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* Refactors & patches for grinding & juicing (#78268)
## About The Pull Request
This deals with grinding & juicing in 4 stages
**1. General grinding & juicing**
Nothing player facing, just added some extra null checks to ensure we
use `reagents` and `target_holder` only when they are not null. The
current way it was setup did not check for this
**2. Grinding Stacks**
- Fixes #48387
- Fixes #78180
- Fixes #77878
This changes the way stacks are grinded. Rather than grinding the whole
stack and have reagents wasted from grinding because there isn't enough
space in the beaker we do the reverse.
We calculate how many pieces of cable(or sheets of material) can be
grinded "based" on the available volume inside the `target_holder`(i.e.
beaker for all in 1 grinder, or internal buffer for chemical plumbing
grinder, mortar & pedestal)
**For example**
Say you have a beaker of 100 ml capacity and you have a stack of 50 iron
sheets where each sheet of iron when grinded yields 20 units of iron
reagent. Doing some simple math we should only be able to grind 5 sheets
of iron(20 units of iron per sheet x 5 = 100 ml capacity). This means
the remaining 45 sheets of iron should be left untouched and we should
be able to eject and regrind them in a different beaker if we don't have
the space for it.
This PR does exactly that. It computes how many pieces/sheets can be
grinded based on the available volume for grinding (e.g. based on the
available volume in your beaker for the all in 1 grinder) and grinds
exactly that many pieces, leaving the rest of stack untouched so you can
reuse them
This way you avoid wasting stacks when your beaker doesn't have the
required space to hold its reagents
**3. Plumbing Chemical Grinder**
- Not sure how nobody noticed but the plumbing chemical grinder
completely stopped working because wrong arguments were passed to the
items grind & juice procs
2ddbdca1b7/code/modules/plumbing/plumbers/grinder_chemical.dm (L47)
When it fact it should have been
`I.grind(reagents, usr)`
So yeah the plumbing chemical grinder works again
- Fixes #75429
The plumbing chemical grinder now blocks anything that isn't an
`obj/item` from entering inside it. The `grind` proc is set up to accept
only items anyway so allowing mobs to enter is just a waste of
processing power. That way nobody gets stuck inside,
- Fixes #62822
The chemical grinder now accepts items coming at it from any direction.
if you don't want to throw stuff at it you can manually put stuff in it
with hand. If you try to use a storage item like a bag(plant bag or any
bag) it dumps all its contents in the grinder.
**4. All in 1 Grinder**
- Fixes #76983
You can now remove the beaker when the blender is unpowered with right
click. The left click does not work when power is off because
`ui_interact()` proc is disabled which was responsible for ejecting the
beaker & its contents. The right click was meant to compensate for this
but it also checked if power was available and it also failed. Now that
check has been removed meaning you can eject the beaker & its contents
via right click
- Fixes #54813
The delay and shake animation is already handled by the `operate()` proc
but the mix settings would add an additional timer on top of that with a
fixed delay of 50 deciseconds. That timer is adjusted so its reduced
from upgraded parts
## Changelog
🆑
code: added some null checks for general juicing & grinding items
fix: grinding stacks now grinds as many pieces/sheets from the stack as
possible that can fit in a beaker/container without wasting the whole
stack
fix: plumbing chemical grinder now actually works again
fix: the plumbing chemical grinder allows stuff to enter from any
direction but not mobs and also accepts items put inside it via hand
including bags
fix: You can remove the beaker from the all in 1 grinder when power is
off via right click
fix: All in 1 grinder now mixes faster with upgraded parts
refactor: you can no longer walk into a plumbing chemical grinder
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
* Refactors & patches for grinding & juicing
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
742 lines
25 KiB
Plaintext
742 lines
25 KiB
Plaintext
//stack recipe placement check types
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/// Checks if there is an object of the result type in any of the cardinal directions
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#define STACK_CHECK_CARDINALS (1<<0)
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/// Checks if there is an object of the result type within one tile
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#define STACK_CHECK_ADJACENT (1<<1)
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/* Stack type objects!
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* Contains:
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* Stacks
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* Recipe datum
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* Recipe list datum
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*/
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/*
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* Stacks
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*/
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/obj/item/stack
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icon = 'icons/obj/stack_objects.dmi'
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gender = PLURAL
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material_modifier = 0.05 //5%, so that a 50 sheet stack has the effect of 5k materials instead of 100k.
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max_integrity = 100
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item_flags = SKIP_FANTASY_ON_SPAWN
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/// A list to all recipies this stack item can create.
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var/list/datum/stack_recipe/recipes
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/// What's the name of just 1 of this stack. You have a stack of leather, but one piece of leather
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var/singular_name
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/// How much is in this stack?
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var/amount = 1
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/// How much is allowed in this stack?
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// Also see stack recipes initialisation. "max_res_amount" must be equal to this max_amount
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var/max_amount = 50
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/// If TRUE, this stack is a module used by a cyborg (doesn't run out like normal / etc)
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var/is_cyborg = FALSE
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/// Related to above. If present, the energy we draw from when using stack items, for cyborgs
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var/datum/robot_energy_storage/source
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/// Related to above. How much energy it costs from storage to use stack items
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var/cost = 1
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/// This path and its children should merge with this stack, defaults to src.type
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var/merge_type = null
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/// The weight class the stack has at amount > 2/3rds max_amount
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var/full_w_class = WEIGHT_CLASS_NORMAL
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/// Determines whether the item should update it's sprites based on amount.
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var/novariants = TRUE
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/// List that tells you how much is in a single unit.
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var/list/mats_per_unit
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/// Datum material type that this stack is made of
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var/material_type
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// NOTE: When adding grind_results, the amounts should be for an INDIVIDUAL ITEM -
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// these amounts will be multiplied by the stack size in on_grind()
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/// Amount of matter given back to RCDs
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var/matter_amount = 0
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/// Does this stack require a unique girder in order to make a wall?
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var/has_unique_girder = FALSE
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/// What typepath table we create from this stack
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var/obj/structure/table/tableVariant
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/// What typepath stairs do we create from this stack
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var/obj/structure/stairs/stairs_type
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/// If TRUE, we'll use a radial instead when displaying recipes
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var/use_radial = FALSE
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/// If use_radial is TRUE, this is the radius of the radial
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var/radial_radius = 52
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// The following are all for medical treatment
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// They're here instead of /stack/medical
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// because sticky tape can be used as a makeshift bandage or splint
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/// If set and this used as a splint for a broken bone wound,
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/// This is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries)
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var/splint_factor
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/// Like splint_factor but for burns instead of bone wounds. This is a multiplier used to speed up burn recoveries
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var/burn_cleanliness_bonus
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/// How much blood flow this stack can absorb if used as a bandage on a cut wound.
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/// note that absorption is how much we lower the flow rate, not the raw amount of blood we suck up
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var/absorption_capacity
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/// How quickly we lower the blood flow on a cut wound we're bandaging.
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/// Expected lifetime of this bandage in seconds is thus absorption_capacity/absorption_rate,
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/// or until the cut heals, whichever comes first
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var/absorption_rate
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/obj/item/stack/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
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if(new_amount != null)
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amount = new_amount
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while(amount > max_amount)
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amount -= max_amount
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new type(loc, max_amount, FALSE)
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if(!merge_type)
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merge_type = type
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if(LAZYLEN(mat_override))
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set_mats_per_unit(mat_override, mat_amt)
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else if(LAZYLEN(mats_per_unit))
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set_mats_per_unit(mats_per_unit, 1)
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else if(LAZYLEN(custom_materials))
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set_mats_per_unit(custom_materials, amount ? 1/amount : 1)
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. = ..()
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if(merge)
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for(var/obj/item/stack/item_stack in loc)
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if(item_stack == src)
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continue
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if(can_merge(item_stack))
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INVOKE_ASYNC(src, PROC_REF(merge_without_del), item_stack)
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if(is_zero_amount(delete_if_zero = FALSE))
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return INITIALIZE_HINT_QDEL
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recipes = get_main_recipes().Copy()
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if(material_type)
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var/datum/material/what_are_we_made_of = GET_MATERIAL_REF(material_type) //First/main material
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for(var/category in what_are_we_made_of.categories)
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switch(category)
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if(MAT_CATEGORY_BASE_RECIPES)
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recipes |= SSmaterials.base_stack_recipes.Copy()
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if(MAT_CATEGORY_RIGID)
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recipes |= SSmaterials.rigid_stack_recipes.Copy()
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update_weight()
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update_appearance()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_movable_entered_occupied_turf),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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if(is_path_in_list(merge_type, GLOB.golem_stack_food_directory))
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AddComponent(/datum/component/golem_food, golem_food_key = merge_type)
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/** Sets the amount of materials per unit for this stack.
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*
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* Arguments:
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* - [mats][/list]: The value to set the mats per unit to.
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* - multiplier: The amount to multiply the mats per unit by. Defaults to 1.
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*/
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/obj/item/stack/proc/set_mats_per_unit(list/mats, multiplier=1)
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mats_per_unit = SSmaterials.FindOrCreateMaterialCombo(mats, multiplier)
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update_custom_materials()
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/** Updates the custom materials list of this stack.
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*/
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/obj/item/stack/proc/update_custom_materials()
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set_custom_materials(mats_per_unit, amount, is_update=TRUE)
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/**
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* Override to make things like metalgen accurately set custom materials
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*/
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/obj/item/stack/set_custom_materials(list/materials, multiplier=1, is_update=FALSE)
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return is_update ? ..() : set_mats_per_unit(materials, multiplier/(amount || 1))
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/obj/item/stack/grind_requirements()
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if(is_cyborg)
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to_chat(usr, span_warning("[src] is too integrated into your chassis and can't be ground up!"))
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return
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return TRUE
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/obj/item/stack/grind(datum/reagents/target_holder, mob/user)
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var/current_amount = get_amount()
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if(current_amount <= 0 || QDELETED(src)) //just to get rid of this 0 amount/deleted stack we return success
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return TRUE
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if(on_grind() == -1)
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return FALSE
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if(isnull(target_holder))
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return TRUE
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if(reagents)
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reagents.trans_to(target_holder, reagents.total_volume, transferred_by = user)
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var/available_volume = target_holder.maximum_volume - target_holder.total_volume
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//compute total volume of reagents that will be occupied by grind_results
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var/total_volume = 0
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for(var/reagent in grind_results)
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total_volume += grind_results[reagent]
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//compute number of pieces(or sheets) from available_volume
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var/available_amount = min(current_amount, round(available_volume / total_volume))
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if(available_amount <= 0)
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return FALSE
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//Now transfer the grind results scaled by available_amount
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var/list/grind_reagents = grind_results.Copy()
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for(var/reagent in grind_reagents)
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grind_reagents[reagent] *= available_amount
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target_holder.add_reagent_list(grind_reagents)
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/**
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* use available_amount of sheets/pieces, return TRUE only if all sheets/pieces of this stack were used
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* we don't delete this stack when it reaches 0 because we expect the all in one grinder, etc to delete
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* this stack if grinding was successfull
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*/
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use(available_amount, check = FALSE)
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return available_amount == current_amount
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/obj/item/stack/proc/get_main_recipes()
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RETURN_TYPE(/list)
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SHOULD_CALL_PARENT(TRUE)
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return list() //empty list
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/obj/item/stack/proc/update_weight()
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if(amount <= (max_amount * (1/3)))
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w_class = clamp(full_w_class-2, WEIGHT_CLASS_TINY, full_w_class)
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else if (amount <= (max_amount * (2/3)))
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w_class = clamp(full_w_class-1, WEIGHT_CLASS_TINY, full_w_class)
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else
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w_class = full_w_class
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/obj/item/stack/update_icon_state()
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if(novariants)
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return ..()
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if(amount <= (max_amount * (1/3)))
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icon_state = initial(icon_state)
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return ..()
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if (amount <= (max_amount * (2/3)))
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icon_state = "[initial(icon_state)]_2"
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return ..()
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icon_state = "[initial(icon_state)]_3"
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return ..()
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/obj/item/stack/examine(mob/user)
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. = ..()
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if(is_cyborg)
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return
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if(singular_name)
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if(get_amount()>1)
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. += "There are [get_amount()] [singular_name]\s in the stack."
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else
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. += "There is [get_amount()] [singular_name] in the stack."
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else if(get_amount()>1)
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. += "There are [get_amount()] in the stack."
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else
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. += "There is [get_amount()] in the stack."
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. += span_notice("<b>Right-click</b> with an empty hand to take a custom amount.")
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/obj/item/stack/proc/get_amount()
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if(is_cyborg)
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. = round(source?.energy / cost)
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else
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. = (amount)
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/**
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* Builds all recipes in a given recipe list and returns an association list containing them
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*
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* Arguments:
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* * recipe_to_iterate - The list of recipes we are using to build recipes
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*/
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/obj/item/stack/proc/recursively_build_recipes(list/recipe_to_iterate)
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var/list/L = list()
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for(var/recipe in recipe_to_iterate)
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if(istype(recipe, /datum/stack_recipe_list))
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var/datum/stack_recipe_list/R = recipe
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L["[R.title]"] = recursively_build_recipes(R.recipes)
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if(istype(recipe, /datum/stack_recipe))
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var/datum/stack_recipe/R = recipe
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L["[R.title]"] = build_recipe(R)
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return L
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/**
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* Returns a list of properties of a given recipe
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*
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* Arguments:
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* * R - The stack recipe we are using to get a list of properties
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*/
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/obj/item/stack/proc/build_recipe(datum/stack_recipe/R)
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return list(
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"res_amount" = R.res_amount,
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"max_res_amount" = R.max_res_amount,
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"req_amount" = R.req_amount,
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"ref" = text_ref(R),
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)
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/**
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* Checks if the recipe is valid to be used
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*
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* Arguments:
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* * R - The stack recipe we are checking if it is valid
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* * recipe_list - The list of recipes we are using to check the given recipe
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*/
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/obj/item/stack/proc/is_valid_recipe(datum/stack_recipe/R, list/recipe_list)
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for(var/S in recipe_list)
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if(S == R)
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return TRUE
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if(istype(S, /datum/stack_recipe_list))
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var/datum/stack_recipe_list/L = S
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if(is_valid_recipe(R, L.recipes))
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return TRUE
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return FALSE
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/obj/item/stack/interact(mob/user)
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if(use_radial)
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show_construction_radial(user)
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else
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ui_interact(user)
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/obj/item/stack/ui_state(mob/user)
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return GLOB.hands_state
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/obj/item/stack/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "StackCrafting", name)
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ui.open()
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/obj/item/stack/ui_data(mob/user)
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var/list/data = list()
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data["amount"] = get_amount()
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return data
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/obj/item/stack/ui_static_data(mob/user)
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var/list/data = list()
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data["recipes"] = recursively_build_recipes(recipes)
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return data
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/obj/item/stack/ui_act(action, params)
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. = ..()
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if(.)
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return
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switch(action)
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if("make")
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var/datum/stack_recipe/recipe = locate(params["ref"])
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var/multiplier = text2num(params["multiplier"])
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return make_item(usr, recipe, multiplier)
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/// The key / title for a radial option that shows the entire list of buildables (uses the old menu)
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#define FULL_LIST "view full list"
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/// Shows a radial consisting of every radial recipe we have in our list.
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/obj/item/stack/proc/show_construction_radial(mob/builder)
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var/list/options = list()
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var/list/titles_to_recipes = list()
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for(var/datum/stack_recipe/radial/recipe in recipes)
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var/datum/radial_menu_choice/option = new()
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option.image = image(
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icon = initial(recipe.result_type.icon),
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icon_state = initial(recipe.result_type.icon_state),
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)
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if(recipe.desc)
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option.info = recipe.desc
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options[recipe.title] = option
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titles_to_recipes[recipe.title] = recipe
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// After everything's been added to the radial, add an option
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// that lets the user see the whole list of buildables
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options[FULL_LIST] = image(
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icon = 'icons/hud/radial.dmi',
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icon_state = "radial_full_list",
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)
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var/selection = show_radial_menu(
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user = builder,
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anchor = builder,
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choices = options,
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custom_check = CALLBACK(src, PROC_REF(radial_check), builder),
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radius = radial_radius,
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tooltips = TRUE,
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)
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if(!selection)
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return
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// Run normal UI interact if we wanna see the full list
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if(selection == FULL_LIST)
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ui_interact(builder)
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return
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// Otherwise go straight to building
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var/datum/stack_recipe/picked_recipe = titles_to_recipes[selection]
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if(!istype(picked_recipe))
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return
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make_item(builder, picked_recipe, 1)
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/// Used as a callback for radial building.
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/obj/item/stack/proc/radial_check(mob/builder)
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if(QDELETED(builder) || QDELETED(src))
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return FALSE
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if(builder.incapacitated())
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return FALSE
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if(!builder.is_holding(src))
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return FALSE
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return TRUE
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#undef FULL_LIST
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/// Makes the item with the given recipe.
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/obj/item/stack/proc/make_item(mob/builder, datum/stack_recipe/recipe, multiplier)
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if(get_amount() < 1 && !is_cyborg) //sanity check as this shouldn't happen
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qdel(src)
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return
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if(!is_valid_recipe(recipe, recipes)) //href exploit protection
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return
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if(!multiplier || multiplier < 1 || !IS_FINITE(multiplier)) //href exploit protection
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stack_trace("Invalid multiplier value in stack creation [multiplier], [usr] is likely attempting an exploit")
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return
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if(!building_checks(builder, recipe, multiplier))
|
|
return
|
|
if(recipe.time)
|
|
var/adjusted_time = 0
|
|
builder.balloon_alert(builder, "building...")
|
|
builder.visible_message(
|
|
span_notice("[builder] starts building \a [recipe.title]."),
|
|
span_notice("You start building \a [recipe.title]..."),
|
|
)
|
|
if(HAS_TRAIT(builder, recipe.trait_booster))
|
|
adjusted_time = (recipe.time * recipe.trait_modifier)
|
|
else
|
|
adjusted_time = recipe.time
|
|
if(!do_after(builder, adjusted_time, target = builder))
|
|
builder.balloon_alert(builder, "interrupted!")
|
|
return
|
|
if(!building_checks(builder, recipe, multiplier))
|
|
return
|
|
|
|
var/atom/created
|
|
if(recipe.max_res_amount > 1) // Is it a stack?
|
|
created = new recipe.result_type(builder.drop_location(), recipe.res_amount * multiplier)
|
|
builder.balloon_alert(builder, "built items")
|
|
|
|
else if(ispath(recipe.result_type, /turf))
|
|
var/turf/covered_turf = builder.drop_location()
|
|
if(!isturf(covered_turf))
|
|
return
|
|
var/turf/created_turf = covered_turf.PlaceOnTop(recipe.result_type, flags = CHANGETURF_INHERIT_AIR)
|
|
builder.balloon_alert(builder, "placed [ispath(recipe.result_type, /turf/open) ? "floor" : "wall"]")
|
|
if(recipe.applies_mats && LAZYLEN(mats_per_unit))
|
|
created_turf.set_custom_materials(mats_per_unit, recipe.req_amount / recipe.res_amount)
|
|
|
|
else
|
|
created = new recipe.result_type(builder.drop_location())
|
|
builder.balloon_alert(builder, "built item")
|
|
|
|
if(created)
|
|
created.setDir(builder.dir)
|
|
on_item_crafted(builder, created)
|
|
|
|
// Use up the material
|
|
use(recipe.req_amount * multiplier)
|
|
builder.investigate_log("crafted [recipe.title]", INVESTIGATE_CRAFTING)
|
|
|
|
// Apply mat datums
|
|
if(recipe.applies_mats && LAZYLEN(mats_per_unit))
|
|
if(isstack(created))
|
|
var/obj/item/stack/crafted_stack = created
|
|
crafted_stack.set_mats_per_unit(mats_per_unit, recipe.req_amount / recipe.res_amount)
|
|
else
|
|
created.set_custom_materials(mats_per_unit, recipe.req_amount / recipe.res_amount)
|
|
|
|
// We could be qdeleted - like if it's a stack and has already been merged
|
|
if(QDELETED(created))
|
|
return TRUE
|
|
|
|
// Add fingerprints first, otherwise created might already be deleted because of stack merging
|
|
created.add_fingerprint(builder)
|
|
if(isitem(created))
|
|
builder.put_in_hands(created)
|
|
|
|
//BubbleWrap - so newly formed boxes are empty
|
|
if(istype(created, /obj/item/storage))
|
|
for (var/obj/item/thing in created)
|
|
qdel(thing)
|
|
//BubbleWrap END
|
|
|
|
return TRUE
|
|
|
|
/// Run special logic on created items after they've been successfully crafted.
|
|
/obj/item/stack/proc/on_item_crafted(mob/builder, atom/created)
|
|
return
|
|
|
|
/obj/item/stack/vv_edit_var(vname, vval)
|
|
if(vname == NAMEOF(src, amount))
|
|
add(clamp(vval, 1-amount, max_amount - amount)) //there must always be one.
|
|
return TRUE
|
|
else if(vname == NAMEOF(src, max_amount))
|
|
max_amount = max(vval, 1)
|
|
add((max_amount < amount) ? (max_amount - amount) : 0) //update icon, weight, ect
|
|
return TRUE
|
|
return ..()
|
|
|
|
/// Checks if we can build here, validly.
|
|
/obj/item/stack/proc/building_checks(mob/builder, datum/stack_recipe/recipe, multiplier)
|
|
if (get_amount() < recipe.req_amount * multiplier)
|
|
builder.balloon_alert(builder, "not enough material!")
|
|
return FALSE
|
|
var/turf/dest_turf = get_turf(builder)
|
|
|
|
if(recipe.one_per_turf && (locate(recipe.result_type) in dest_turf))
|
|
builder.balloon_alert(builder, "already one here!")
|
|
return FALSE
|
|
|
|
if(recipe.check_direction)
|
|
if(!valid_build_direction(dest_turf, builder.dir, is_fulltile = recipe.is_fulltile))
|
|
builder.balloon_alert(builder, "won't fit here!")
|
|
return FALSE
|
|
|
|
if(recipe.on_tram)
|
|
if(!locate(/obj/structure/industrial_lift/tram) in dest_turf)
|
|
builder.balloon_alert(builder, "must be made on a tram!")
|
|
return FALSE
|
|
|
|
if(recipe.on_solid_ground)
|
|
if(isclosedturf(dest_turf))
|
|
builder.balloon_alert(builder, "cannot be made on a wall!")
|
|
return FALSE
|
|
|
|
if(is_type_in_typecache(dest_turf, GLOB.turfs_without_ground))
|
|
builder.balloon_alert(builder, "must be made on solid ground!")
|
|
return FALSE
|
|
|
|
if(recipe.check_density)
|
|
for(var/obj/object in dest_turf)
|
|
if(object.density && !(object.obj_flags & IGNORE_DENSITY) || object.obj_flags & BLOCKS_CONSTRUCTION)
|
|
builder.balloon_alert(builder, "something is in the way!")
|
|
return FALSE
|
|
|
|
if(recipe.placement_checks & STACK_CHECK_CARDINALS)
|
|
var/turf/nearby_turf
|
|
for(var/direction in GLOB.cardinals)
|
|
nearby_turf = get_step(dest_turf, direction)
|
|
if(locate(recipe.result_type) in nearby_turf)
|
|
to_chat(builder, span_warning("\The [recipe.title] must not be built directly adjacent to another!"))
|
|
builder.balloon_alert(builder, "can't be adjacent to another!")
|
|
return FALSE
|
|
|
|
if(recipe.placement_checks & STACK_CHECK_ADJACENT)
|
|
if(locate(recipe.result_type) in range(1, dest_turf))
|
|
builder.balloon_alert(builder, "can't be near another!")
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/obj/item/stack/use(used, transfer = FALSE, check = TRUE) // return 0 = borked; return 1 = had enough
|
|
if(check && is_zero_amount(delete_if_zero = TRUE))
|
|
return FALSE
|
|
if(is_cyborg)
|
|
return source.use_charge(used * cost)
|
|
if (amount < used)
|
|
return FALSE
|
|
amount -= used
|
|
if(check && is_zero_amount(delete_if_zero = TRUE))
|
|
return TRUE
|
|
if(length(mats_per_unit))
|
|
update_custom_materials()
|
|
update_appearance()
|
|
update_weight()
|
|
return TRUE
|
|
|
|
/obj/item/stack/tool_use_check(mob/living/user, amount)
|
|
if(get_amount() < amount)
|
|
// general balloon alert that says they don't have enough
|
|
user.balloon_alert(user, "not enough material!")
|
|
// then a more specific message about how much they need and what they need specifically
|
|
if(singular_name)
|
|
if(amount > 1)
|
|
to_chat(user, span_warning("You need at least [amount] [singular_name]\s to do this!"))
|
|
else
|
|
to_chat(user, span_warning("You need at least [amount] [singular_name] to do this!"))
|
|
else
|
|
to_chat(user, span_warning("You need at least [amount] to do this!"))
|
|
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/**
|
|
* Returns TRUE if the item stack is the equivalent of a 0 amount item.
|
|
*
|
|
* Also deletes the item if delete_if_zero is TRUE and the stack does not have
|
|
* is_cyborg set to true.
|
|
*/
|
|
/obj/item/stack/proc/is_zero_amount(delete_if_zero = TRUE)
|
|
if(is_cyborg)
|
|
return source.energy < cost
|
|
if(amount < 1)
|
|
if(delete_if_zero)
|
|
qdel(src)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/** Adds some number of units to this stack.
|
|
*
|
|
* Arguments:
|
|
* - _amount: The number of units to add to this stack.
|
|
*/
|
|
/obj/item/stack/proc/add(_amount)
|
|
if(is_cyborg)
|
|
source.add_charge(_amount * cost)
|
|
else
|
|
amount += _amount
|
|
if(length(mats_per_unit))
|
|
update_custom_materials()
|
|
update_appearance()
|
|
update_weight()
|
|
|
|
/** Checks whether this stack can merge itself into another stack.
|
|
*
|
|
* Arguments:
|
|
* - [check][/obj/item/stack]: The stack to check for mergeability.
|
|
* - [inhand][boolean]: Whether or not the stack to check should act like it's in a mob's hand.
|
|
*/
|
|
/obj/item/stack/proc/can_merge(obj/item/stack/check, inhand = FALSE)
|
|
// We don't only use istype here, since that will match subtypes, and stack things that shouldn't stack
|
|
if(!istype(check, merge_type) || check.merge_type != merge_type)
|
|
return FALSE
|
|
if(mats_per_unit ~! check.mats_per_unit) // ~! in case of lists this operator checks only keys, but not values
|
|
return FALSE
|
|
if(is_cyborg) // No merging cyborg stacks into other stacks
|
|
return FALSE
|
|
if(ismob(loc) && !inhand) // no merging with items that are on the mob
|
|
return FALSE
|
|
if(istype(loc, /obj/machinery)) // no merging items in machines that aren't both in componentparts
|
|
var/obj/machinery/machine = loc
|
|
if(!(src in machine.component_parts) || !(check in machine.component_parts))
|
|
return FALSE
|
|
if(SEND_SIGNAL(src, COMSIG_STACK_CAN_MERGE, check, inhand) & CANCEL_STACK_MERGE)
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/**
|
|
* Merges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.
|
|
*
|
|
* This calls use() without check = FALSE, preventing the item from qdeling itself if it reaches 0 stack size.
|
|
*
|
|
* As a result, this proc can leave behind a 0 amount stack.
|
|
*/
|
|
/obj/item/stack/proc/merge_without_del(obj/item/stack/target_stack, limit)
|
|
// Cover edge cases where multiple stacks are being merged together and haven't been deleted properly.
|
|
// Also cover edge case where a stack is being merged into itself, which is supposedly possible.
|
|
if(QDELETED(target_stack))
|
|
CRASH("Stack merge attempted on qdeleted target stack.")
|
|
if(QDELETED(src))
|
|
CRASH("Stack merge attempted on qdeleted source stack.")
|
|
if(target_stack == src)
|
|
CRASH("Stack attempted to merge into itself.")
|
|
|
|
var/transfer = get_amount()
|
|
if(target_stack.is_cyborg)
|
|
transfer = min(transfer, round((target_stack.source.max_energy - target_stack.source.energy) / target_stack.cost))
|
|
else
|
|
transfer = min(transfer, (limit ? limit : target_stack.max_amount) - target_stack.amount)
|
|
if(pulledby)
|
|
pulledby.start_pulling(target_stack)
|
|
target_stack.copy_evidences(src)
|
|
use(transfer, transfer = TRUE, check = FALSE)
|
|
target_stack.add(transfer)
|
|
if(target_stack.mats_per_unit != mats_per_unit) // We get the average value of mats_per_unit between two stacks getting merged
|
|
var/list/temp_mats_list = list() // mats_per_unit is passed by ref into this coil, and that same ref is used in other places. If we didn't make a new list here we'd end up contaminating those other places, which leads to batshit behavior
|
|
for(var/mat_type in target_stack.mats_per_unit)
|
|
temp_mats_list[mat_type] = (target_stack.mats_per_unit[mat_type] * (target_stack.amount - transfer) + mats_per_unit[mat_type] * transfer) / target_stack.amount
|
|
target_stack.mats_per_unit = temp_mats_list
|
|
return transfer
|
|
|
|
/**
|
|
* Merges as much of src into target_stack as possible. If present, the limit arg overrides target_stack.max_amount for transfer.
|
|
*
|
|
* This proc deletes src if the remaining amount after the transfer is 0.
|
|
*/
|
|
/obj/item/stack/proc/merge(obj/item/stack/target_stack, limit)
|
|
. = merge_without_del(target_stack, limit)
|
|
is_zero_amount(delete_if_zero = TRUE)
|
|
|
|
/// Signal handler for connect_loc element. Called when a movable enters the turf we're currently occupying. Merges if possible.
|
|
/obj/item/stack/proc/on_movable_entered_occupied_turf(datum/source, atom/movable/arrived)
|
|
SIGNAL_HANDLER
|
|
|
|
// Edge case. This signal will also be sent when src has entered the turf. Don't want to merge with ourselves.
|
|
if(arrived == src)
|
|
return
|
|
|
|
if(!arrived.throwing && can_merge(arrived))
|
|
INVOKE_ASYNC(src, PROC_REF(merge), arrived)
|
|
|
|
/obj/item/stack/hitby(atom/movable/hitting, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
|
|
if(can_merge(hitting, inhand = TRUE))
|
|
merge(hitting)
|
|
. = ..()
|
|
|
|
//ATTACK HAND IGNORING PARENT RETURN VALUE
|
|
/obj/item/stack/attack_hand(mob/user, list/modifiers)
|
|
if(user.get_inactive_held_item() == src)
|
|
if(is_zero_amount(delete_if_zero = TRUE))
|
|
return
|
|
return split_stack(user, 1)
|
|
else
|
|
. = ..()
|
|
|
|
/obj/item/stack/attack_hand_secondary(mob/user, modifiers)
|
|
. = ..()
|
|
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
|
|
return
|
|
|
|
if(is_cyborg || !user.can_perform_action(src, NEED_DEXTERITY))
|
|
return SECONDARY_ATTACK_CONTINUE_CHAIN
|
|
if(is_zero_amount(delete_if_zero = TRUE))
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
var/max = get_amount()
|
|
var/stackmaterial = tgui_input_number(user, "How many sheets do you wish to take out of this stack?", "Stack Split", max_value = max)
|
|
if(!stackmaterial || QDELETED(user) || QDELETED(src) || !usr.can_perform_action(src, FORBID_TELEKINESIS_REACH))
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
split_stack(user, stackmaterial)
|
|
to_chat(user, span_notice("You take [stackmaterial] sheets out of the stack."))
|
|
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
|
|
|
|
/** Splits the stack into two stacks.
|
|
*
|
|
* Arguments:
|
|
* - [user][/mob]: The mob splitting the stack.
|
|
* - amount: The number of units to split from this stack.
|
|
*/
|
|
/obj/item/stack/proc/split_stack(mob/user, amount)
|
|
if(!use(amount, TRUE, FALSE))
|
|
return null
|
|
var/obj/item/stack/F = new type(user? user : drop_location(), amount, FALSE, mats_per_unit)
|
|
. = F
|
|
F.copy_evidences(src)
|
|
loc.atom_storage?.refresh_views()
|
|
if(user)
|
|
if(!user.put_in_hands(F, merge_stacks = FALSE))
|
|
F.forceMove(user.drop_location())
|
|
add_fingerprint(user)
|
|
F.add_fingerprint(user)
|
|
|
|
is_zero_amount(delete_if_zero = TRUE)
|
|
|
|
/obj/item/stack/attackby(obj/item/W, mob/user, params)
|
|
if(can_merge(W, inhand = TRUE))
|
|
var/obj/item/stack/S = W
|
|
if(merge(S))
|
|
to_chat(user, span_notice("Your [S.name] stack now contains [S.get_amount()] [S.singular_name]\s."))
|
|
else
|
|
. = ..()
|
|
|
|
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
|
|
add_blood_DNA(GET_ATOM_BLOOD_DNA(from))
|
|
add_fingerprint_list(GET_ATOM_FINGERPRINTS(from))
|
|
add_hiddenprint_list(GET_ATOM_HIDDENPRINTS(from))
|
|
fingerprintslast = from.fingerprintslast
|
|
//TODO bloody overlay
|
|
|
|
#undef STACK_CHECK_CARDINALS
|
|
#undef STACK_CHECK_ADJACENT
|