Files
Bubberstation/code/modules/crafting/table.dm
phil235 c4c447a8dc Fixes hotspot having two New() procs.
Fixes many machines and a few structure not having a cooldown when attacked with an item.
Fixes not being able to eat or be facehugged when wearing riot helmet with visor up.
Fixes not being able to use child of the tool type for craft recipes requiring tools.
Tablecrafting failure message now tells you what caused the failure (missing tool, missing component)
Fixes fuego plasma burrito recipe.
Fixes being able to grab cups from water cooler with telekinesis, putting the cup directly in your hand.
Fixes golem appearing with their old human name for a split second.
Some changes to make code more OOP (take_damage() proc for barricade, shieldgen, etc)
Some tweaks to light tube building code.
2015-10-08 19:50:01 +02:00

298 lines
8.4 KiB
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/obj/structure/table
var/list/table_contents = list()
var/viewing_category = 1 //typical powergamer starting on the Weapons tab
var/list/categories = list(CAT_WEAPON,CAT_AMMO,CAT_ROBOT,CAT_FOOD,CAT_MISC)
/obj/structure/table/MouseDrop(atom/over)
if(over != usr)
return
interact(usr)
/obj/structure/table/proc/check_contents(datum/table_recipe/R)
check_table()
main_loop:
for(var/A in R.reqs)
var/needed_amount = R.reqs[A]
for(var/B in table_contents)
if(ispath(B, A))
if(table_contents[B] >= R.reqs[A])
continue main_loop
else
needed_amount -= table_contents[B]
if(needed_amount <= 0)
continue main_loop
else
continue
return 0
for(var/A in R.chem_catalysts)
if(table_contents[A] < R.chem_catalysts[A])
return 0
return 1
/obj/structure/table/proc/check_table()
table_contents = list()
for(var/obj/item/I in loc)
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
table_contents[I.type] += S.amount
else
if(istype(I, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RC = I
if(RC.flags & OPENCONTAINER)
for(var/datum/reagent/A in RC.reagents.reagent_list)
table_contents[A.type] += A.volume
table_contents[I.type] += 1
/obj/structure/table/proc/check_tools(mob/user, datum/table_recipe/R)
if(!R.tools.len)
return 1
var/list/possible_tools = list()
for(var/obj/item/I in user.contents)
if(istype(I, /obj/item/weapon/storage))
for(var/obj/item/SI in I.contents)
possible_tools += SI.type
else
possible_tools += I.type
possible_tools += table_contents
main_loop:
for(var/A in R.tools)
for(var/I in possible_tools)
if(ispath(I,A))
possible_tools -= I
continue main_loop
return 0
return 1
/obj/structure/table/proc/construct_item(mob/user, datum/table_recipe/R)
check_table()
var/send_feedback = 1
if(check_contents(R))
if(check_tools(user, R))
if(do_after(user, R.time, target = src))
if(!check_contents(R))
return ", missing component."
if(!check_tools(user, R))
return ", missing tool."
var/atom/movable/I = new R.result (loc)
if(istype(I, /obj/item/weapon/reagent_containers/food/snacks))
var/obj/item/weapon/reagent_containers/food/snacks/S = I
S.create_reagents(S.volume)
feedback_add_details("food_made","[S.type]")
send_feedback = 0
var/list/parts = del_reqs(R, I)
for(var/A in parts)
if(istype(A, /obj/item))
var/atom/movable/B = A
B.loc = I
B.pixel_x = initial(B.pixel_x)
B.pixel_y = initial(B.pixel_y)
else
if(!I.reagents)
I.reagents = new /datum/reagents()
I.reagents.reagent_list.Add(A)
I.CheckParts()
if(send_feedback)
feedback_add_details("object_crafted","[I.type]")
return 0
return "."
return ", missing tool."
return ", missing component."
/obj/structure/table/proc/del_reqs(datum/table_recipe/R, atom/movable/resultobject)
var/list/Deletion = list()
var/amt
var/reagenttransfer = 0
if(istype(resultobject,/obj/item/weapon/reagent_containers))
reagenttransfer = 1
for(var/A in R.reqs)
amt = R.reqs[A]
if(ispath(A, /obj/item/stack))
var/obj/item/stack/S
stack_loop:
for(var/B in table_contents)
if(ispath(B, A))
while(amt > 0)
S = locate(B) in loc
if(S.amount >= amt)
S.use(amt)
break stack_loop
else
amt -= S.amount
qdel(S)
else if(ispath(A, /obj/item))
var/obj/item/I
item_loop:
for(var/B in table_contents)
if(ispath(B, A))
var/item_amount = table_contents[B]
while(item_amount > 0)
I = locate(B) in loc
Deletion.Add(I)
I.loc = null //remove it from the table loc so that we don't locate the same item every time (will be relocated inside the crafted item in construct_item())
amt--
item_amount--
if(reagenttransfer && istype(I,/obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RC = I
RC.reagents.trans_to(resultobject, RC.reagents.total_volume)
if(amt <= 0)
break item_loop
else
var/datum/reagent/RG = new A
reagent_loop:
for(var/B in table_contents)
if(ispath(B, /obj/item/weapon/reagent_containers))
var/obj/item/RC = locate(B) in loc
if(RC.reagents.has_reagent(RG.id, amt))
if(reagenttransfer)
RC.reagents.trans_id_to(resultobject,RG.id, amt)
else
RC.reagents.remove_reagent(RG.id, amt)
RG.volume = amt
Deletion.Add(RG)
break reagent_loop
else if(RC.reagents.has_reagent(RG.id))
Deletion.Add(RG)
RG.volume += RC.reagents.get_reagent_amount(RG.id)
amt -= RC.reagents.get_reagent_amount(RG.id)
if(reagenttransfer)
RC.reagents.trans_id_to(resultobject,RG.id, RG.volume)
else
RC.reagents.del_reagent(RG.id)
var/list/partlist = list(R.parts.len)
for(var/M in R.parts)
partlist[M] = R.parts[M]
deletion_loop:
for(var/B in Deletion)
for(var/A in R.parts)
if(istype(B, A))
if(partlist[A] > 0) //do we still need a part like that?
partlist[A] -= 1
continue deletion_loop
Deletion.Remove(B)
qdel(B)
return Deletion
/obj/structure/table/interact(mob/user)
if(user.incapacitated() || user.lying || !Adjacent(user))
return
check_table()
if(!table_contents.len)
return
user.face_atom(src)
var/dat = "<h3>Crafting menu</h3>"
if(busy)
dat += "<div class='statusDisplay'>"
dat += "Crafting in progress...</div>"
else
dat += "<A href='?src=\ref[src];backwardCat=1'><--</A>"
dat += " [categories[prev_cat()]] |"
dat += " <B>[categories[viewing_category]]</B> "
dat += "| [categories[next_cat()]] "
dat += "<A href='?src=\ref[src];forwardCat=1'>--></A><BR><BR>"
dat += "<div class='statusDisplay'>"
//Filter the recipes we can craft to the top
var/list/can_craft = list()
var/list/cant_craft = list()
for(var/datum/table_recipe/R in table_recipes)
if(R.category != categories[viewing_category])
continue
if(check_contents(R))
can_craft += R
else
cant_craft += R
for(var/datum/table_recipe/R in can_craft)
dat += build_recipe_text(R)
for(var/datum/table_recipe/R in cant_craft)
dat += build_recipe_text(R)
dat += "</div>"
var/datum/browser/popup = new(user, "table", "Table", 500, 500)
popup.set_content(dat)
popup.open()
return
/obj/structure/table/Topic(href, href_list)
if(usr.stat || !Adjacent(usr) || usr.lying)
return
if(href_list["make"])
var/datum/table_recipe/TR = locate(href_list["make"])
busy = 1
interact(usr)
var/fail_msg = construct_item(usr, TR)
if(!fail_msg)
usr << "<span class='notice'>[TR.name] constructed.</span>"
else
usr << "<span class ='warning'>Construction failed[fail_msg]</span>"
busy = 0
interact(usr)
if(href_list["forwardCat"])
viewing_category = next_cat()
usr << "<span class='notice'>Category is now [categories[viewing_category]].</span>"
interact(usr)
if(href_list["backwardCat"])
viewing_category = prev_cat()
usr << "<span class='notice'>Category is now [categories[viewing_category]].</span>"
interact(usr)
//Next works nicely with modular arithmetic
/obj/structure/table/proc/next_cat()
. = viewing_category % categories.len + 1
//Previous can go fuck itself
/obj/structure/table/proc/prev_cat()
if(viewing_category == categories.len)
. = viewing_category-1
else
. = viewing_category % categories.len - 1
if(. <= 0)
. = categories.len
/obj/structure/table/proc/build_recipe_text(datum/table_recipe/R)
. = ""
var/name_text = ""
var/req_text = ""
var/tool_text = ""
var/catalist_text = ""
if(check_contents(R))
name_text ="<A href='?src=\ref[src];make=\ref[R]'>[R.name]</A>"
else
name_text = "<span class='linkOff'>[R.name]</span>"
if(name_text)
for(var/A in R.reqs)
if(ispath(A, /obj))
var/obj/O = new A
req_text += " [R.reqs[A]] [O.name]"
qdel(O)
if(ispath(A, /datum/reagent))
var/datum/reagent/RE = new A
req_text += " [R.reqs[A]] [RE.name]"
qdel(RE)
if(R.chem_catalysts.len)
catalist_text += ", Catalysts:"
for(var/C in R.chem_catalysts)
if(ispath(C, /datum/reagent))
var/datum/reagent/RE = new C
catalist_text += " [R.chem_catalysts[C]] [RE.name]"
qdel(RE)
if(R.tools.len)
tool_text += ", Tools:"
for(var/O in R.tools)
if(ispath(O, /obj))
var/obj/T = new O
tool_text += " [R.tools[O]] [T.name]"
qdel(T)
. = "[name_text][req_text][tool_text][catalist_text]<BR>"