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Bubberstation/code/datums/components/material_container.dm
ArcaneMusic f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00

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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.
*/
/datum/component/material_container
/// The total amount of materials this material container contains
var/total_amount = 0
/// 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
/// The last main material that was inserted into this container
var/last_inserted_id
/// Whether or not this material container allows specific amounts from sheets to be inserted
var/precise_insertion = FALSE
/// A callback for checking wheter we can insert a material into this container
var/datum/callback/insertion_check
/// A callback invoked before materials are inserted into this container
var/datum/callback/precondition
/// A callback invoked after materials are inserted into this container
var/datum/callback/after_insert
/// The material container flags. See __DEFINES/materials.dm.
var/mat_container_flags
/// 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, datum/callback/_insertion_check, datum/callback/_precondition, datum/callback/_after_insert)
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)
insertion_check = _insertion_check
precondition = _precondition
after_insert = _after_insert
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
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, silent)
materials = null
allowed_materials = null
if(insertion_check)
QDEL_NULL(insertion_check)
if(precondition)
QDEL_NULL(precondition)
if(after_insert)
QDEL_NULL(after_insert)
return ..()
/datum/component/material_container/RegisterWithParent()
. = ..()
if(!(mat_container_flags & MATCONTAINER_NO_INSERT))
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(on_attackby))
if(mat_container_flags & MATCONTAINER_EXAMINE)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
/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_PARENT_EXAMINE, PROC_REF(on_examine))
else if(old_flags & MATCONTAINER_EXAMINE && !(mat_container_flags & MATCONTAINER_EXAMINE))
UnregisterSignal(parent, COMSIG_PARENT_EXAMINE)
if(old_flags & MATCONTAINER_NO_INSERT && !(mat_container_flags & MATCONTAINER_NO_INSERT))
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(on_attackby))
else if(!(old_flags & MATCONTAINER_NO_INSERT) && mat_container_flags & MATCONTAINER_NO_INSERT)
UnregisterSignal(parent, COMSIG_PARENT_ATTACKBY)
/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]
if(amt)
examine_texts += span_notice("It has [amt] units of [lowertext(M.name)] stored.")
/// Proc that allows players to fill the parent with mats
/datum/component/material_container/proc/on_attackby(datum/source, obj/item/I, mob/living/user)
SIGNAL_HANDLER
var/list/tc = allowed_item_typecache
if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.combat_mode)
return
if(I.item_flags & ABSTRACT)
return
if((I.flags_1 & HOLOGRAM_1) || (I.item_flags & NO_MAT_REDEMPTION) || (tc && !is_type_in_typecache(I, tc)))
if(!(mat_container_flags & MATCONTAINER_SILENT))
to_chat(user, span_warning("[parent] won't accept [I]!"))
return
. = COMPONENT_NO_AFTERATTACK
var/datum/callback/pc = precondition
if(pc && !pc.Invoke(user))
return
var/material_amount = get_item_material_amount(I, mat_container_flags)
if(!material_amount)
to_chat(user, span_warning("[I] does not contain sufficient materials to be accepted by [parent]."))
return
if(!has_space(material_amount))
if(isstack(I))
//figure out how much space is left
var/space_left = max_amount - total_amount
//figure out the amount of sheets that can fit that space
var/obj/item/stack/stack_to_split = I
var/material_per_sheet = material_amount / stack_to_split.amount
var/sheets_to_insert = round(space_left / material_per_sheet)
if(!sheets_to_insert)
to_chat(user, span_warning("[parent] can't hold any more of [I] sheets."))
return
//split the amount we don't need off
INVOKE_ASYNC(stack_to_split, TYPE_PROC_REF(/obj/item/stack, split_stack), user, stack_to_split.amount - sheets_to_insert)
else
to_chat(user, span_warning("[I] contains more materials than [parent] has space to hold."))
return
user_insert(I, user, mat_container_flags)
/// Proc used for when player inserts materials
/datum/component/material_container/proc/user_insert(obj/item/held_item, mob/living/user, breakdown_flags = mat_container_flags)
set waitfor = FALSE
var/requested_amount
var/active_held = user.get_active_held_item() // differs from I when using TK
if(isstack(held_item) && precise_insertion)
var/atom/current_parent = parent
var/obj/item/stack/item_stack = held_item
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(held_item) || QDELETED(user) || QDELETED(src))
return
if(parent != current_parent || user.get_active_held_item() != active_held)
return
if(!user.temporarilyRemoveItemFromInventory(held_item))
to_chat(user, span_warning("[held_item] is stuck to you and cannot be placed into [parent]."))
return
var/inserted = insert_item(held_item, stack_amt = requested_amount, breakdown_flags= mat_container_flags)
if(inserted)
to_chat(user, span_notice("You insert a material total of [inserted] into [parent]."))
qdel(held_item)
if(after_insert)
after_insert.Invoke(held_item, last_inserted_id, inserted)
else if(held_item == active_held)
user.put_in_active_hand(held_item)
/// Proc specifically for inserting items, returns the amount of materials entered.
/datum/component/material_container/proc/insert_item(obj/item/I, multiplier = 1, stack_amt, breakdown_flags = mat_container_flags)
if(QDELETED(I))
return FALSE
multiplier = CEILING(multiplier, 0.01)
var/material_amount = get_item_material_amount(I, breakdown_flags)
if(!material_amount || !has_space(material_amount))
return FALSE
last_inserted_id = insert_item_materials(I, multiplier, breakdown_flags)
return material_amount
/**
* Inserts the relevant materials from an item into this material container.
*
* Arguments:
* - [source][/obj/item]: The source of the materials we are inserting.
* - multiplier: The multiplier for the materials being inserted.
* - breakdown_flags: The breakdown bitflags that will be used to retrieve the materials from the source
*/
/datum/component/material_container/proc/insert_item_materials(obj/item/source, multiplier = 1, breakdown_flags = mat_container_flags)
var/primary_mat
var/max_mat_value = 0
var/list/item_materials = source.get_material_composition(breakdown_flags)
for(var/MAT in item_materials)
if(!can_hold_material(MAT))
continue
materials[MAT] += item_materials[MAT] * multiplier
total_amount += item_materials[MAT] * multiplier
if(item_materials[MAT] > max_mat_value)
max_mat_value = item_materials[MAT]
primary_mat = MAT
return primary_mat
/**
* 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(insertion_check?.Invoke(mat))
allowed_materials += mat
return TRUE
return FALSE
/// For inserting an amount of material
/datum/component/material_container/proc/insert_amount_mat(amt, datum/material/mat)
if(amt <= 0 || !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
total_amount += amt
return (total_amount - total_amount_saved)
/// Uses an amount of a specific material, effectively removing it.
/datum/component/material_container/proc/use_amount_mat(amt, datum/material/mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
if(!mat)
return 0
var/amount = materials[mat]
if(amount < amt)
return 0
materials[mat] -= amt
total_amount -= amt
return amt
/// Proc for transfering materials to another container.
/datum/component/material_container/proc/transer_amt_to(datum/component/material_container/T, amt, datum/material/mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
if((amt == 0) || (!T) || (!mat))
return FALSE
if(amt<0)
return T.transer_amt_to(src, -amt, mat)
var/tr = min(amt, materials[mat], T.can_insert_amount_mat(amt, mat))
if(tr)
use_amount_mat(tr, mat)
T.insert_amount_mat(tr, mat)
return tr
return FALSE
/// Proc for checking if there is room in the component, returning the amount or else the amount lacking.
/datum/component/material_container/proc/can_insert_amount_mat(amt, datum/material/mat)
if(!amt || !mat)
return 0
if((total_amount + amt) <= max_amount)
return amt
else
return (max_amount - total_amount)
/// 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)
/datum/component/material_container/proc/use_materials(list/mats, multiplier=1)
if(!mats || !length(mats))
return FALSE
var/list/mats_to_remove = list() //Assoc list MAT | AMOUNT
for(var/x in mats) //Loop through all required materials
var/datum/material/req_mat = x
if(!istype(req_mat))
req_mat = GET_MATERIAL_REF(req_mat) //Get the ref if necesary
if(!materials[req_mat]) //Do we have the resource?
return FALSE //Can't afford it
var/amount_required = mats[x] * multiplier
if(amount_required < 0)
return FALSE //No negative mats
if(!(materials[req_mat] >= amount_required)) // do we have enough of the resource?
return FALSE //Can't afford it
mats_to_remove[req_mat] += amount_required //Add it to the assoc list of things to remove
continue
var/total_amount_save = total_amount
for(var/i in mats_to_remove)
total_amount_save -= use_amount_mat(mats_to_remove[i], i)
return total_amount_save - total_amount
/// For spawning mineral sheets at a specific location. Used by machines to output sheets.
/datum/component/material_container/proc/retrieve_sheets(sheet_amt, datum/material/M, atom/target = null)
if(!M.sheet_type)
return 0 //Add greyscale sheet handling here later
if(sheet_amt <= 0)
return 0
if(!target)
var/atom/parent_atom = parent
target = parent_atom.drop_location()
if(materials[M] < (sheet_amt * SHEET_MATERIAL_AMOUNT))
sheet_amt = round(materials[M] / SHEET_MATERIAL_AMOUNT)
var/count = 0
while(sheet_amt > MAX_STACK_SIZE)
new M.sheet_type(target, MAX_STACK_SIZE, null, list((M) = SHEET_MATERIAL_AMOUNT))
count += MAX_STACK_SIZE
use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, M)
sheet_amt -= MAX_STACK_SIZE
if(sheet_amt >= 1)
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