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