1
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multiplier = CEILING(multiplier, 0.01)
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var/obj/item/target = weapon
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var/material_amount = get_item_material_amount(target, breakdown_flags) * multiplier
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if(!material_amount)
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return -1
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var/obj/item/stack/item_stack
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if(isstack(weapon) && !has_space(material_amount)) //not enugh space split and feed as many sheets possible
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item_stack = weapon
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var/space_left = max_amount - total_amount
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if(!space_left)
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return -2
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var/material_per_sheet = material_amount / item_stack.amount
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var/sheets_to_insert = round(space_left / material_per_sheet)
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if(!sheets_to_insert)
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return -2
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target = split_stack(item_stack, sheets_to_insert)
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material_amount = get_item_material_amount(target, breakdown_flags) * multiplier
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if(!has_space(material_amount))
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return -2
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last_inserted_id = insert_item_materials(target, multiplier, breakdown_flags)
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if(!isnull(last_inserted_id))
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if(after_insert)
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after_insert.Invoke(target, last_inserted_id, material_amount)
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qdel(target) //item gone
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return material_amount
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else if(!isnull(item_stack) && item_stack != target) //insertion failed, merge the split stack back into the original
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var/obj/item/stack/inserting_stack = target
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item_stack.add(inserting_stack.amount)
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qdel(inserting_stack)
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return 0
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/**
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* Inserts the relevant materials from an item into this material container.
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*
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* Arguments:
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* - [source][/obj/item]: The source of the materials we are inserting.
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* - multiplier: The multiplier for the materials being inserted.
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* - breakdown_flags: The breakdown bitflags that will be used to retrieve the materials from the source
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*/
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/datum/component/material_container/proc/insert_item_materials(obj/item/source, multiplier = 1, breakdown_flags = mat_container_flags)
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var/primary_mat
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var/max_mat_value = 0
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var/list/item_materials = source.get_material_composition(breakdown_flags)
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for(var/MAT in item_materials)
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if(!can_hold_material(MAT))
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continue
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materials[MAT] += item_materials[MAT] * multiplier
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total_amount += item_materials[MAT] * multiplier
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if(item_materials[MAT] > max_mat_value)
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max_mat_value = item_materials[MAT]
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primary_mat = MAT
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return primary_mat
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/**
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* The default check for whether we can add materials to this material container.
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*
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* Arguments:
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* - [mat][/atom/material]: The material we are checking for insertability.
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*/
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/datum/component/material_container/proc/can_hold_material(datum/material/mat)
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if(mat in allowed_materials)
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return TRUE
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if(istype(mat) && ((mat.id in allowed_materials) || (mat.type in allowed_materials)))
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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...
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return TRUE
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if(insertion_check?.Invoke(mat))
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allowed_materials += mat
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return TRUE
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return FALSE
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/// For inserting an amount of material
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/datum/component/material_container/proc/insert_amount_mat(amt, datum/material/mat)
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if(amt <= 0 || !has_space(amt))
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return 0
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var/total_amount_saved = total_amount
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if(mat)
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if(!istype(mat))
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mat = GET_MATERIAL_REF(mat)
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materials[mat] += amt
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else
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var/num_materials = length(materials)
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if(!num_materials)
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return 0
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amt /= num_materials
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for(var/i in materials)
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materials[i] += amt
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total_amount += amt
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return (total_amount - total_amount_saved)
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/// Uses an amount of a specific material, effectively removing it.
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/datum/component/material_container/proc/use_amount_mat(amt, datum/material/mat)
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if(!istype(mat))
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mat = GET_MATERIAL_REF(mat)
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if(!mat)
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return 0
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var/amount = materials[mat]
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if(amount < amt)
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return 0
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materials[mat] -= amt
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total_amount -= amt
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return amt
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/// Proc for transfering materials to another container.
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/datum/component/material_container/proc/transer_amt_to(datum/component/material_container/T, amt, datum/material/mat)
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if(!istype(mat))
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mat = GET_MATERIAL_REF(mat)
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if((amt == 0) || (!T) || (!mat))
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return FALSE
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if(amt<0)
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return T.transer_amt_to(src, -amt, mat)
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var/tr = min(amt, materials[mat], T.can_insert_amount_mat(amt, mat))
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if(tr)
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use_amount_mat(tr, mat)
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T.insert_amount_mat(tr, mat)
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return tr
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return FALSE
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/// Proc for checking if there is room in the component, returning the amount or else the amount lacking.
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/datum/component/material_container/proc/can_insert_amount_mat(amt, datum/material/mat)
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if(!amt || !mat)
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return 0
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if((total_amount + amt) <= max_amount)
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return amt
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else
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return (max_amount - total_amount)
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/// For consuming a dictionary of materials. mats is the map of materials to use and the corresponding amounts, example: list(M/datum/material/glass =100, datum/material/iron=SMALL_MATERIAL_AMOUNT * 2)
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/datum/component/material_container/proc/use_materials(list/mats, multiplier=1)
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if(!mats || !length(mats))
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return FALSE
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var/list/mats_to_remove = list() //Assoc list MAT | AMOUNT
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for(var/x in mats) //Loop through all required materials
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var/datum/material/req_mat = x
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if(!istype(req_mat))
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req_mat = GET_MATERIAL_REF(req_mat) //Get the ref if necesary
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if(!materials[req_mat]) //Do we have the resource?
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return FALSE //Can't afford it
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var/amount_required = mats[x] * multiplier
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if(amount_required < 0)
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return FALSE //No negative mats
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if(!(materials[req_mat] >= amount_required)) // do we have enough of the resource?
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return FALSE //Can't afford it
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mats_to_remove[req_mat] += amount_required //Add it to the assoc list of things to remove
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continue
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var/total_amount_save = total_amount
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for(var/i in mats_to_remove)
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total_amount_save -= use_amount_mat(mats_to_remove[i], i)
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return total_amount_save - total_amount
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/// For spawning mineral sheets at a specific location. Used by machines to output sheets.
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/datum/component/material_container/proc/retrieve_sheets(sheet_amt, datum/material/M, atom/target = null)
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if(!M.sheet_type)
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return 0 //Add greyscale sheet handling here later
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if(sheet_amt <= 0)
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return 0
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if(!target)
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var/atom/parent_atom = parent
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target = parent_atom.drop_location()
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if(materials[M] < (sheet_amt * SHEET_MATERIAL_AMOUNT))
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sheet_amt = round(materials[M] / SHEET_MATERIAL_AMOUNT)
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var/count = 0
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while(sheet_amt > MAX_STACK_SIZE)
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new M.sheet_type(target, MAX_STACK_SIZE, null, list((M) = SHEET_MATERIAL_AMOUNT))
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count += MAX_STACK_SIZE
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use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, M)
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sheet_amt -= MAX_STACK_SIZE
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if(sheet_amt >= 1)
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new M.sheet_type(target, sheet_amt, null, list((M) = SHEET_MATERIAL_AMOUNT))
|
|
count += sheet_amt
|
|
use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, M)
|
|
return count
|
|
|
|
|
|
/// Proc to get all the materials and dump them as sheets
|
|
/datum/component/material_container/proc/retrieve_all(target = null)
|
|
var/result = 0
|
|
for(var/MAT in materials)
|
|
var/amount = materials[MAT]
|
|
result += retrieve_sheets(amount2sheet(amount), MAT, target)
|
|
return result
|
|
|
|
/// Proc that returns TRUE if the container has space
|
|
/datum/component/material_container/proc/has_space(amt = 0)
|
|
return (total_amount + amt) <= max_amount
|
|
|
|
/// Checks if its possible to afford a certain amount of materials. Takes a dictionary of materials.
|
|
/datum/component/material_container/proc/has_materials(list/mats, multiplier=1)
|
|
if(!mats || !mats.len)
|
|
return FALSE
|
|
|
|
for(var/x in mats) //Loop through all required materials
|
|
var/datum/material/req_mat = x
|
|
if(!istype(req_mat))
|
|
if(ispath(req_mat)) //Is this an actual material, or is it a category?
|
|
req_mat = GET_MATERIAL_REF(req_mat) //Get the ref
|
|
|
|
else // Its a category. (For example MAT_CATEGORY_RIGID)
|
|
if(!has_enough_of_category(req_mat, mats[x], multiplier)) //Do we have enough of this category?
|
|
return FALSE
|
|
else
|
|
continue
|
|
|
|
if(!has_enough_of_material(req_mat, mats[x], multiplier))//Not a category, so just check the normal way
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/// Returns all the categories in a recipe.
|
|
/datum/component/material_container/proc/get_categories(list/mats)
|
|
var/list/categories = list()
|
|
for(var/x in mats) //Loop through all required materials
|
|
if(!istext(x)) //This means its not a category
|
|
continue
|
|
categories += x
|
|
return categories
|
|
|
|
/// Returns TRUE if you have enough of the specified material.
|
|
/datum/component/material_container/proc/has_enough_of_material(datum/material/req_mat, amount, multiplier=1)
|
|
if(!materials[req_mat]) //Do we have the resource?
|
|
return FALSE //Can't afford it
|
|
var/amount_required = amount * multiplier
|
|
if(materials[req_mat] >= amount_required) // do we have enough of the resource?
|
|
return TRUE
|
|
return FALSE //Can't afford it
|
|
|
|
/// Returns TRUE if you have enough of a specified material category (Which could be multiple materials)
|
|
/datum/component/material_container/proc/has_enough_of_category(category, amount, multiplier=1)
|
|
for(var/i in SSmaterials.materials_by_category[category])
|
|
var/datum/material/mat = i
|
|
if(materials[mat] >= amount) //we have enough
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/// Turns a material amount into the amount of sheets it should output
|
|
/datum/component/material_container/proc/amount2sheet(amt)
|
|
if(amt >= SHEET_MATERIAL_AMOUNT)
|
|
return round(amt / SHEET_MATERIAL_AMOUNT)
|
|
return FALSE
|
|
|
|
/// Turns an amount of sheets into the amount of material amount it should output
|
|
/datum/component/material_container/proc/sheet2amount(sheet_amt)
|
|
if(sheet_amt > 0)
|
|
return sheet_amt * SHEET_MATERIAL_AMOUNT
|
|
return FALSE
|
|
|
|
|
|
///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
|
|
/datum/component/material_container/proc/get_item_material_amount(obj/item/I, breakdown_flags = mat_container_flags)
|
|
if(!istype(I) || !I.custom_materials)
|
|
return 0
|
|
var/material_amount = 0
|
|
var/list/item_materials = I.get_material_composition(breakdown_flags)
|
|
for(var/MAT in item_materials)
|
|
if(!can_hold_material(MAT))
|
|
continue
|
|
material_amount += item_materials[MAT]
|
|
return material_amount
|
|
|
|
/// Returns the amount of a specific material in this container.
|
|
/datum/component/material_container/proc/get_material_amount(datum/material/mat)
|
|
if(!istype(mat))
|
|
mat = GET_MATERIAL_REF(mat)
|
|
return materials[mat]
|
|
|
|
/// 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,
|
|
"sheets" = round(amount / SHEET_MATERIAL_AMOUNT),
|
|
"removable" = amount >= SHEET_MATERIAL_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(mat_container_flags)
|
|
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
|