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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.
490 lines
18 KiB
Plaintext
490 lines
18 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/I, mob/living/user)
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SIGNAL_HANDLER
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var/list/tc = allowed_item_typecache
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if(!(mat_container_flags & MATCONTAINER_ANY_INTENT) && user.combat_mode)
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return
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if(I.item_flags & ABSTRACT)
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return
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if((I.flags_1 & HOLOGRAM_1) || (I.item_flags & NO_MAT_REDEMPTION) || (tc && !is_type_in_typecache(I, tc)))
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if(!(mat_container_flags & MATCONTAINER_SILENT))
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to_chat(user, span_warning("[parent] won't accept [I]!"))
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return
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. = COMPONENT_NO_AFTERATTACK
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var/datum/callback/pc = precondition
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if(pc && !pc.Invoke(user))
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return
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var/material_amount = get_item_material_amount(I, mat_container_flags)
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if(!material_amount)
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to_chat(user, span_warning("[I] does not contain sufficient materials to be accepted by [parent]."))
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return
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if(!has_space(material_amount))
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if(isstack(I))
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//figure out how much space is left
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var/space_left = max_amount - total_amount
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//figure out the amount of sheets that can fit that space
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var/obj/item/stack/stack_to_split = I
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var/material_per_sheet = material_amount / stack_to_split.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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to_chat(user, span_warning("[parent] can't hold any more of [I] sheets."))
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return
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//split the amount we don't need off
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INVOKE_ASYNC(stack_to_split, TYPE_PROC_REF(/obj/item/stack, split_stack), user, stack_to_split.amount - sheets_to_insert)
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else
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to_chat(user, span_warning("[I] contains more materials than [parent] has space to hold."))
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return
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user_insert(I, user, mat_container_flags)
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/// Proc used for when player inserts materials
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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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var/requested_amount
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var/active_held = user.get_active_held_item() // differs from I when using TK
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if(isstack(held_item) && precise_insertion)
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var/atom/current_parent = parent
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var/obj/item/stack/item_stack = held_item
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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(held_item) || QDELETED(user) || QDELETED(src))
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return
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if(parent != current_parent || user.get_active_held_item() != active_held)
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return
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if(!user.temporarilyRemoveItemFromInventory(held_item))
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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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var/inserted = insert_item(held_item, stack_amt = requested_amount, breakdown_flags= mat_container_flags)
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if(inserted)
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to_chat(user, span_notice("You insert a material total of [inserted] into [parent]."))
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qdel(held_item)
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if(after_insert)
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after_insert.Invoke(held_item, last_inserted_id, inserted)
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else if(held_item == active_held)
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user.put_in_active_hand(held_item)
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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/I, multiplier = 1, stack_amt, breakdown_flags = mat_container_flags)
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if(QDELETED(I))
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return FALSE
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multiplier = CEILING(multiplier, 0.01)
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var/material_amount = get_item_material_amount(I, breakdown_flags)
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if(!material_amount || !has_space(material_amount))
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return FALSE
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last_inserted_id = insert_item_materials(I, multiplier, breakdown_flags)
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return material_amount
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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))
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count += sheet_amt
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use_amount_mat(sheet_amt * SHEET_MATERIAL_AMOUNT, M)
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return count
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/// Proc to get all the materials and dump them as sheets
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/datum/component/material_container/proc/retrieve_all(target = null)
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var/result = 0
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for(var/MAT in materials)
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var/amount = materials[MAT]
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result += retrieve_sheets(amount2sheet(amount), MAT, target)
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return result
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/// Proc that returns TRUE if the container has space
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/datum/component/material_container/proc/has_space(amt = 0)
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return (total_amount + amt) <= max_amount
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/// Checks if its possible to afford a certain amount of materials. Takes a dictionary of materials.
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/datum/component/material_container/proc/has_materials(list/mats, multiplier=1)
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if(!mats || !mats.len)
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return FALSE
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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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if(ispath(req_mat)) //Is this an actual material, or is it a category?
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req_mat = GET_MATERIAL_REF(req_mat) //Get the ref
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else // Its a category. (For example MAT_CATEGORY_RIGID)
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if(!has_enough_of_category(req_mat, mats[x], multiplier)) //Do we have enough of this category?
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return FALSE
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else
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continue
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if(!has_enough_of_material(req_mat, mats[x], multiplier))//Not a category, so just check the normal way
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return FALSE
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return TRUE
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/// Returns all the categories in a recipe.
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/datum/component/material_container/proc/get_categories(list/mats)
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var/list/categories = list()
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for(var/x in mats) //Loop through all required materials
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if(!istext(x)) //This means its not a category
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continue
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categories += x
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return categories
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/// Returns TRUE if you have enough of the specified material.
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/datum/component/material_container/proc/has_enough_of_material(datum/material/req_mat, amount, multiplier=1)
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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 = amount * multiplier
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if(materials[req_mat] >= amount_required) // do we have enough of the resource?
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return TRUE
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return FALSE //Can't afford it
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/// Returns TRUE if you have enough of a specified material category (Which could be multiple materials)
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/datum/component/material_container/proc/has_enough_of_category(category, amount, multiplier=1)
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for(var/i in SSmaterials.materials_by_category[category])
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var/datum/material/mat = i
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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
|