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Bubberstation/code/modules/research/protolathe.dm
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00

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/*
Protolathe
Similar to an autolathe, you load glass and metal sheets (but not other objects) into it to be used as raw materials for the stuff
it creates. All the menus and other manipulation commands are in the R&D console.
Note: Must be placed west/left of and R&D console to function.
*/
/obj/machinery/r_n_d/protolathe
name = "Protolathe"
desc = "Converts raw materials into useful objects."
icon_state = "protolathe"
flags = OPENCONTAINER
var/datum/material_container/materials
var/efficiency_coeff
var/list/categories = list(
"Power Designs",
"Medical Designs",
"Bluespace Designs",
"Stock Parts",
"Equipment",
"Mining Designs",
"Electronics",
"Weapons",
"Ammo",
"Firing Pins"
)
/obj/machinery/r_n_d/protolathe/New()
..()
create_reagents(0)
materials = new(src, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM))
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/protolathe(null)
B.apply_default_parts(src)
/obj/item/weapon/circuitboard/machine/protolathe
name = "circuit board (Protolathe)"
build_path = /obj/machinery/r_n_d/protolathe
origin_tech = "engineering=2;programming=2"
req_components = list(
/obj/item/weapon/stock_parts/matter_bin = 2,
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/weapon/reagent_containers/glass/beaker = 2)
/obj/machinery/r_n_d/protolathe/Destroy()
qdel(materials)
return ..()
/obj/machinery/r_n_d/protolathe/RefreshParts()
reagents.maximum_volume = 0
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
reagents.maximum_volume += G.volume
G.reagents.trans_to(src, G.reagents.total_volume)
materials.max_amount = 0
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
materials.max_amount += M.rating * 75000
var/T = 1.2
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T -= M.rating/10
efficiency_coeff = min(max(0, T), 1)
/obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, M) // now returns how many times the item can be built with the material
var/list/all_materials = being_built.reagents + being_built.materials
var/A = materials.amount(M)
if(!A)
A = reagents.get_reagent_amount(M)
return round(A / max(1, (all_materials[M]*efficiency_coeff)))
//we eject the materials upon deconstruction.
/obj/machinery/r_n_d/protolathe/deconstruction()
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
reagents.trans_to(G, G.reagents.maximum_volume)
materials.retrieve_all()
..()
/obj/machinery/r_n_d/protolathe/disconnect_console()
linked_console.linked_lathe = null
..()
/obj/machinery/r_n_d/protolathe/Insert_Item(obj/item/O, mob/user)
if(istype(O, /obj/item/stack/sheet))
. = 1
if(!is_insertion_ready(user))
return
var/sheet_material = materials.get_item_material_amount(O)
if(!sheet_material)
return
if(!materials.has_space(sheet_material))
user << "<span class='warning'>The [src.name]'s material bin is full! Please remove material before adding more.</span>"
return 1
var/obj/item/stack/sheet/stack = O
var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
if(!in_range(src, stack) || !user.Adjacent(src))
return
var/amount_inserted = materials.insert_stack(O,amount)
if(!amount_inserted)
return 1
else
var/stack_name = stack.name
busy = 1
use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount_inserted/10)))
user << "<span class='notice'>You add [amount_inserted] sheets to the [src.name].</span>"
add_overlay("protolathe_[stack_name]")
sleep(10)
overlays -= "protolathe_[stack_name]"
busy = 0
updateUsrDialog()
else if(user.a_intent != "harm")
user << "<span class='warning'>You cannot insert this item into the [name]!</span>"
return 1
else
return 0