mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Added the Parts Lathe!
* The parts lathe can print tech level 1 stock parts (matter bins, capacitors) required to build basic unupgraded machines. * This is a separate machine from the autolathe to ease any concern that the autolathe would become OP. * ALSO, it can be hit with a circuit board and will conveniently display the parts required to build that board's machine. * Added circuitboard and design for constructing a parts lathe.
This commit is contained in:
384
code/game/machinery/partslathe_vr.dm
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384
code/game/machinery/partslathe_vr.dm
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@@ -0,0 +1,384 @@
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/*
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** The Parts Lathe! Able to produce all tech level 1 stock parts for building machines!
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**
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** The idea is that engineering etc should be able to build/repair basic technology machines
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** without having to use a protolathe to print what are not prototype technologies.
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** Some felt having an autolathe do this might be OP, so its a separate machine.
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**
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** The other advantage is that this machine, specially focused for helping build stuff,
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** actually reads circuit boards, tells you what parts are needed to build them, and
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** can automatically queue them up to build!
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**
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** Leshana says:
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** - Phase 1 of this project adds the machine and basic operation.
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** - Phase 2 will enhance usability by making & labeling boxes with a set of parts.
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**
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** TODO - Implement phase 2 by adding cardboard boxes
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*/
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/obj/machinery/partslathe
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name = "parts lathe"
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icon = 'icons/obj/partslathe_vr.dmi'
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icon_state = "partslathe-idle"
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circuit = /obj/item/weapon/circuitboard/partslathe
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anchored = 1
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density = 1
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use_power = 1
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idle_power_usage = 30
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active_power_usage = 5000
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// Amount of materials we can store total
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var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
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var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
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var/obj/item/weapon/circuitboard/copy_board // Inserted board
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var/list/datum/category_item/partslathe/queue = list() // Queue of things to build
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var/busy = 0 // Currently building stuff y/n
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var/progress = 0 // How many machine ticks have we spent building current thing?
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var/mat_efficiency = 3 // Material usage efficiency (less efficient than protolathe)
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var/speed = 1 // Ticks per tick build speed multiplier
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// Static list of recipies we will lazily generate
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// type -> /datum/category_item/partslathe/
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var/static/list/partslathe_recipies
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/obj/machinery/partslathe/New()
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..()
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default_apply_parts()
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update_icon()
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update_recipe_list()
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/obj/machinery/partslathe/proc/getHighestOriginTechLevel(var/obj/item/I)
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if(!istype(I) || !I.origin_tech)
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return 0
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var/highest = 0
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for(var/tech in I.origin_tech)
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highest = max(highest, I.origin_tech[tech])
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return highest
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/obj/machinery/partslathe/RefreshParts()
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var/mb_rating = 0
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for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
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mb_rating += M.rating
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storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 16000
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storage_capacity["glass"] = mb_rating * 8000
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var/T = 0
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for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
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T += M.rating
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mat_efficiency = 6 / T // Ranges from 3.0 to 1.0
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speed = T / 2 // Ranges from 1.0 to 3.0
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/obj/machinery/partslathe/dismantle()
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for(var/f in materials)
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eject_materials(f, -1)
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..()
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/obj/machinery/partslathe/update_icon()
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if(panel_open)
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icon_state = "partslathe-open"
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else if(inoperable())
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icon_state = "partslathe-off"
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else if(busy)
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icon_state = "partslathe-lidclose"
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else
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if(icon_state == "partslathe-lidclose")
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flick("partslathe-lidopen", src)
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icon_state = "partslathe-idle"
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/obj/machinery/partslathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(busy)
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user << "<span class='notice'>\The [src] is busy. Please wait for completion of previous operation.</span>"
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return 1
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if(default_deconstruction_screwdriver(user, O))
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return
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if(default_deconstruction_crowbar(user, O))
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return
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if(default_part_replacement(user, O))
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return
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if(inoperable())
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return
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if(panel_open)
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user << "<span class='notice'>You can't load \the [src] while it's opened.</span>"
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return
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if(istype(O, /obj/item/weapon/circuitboard))
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if(copy_board)
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user << "<span class='warning'>There is already a board inserted in \the [src].</span>"
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return
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if(!user.unEquip(O))
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return
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copy_board = O
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O.forceMove(src)
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user.visible_message("[user] inserts [O] into \the [src]'s circuit reader.", "<span class='notice'>You insert [O] into \the [src]'s circuit reader.</span>")
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updateUsrDialog()
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return
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if(try_load_materials(user, O))
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return
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else
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user << "<span class='notice'>You cannot insert this item into \the [src]!</span>"
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return
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// Attept to load materials. Returns 0 if item wasn't a stack of materials, otherwise 1 (even if failed to load)
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/obj/machinery/partslathe/proc/try_load_materials(var/mob/user, var/obj/item/stack/material/S)
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if(!istype(S))
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return 0
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if(!(S.material.name in materials))
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user << "<span class='warning'>The [src] doesn't accept [S.material]!</span>"
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return 1
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if(S.amount < 1)
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return 1 // Does this even happen? Sanity check I guess.
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var/max_res_amount = storage_capacity[S.material.name]
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if(materials[S.material.name] + S.perunit <= max_res_amount)
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var/count = 0
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while(materials[S.material.name] + S.perunit <= max_res_amount && S.amount >= 1)
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materials[S.material.name] += S.perunit
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S.use(1)
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count++
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user.visible_message("[user] inserts [S.name] into \the [src].", "<span class='notice'>You insert [count] [S.name] into \the [src].</span>")
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flick("partslathe-load-[S.material.name]", src)
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updateUsrDialog()
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else
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user << "<span class='warning'>\The [src] cannot hold more [S.name].</span>"
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return 1
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/obj/machinery/partslathe/process()
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..()
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if(stat)
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update_icon()
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return
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if(queue.len == 0)
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if (busy)
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ping() // Job's done!
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busy = 0
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update_icon()
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return
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var/datum/category_item/partslathe/D = queue[1]
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if(canBuild(D))
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busy = 1
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update_use_power(2)
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progress += speed
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if(progress >= D.time)
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build(D)
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progress = 0
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removeFromQueue(1)
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update_icon()
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else if(busy)
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visible_message("<span class='notice'>\icon [src] flashes: insufficient materials: [getLackingMaterials(D)].</span>")
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busy = 0
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update_use_power(1)
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update_icon()
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playsound(src.loc, 'sound/machines/chime.ogg', 50, 0)
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/obj/machinery/partslathe/proc/addToQueue(var/datum/category_item/partslathe/D)
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queue += D
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return
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/obj/machinery/partslathe/proc/removeFromQueue(var/index)
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queue.Cut(index, index + 1)
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return
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/obj/machinery/partslathe/proc/canBuild(var/datum/category_item/partslathe/D)
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for(var/M in D.resources)
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if(materials[M] < Ceiling(D.resources[M] * mat_efficiency))
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return 0
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return 1
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/obj/machinery/partslathe/proc/getLackingMaterials(var/datum/category_item/partslathe/D)
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var/ret = ""
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for(var/M in D.resources)
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if(materials[M] < Ceiling(D.resources[M] * mat_efficiency))
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if(ret != "")
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ret += ", "
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ret += "[Ceiling(D.resources[M] * mat_efficiency) - materials[M]] [M]"
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return ret
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/obj/machinery/partslathe/proc/build(var/datum/category_item/partslathe/D)
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for(var/M in D.resources)
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materials[M] = max(0, materials[M] - Ceiling(D.resources[M] * mat_efficiency))
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var/obj/new_item = D.build(loc);
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if(new_item)
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new_item.loc = loc
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if(mat_efficiency < 1) // No matter out of nowhere
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if(new_item.matter && new_item.matter.len > 0)
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for(var/i in new_item.matter)
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new_item.matter[i] = Ceiling(new_item.matter[i] * mat_efficiency)
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// 0 amount = 0 means ejecting a full stack; -1 means eject everything
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/obj/machinery/partslathe/proc/eject_materials(var/material, var/amount)
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var/recursive = amount == -1 ? 1 : 0
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material = lowertext(material)
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var/mattype
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switch(material)
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if(DEFAULT_WALL_MATERIAL)
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mattype = /obj/item/stack/material/steel
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if("glass")
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mattype = /obj/item/stack/material/glass
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else
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return
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var/obj/item/stack/material/S = new mattype(loc)
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if(amount <= 0)
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amount = S.max_amount
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var/ejected = min(round(materials[material] / S.perunit), amount)
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S.amount = min(ejected, amount)
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if(S.amount <= 0)
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qdel(S)
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return
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materials[material] -= ejected * S.perunit
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if(recursive && materials[material] >= S.perunit)
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eject_materials(material, -1)
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/obj/machinery/partslathe/attack_ai(mob/user)
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src.attack_hand(user)
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/obj/machinery/partslathe/attack_hand(mob/user)
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if(..())
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return
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ui_interact(user)
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/obj/machinery/partslathe/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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user.set_machine(src)
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var/data[0]
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data["panelOpen"] = panel_open
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var/materials_ui[0]
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for(var/M in materials)
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materials_ui[++materials_ui.len] = list(
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"name" = M,
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"display" = material_display_name(M),
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"qty" = materials[M],
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"max" = storage_capacity[M],
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"percent" = (materials[M] / storage_capacity[M] * 100))
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data["materials"] = materials_ui
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if(istype(copy_board))
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data["copyBoard"] = copy_board.name
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var/req_components_ui[0]
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for(var/CP in (copy_board.req_components || list()))
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var/obj/comp_path = CP
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var/comp_amt = copy_board.req_components[comp_path]
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if(comp_amt && (comp_path in partslathe_recipies))
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req_components_ui[++req_components_ui.len] = list("name" = initial(comp_path.name), "qty" = comp_amt)
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data["copyBoardReqComponents"] = req_components_ui
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data["queue"] = list()
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for(var/datum/category_item/partslathe/Q in queue)
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data["queue"] += Q.name
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if(busy && queue.len > 0)
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var/datum/category_item/partslathe/current = queue[1]
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data["building"] = current.name
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data["buildProgress"] = progress
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data["buildTime"] = current.time
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data["buildPercent"] = (progress / current.time * 100)
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if(queue.len > 0 && !canBuild(queue[1]))
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data["error"] = getLackingMaterials(queue[1])
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var/recipies_ui[0]
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for(var/T in partslathe_recipies)
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var/datum/category_item/partslathe/R = partslathe_recipies[T]
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recipies_ui[++recipies_ui.len] = list("name" = R.name, "type" = "[T]")
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data["recipies"] = recipies_ui
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ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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ui = new(user, src, ui_key, "partslathe.tmpl", "Parts Lathe UI", 500, 450)
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ui.set_initial_data(data)
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ui.open()
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ui.set_auto_update(5)
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/obj/machinery/partslathe/Topic(href, href_list)
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if(..())
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return 1
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usr.set_machine(src)
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add_fingerprint(usr)
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// Queue management can be done even while busy
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if(href_list["queue"])
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var/type_to_build = text2path(href_list["queue"])
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var/datum/category_item/partslathe/to_build = partslathe_recipies[type_to_build]
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if(to_build)
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addToQueue(to_build)
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updateUsrDialog()
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return
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if(href_list["queueBoard"])
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if(!istype(copy_board) || !copy_board.req_components)
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return
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for(var/comp_path in copy_board.req_components)
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var/comp_amt = copy_board.req_components[comp_path]
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if(!comp_amt)
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continue
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var/datum/category_item/partslathe/to_build = partslathe_recipies[comp_path]
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if(!to_build)
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continue // We don't support building whatever this is
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for(var/i in 1 to comp_amt)
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addToQueue(to_build)
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return
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if(href_list["cancel"])
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var/index = text2num(href_list["cancel"])
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if(index < 1 || index > queue.len)
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return
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if(busy && index == 1)
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return
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removeFromQueue(index)
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return
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if(busy)
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usr << "<span class='notice'>\The [src]is busy. Please wait for completion of previous operation.</span>"
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return
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if(href_list["ejectBoard"])
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if(copy_board)
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visible_message("<span class='notice'>\The [copy_board] is ejected from \the [src]'s circuit reader</span>.")
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copy_board.forceMove(src.loc)
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copy_board = null
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updateUsrDialog()
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return
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if(href_list["ejectMaterial"])
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var/matName = href_list["ejectMaterial"]
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if(!(matName in materials))
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return
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eject_materials(matName, 0)
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updateUsrDialog()
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return
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/** Build list of recipies to include all tech level 1 stock parts. */
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/obj/machinery/partslathe/proc/update_recipe_list()
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if(!partslathe_recipies)
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partslathe_recipies = list()
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var/list/paths = typesof(/obj/item/weapon/stock_parts)-/obj/item/weapon/stock_parts
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for(var/type in paths)
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var/obj/item/weapon/stock_parts/I = new type()
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if(getHighestOriginTechLevel(I) > 1)
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qdel(I)
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continue // Ignore high-tech parts
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if(!I.matter)
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qdel(I)
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continue // Ignore parts we can't build
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var/datum/category_item/partslathe/recipie = new()
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recipie.name = I.name
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recipie.path = type
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recipie.resources = list()
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for(var/material in I.matter)
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recipie.resources[material] = I.matter[material]*1.25 // More expensive to produce than they are to recycle.
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partslathe_recipies[type] = recipie
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qdel(I)
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/***************************
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* Parts Lathe Recipie Type *
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***************************/
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/datum/category_item/partslathe
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var/path
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var/list/resources
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var/time = 2 // In machine controller ticks, so about 4 seconds.
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/datum/category_item/partslathe/dd_SortValue()
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return name
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/datum/category_item/partslathe/proc/build(var/loc)
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return new path(loc)
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@@ -8,3 +8,14 @@
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/obj/item/weapon/circuitboard/jukebox/vore
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name = T_BOARD("VORE jukebox")
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build_path = /obj/machinery/media/jukebox/vore
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// Board for the parts lathe in partslathe.dm
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/obj/item/weapon/circuitboard/partslathe
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name = T_BOARD("parts lathe")
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build_path = /obj/machinery/partslathe
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board_type = new /datum/frame/frame_types/machine
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origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 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/stock_parts/console_screen = 1)
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@@ -74,3 +74,10 @@
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req_tech = list(TECH_DATA = 5)
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build_path = /obj/item/weapon/circuitboard/resleeving_control
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sort_string = "HAADE"
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/datum/design/circuit/partslathe
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name = "parts lathe"
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id = "partslathe"
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req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
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build_path = /obj/item/weapon/circuitboard/partslathe
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sort_string = "HABAD"
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