mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Base features for Precursotech and Anomalotech Expansion
This commit is contained in:
@@ -44,7 +44,7 @@
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if (A)
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if(ismob(A))
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toxmob(A)
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if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/)))
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if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/))||(istype(A, /obj/machinery/particle_smasher)))
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A:energy += energy
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//R-UST port
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else if(istype(A,/obj/machinery/power/fusion_core))
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@@ -0,0 +1,365 @@
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/*
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* Contains the particle smasher and its recipes.
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*/
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/obj/machinery/particle_smasher
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name = "Particle Focus"
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desc = "A strange device used to create exotic matter."
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icon = 'icons/obj/machines/particle_smasher.dmi'
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icon_state = "smasher"
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anchored = 0
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density = 1
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use_power = 0
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var/successful_craft = FALSE // Are we waiting to be emptied?
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var/image/material_layer // Holds the image used for the filled overlay.
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var/image/material_glow // Holds the image used for the glow overlay.
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var/image/reagent_layer // Holds the image used for showing a contained beaker.
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var/energy = 0 // How many 'energy' units does this have? Acquired by a Particle Accelerator like a Singularity.
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var/max_energy = 600
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var/obj/item/stack/material/target // The material being bombarded.
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var/obj/item/weapon/reagent_containers/reagent_container // Holds the beaker. The process will consume ALL reagents inside it.
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var/beaker_type = /obj/item/weapon/reagent_containers/glass/beaker
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var/list/storage // Holds references to items allowed to be used in the fabrication phase.
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var/max_storage = 3 // How many items can be jammed into it?
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var/list/recipes // The list containing the Particle Smasher's recipes.
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/obj/machinery/particle_smasher/Initialize()
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..()
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storage = list()
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update_icon()
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prepare_recipes()
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/obj/machinery/particle_smasher/Destroy()
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for(var/datum/recipe/particle_smasher/D in recipes)
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qdel(D)
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recipes.Cut()
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..()
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/obj/machinery/particle_smasher/examine(mob/user)
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..()
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if(user in view(1))
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to_chat(user, "<span class='notice'>\The [src] contains:</span>")
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for(var/obj/item/I in contents)
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to_chat(user, "<span class='notice'>\the [I]</span>")
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/obj/machinery/particle_smasher/attackby(obj/item/W as obj, mob/user as mob)
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if(W.type == /obj/item/device/analyzer)
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to_chat(user, "<span class='notice'>\The [src] reads an energy level of [energy].</span>")
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else if(istype(W, /obj/item/stack/material))
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var/obj/item/stack/material/M = W
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if(M.uses_charge)
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to_chat(user, "<span class='notice'>You cannot fill \the [src] with a synthesizer!</span>")
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return
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target = M.split(1)
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target.forceMove(src)
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update_icon()
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else if(istype(W, beaker_type))
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if(reagent_container)
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to_chat(user, "<span class='notice'>\The [src] already has a container attached.</span>")
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return
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if(isrobot(user) && istype(W.loc, /obj/item/weapon/gripper))
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var/obj/item/weapon/gripper/G = W.loc
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G.drop_item()
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else
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user.drop_from_inventory(W)
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reagent_container = W
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reagent_container.forceMove(src)
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to_chat(user, "<span class='notice'>You add \the [reagent_container] to \the [src].</span>")
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update_icon()
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return
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else if(W.is_wrench())
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anchored = !anchored
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playsound(src, W.usesound, 75, 1)
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if(anchored)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the [src.name] to the floor.", \
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"You hear a ratchet.")
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else
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user.visible_message("[user.name] unsecures [src.name] from the floor.", \
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"You unsecure the [src.name] from the floor.", \
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"You hear a ratchet.")
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update_icon()
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return
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else if(istype(W, /obj/item/weapon/card/id))
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to_chat(user, "<span class='notice'>Swiping \the [W] on \the [src] doesn't seem to do anything...</span>")
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return ..()
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else if(((isrobot(user) && istype(W.loc, /obj/item/weapon/gripper)) || (!isrobot(user) && W.canremove)) && storage.len < max_storage)
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if(isrobot(user) && istype(W.loc, /obj/item/weapon/gripper))
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var/obj/item/weapon/gripper/G = W.loc
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G.drop_item()
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else
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user.drop_from_inventory(W)
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W.forceMove(src)
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storage += W
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else
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return ..()
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/obj/machinery/particle_smasher/update_icon()
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cut_overlays()
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if(!material_layer)
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material_layer = image(icon, "[initial(icon_state)]-material")
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if(!material_glow)
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material_glow = image(icon, "[initial(icon_state)]-material-glow")
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material_glow.plane = PLANE_LIGHTING_ABOVE
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if(!reagent_layer)
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reagent_layer = image(icon, "[initial(icon_state)]-reagent")
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if(anchored)
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icon_state = "[initial(icon_state)]-o"
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if(target)
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material_layer.color = target.material.icon_colour
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add_overlay(material_layer)
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if(successful_craft)
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material_glow.color = target.material.icon_colour
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add_overlay(material_glow)
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if(reagent_container)
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add_overlay(reagent_layer)
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else
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icon_state = initial(icon_state)
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if(target && energy)
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var/power_percent = round((energy / max_energy) * 100)
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light_color = target.material.icon_colour
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switch(power_percent)
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if(0 to 25)
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light_range = 1
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if(26 to 50)
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light_range = 2
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if(51 to 75)
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light_range = 3
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if(76 to INFINITY)
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light_range = 4
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set_light(light_range, 2, light_color)
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else
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set_light(0, 0, "#FFFFFF")
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/obj/machinery/particle_smasher/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj, /obj/item/projectile/beam))
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if(Proj.damage >= 50)
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TryCraft()
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return 0
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/obj/machinery/particle_smasher/process()
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if(!src.anchored) // Rapidly loses focus.
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if(energy)
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radiation_repository.radiate(src, round(((src.energy-150)/50)*5,1))
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energy = max(0, energy - 30)
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update_icon()
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return
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if(energy)
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radiation_repository.radiate(src, round(((src.energy-150)/50)*5,1))
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energy = CLAMP(energy - 5, 0, max_energy)
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return
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/obj/machinery/particle_smasher/proc/prepare_recipes()
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if(!recipes)
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recipes = list()
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for(var/D in subtypesof(/datum/recipe/particle_smasher))
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recipes += new D
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else
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for(var/datum/recipe/particle_smasher/D in recipes)
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qdel(D)
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recipes.Cut()
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for(var/D in subtypesof(/datum/recipe/particle_smasher))
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recipes += new D
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/obj/machinery/particle_smasher/proc/TryCraft()
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if(!recipes || !recipes.len)
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recipes = typesof(/datum/recipe/particle_smasher)
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if(!target) // You are just blasting an empty machine.
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visible_message("<span class='notice'>\The [src] shudders.</span>")
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update_icon()
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return
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if(successful_craft)
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visible_message("<span class='warning'>\The [src] fizzles.</span>")
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if(prob(33)) // Why are you blasting it after it's already done!
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radiation_repository.radiate(src, 10 + round(src.energy / 60, 1))
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energy = max(0, energy - 30)
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update_icon()
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return
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var/list/possible_recipes = list()
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var/max_prob = 0
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for(var/datum/recipe/particle_smasher/R in recipes) // Only things for the smasher. Don't get things like the chef's cake recipes.
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if(R.probability) // It's actually a recipe you're supposed to be able to make.
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if(istype(target, R.required_material))
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if(energy >= R.required_energy_min && energy <= R.required_energy_max) // The machine has enough Vaguely Defined 'Energy'.
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var/turf/T = get_turf(src)
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var/datum/gas_mixture/environment = T.return_air()
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if(environment.temperature >= R.required_atmos_temp_min && environment.temperature <= R.required_atmos_temp_max) // Too hot, or too cold.
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if(R.reagents && R.reagents.len)
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if(!reagent_container || R.check_reagents(reagent_container.reagents) == -1) // It doesn't have a reagent storage when it needs it, or it's lacking what is needed.
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continue
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if(R.items && R.items.len)
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if(!(storage && storage.len) || R.check_items(src) == -1) // It's empty, or it doesn't contain what is needed.
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continue
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possible_recipes += R
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max_prob += R.probability
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if(possible_recipes.len)
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var/local_prob = rand(0, max_prob - 1)%max_prob
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var/cumulative = 0
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for(var/datum/recipe/particle_smasher/R in possible_recipes)
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cumulative += R.probability
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if(local_prob < cumulative)
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successful_craft = TRUE
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DoCraft(R)
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break
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update_icon()
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/obj/machinery/particle_smasher/proc/DoCraft(var/datum/recipe/particle_smasher/recipe)
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if(!successful_craft || !recipe)
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return
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qdel(target)
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target = null
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if(reagent_container)
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reagent_container.reagents.clear_reagents()
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if(recipe.items && recipe.items.len)
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for(var/obj/item/I in storage)
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for(var/item_type in recipe.items)
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if(istype(I, item_type))
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storage -= I
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qdel(I)
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break
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var/result = recipe.result
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var/obj/item/stack/material/M = new result(src)
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target = M
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update_icon()
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/obj/machinery/particle_smasher/verb/eject_contents()
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set src in view(1)
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set category = "Object"
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set name = "Eject Particle Focus Contents"
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if(usr.incapacitated())
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return
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DumpContents()
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/obj/machinery/particle_smasher/proc/DumpContents()
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target = null
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reagent_container = null
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successful_craft = FALSE
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var/turf/T = get_turf(src)
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for(var/obj/item/I in contents)
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if(I in storage)
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storage -= I
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I.forceMove(T)
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update_icon()
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/*
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* The special recipe datums used for the particle smasher.
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*/
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/datum/recipe/particle_smasher
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//reagents //Commented out due to inheritance. Still a list, used as ex: // example: = list("pacid" = 5)
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//items //Commented out due to inheritance. Still a list, used as ex: // example: = list(/obj/item/weapon/tool/crowbar, /obj/item/weapon/welder) Place /foo/bar before /foo. Do not include fruit. Maximum of 3 items.
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result = /obj/item/stack/material/iron // The sheet this will produce.
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var/required_material = /obj/item/stack/material/iron // The required material sheet.
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var/required_energy_min = 0 // The minimum energy this recipe can process at.
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var/required_energy_max = 600 // The maximum energy this recipe can process at.
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var/required_atmos_temp_min = 0 // The minimum ambient atmospheric temperature required, in kelvin.
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var/required_atmos_temp_max = 600 // The maximum ambient atmospheric temperature required, in kelvin.
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var/probability = 0 // The probability for the recipe to be produced. 0 will make it impossible.
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/datum/recipe/particle_smasher/check_items(var/obj/container as obj)
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. = 1
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if (items && items.len)
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var/list/checklist = list()
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checklist = items.Copy() // You should really trust Copy
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if(istype(container, /obj/machinery/particle_smasher))
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var/obj/machinery/particle_smasher/machine = container
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for(var/obj/O in machine.storage)
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if(istype(O,/obj/item/weapon/reagent_containers/food/snacks/grown))
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continue // Fruit is handled in check_fruit().
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var/found = 0
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for(var/i = 1; i < checklist.len+1; i++)
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var/item_type = checklist[i]
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if (istype(O,item_type))
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checklist.Cut(i, i+1)
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found = 1
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break
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if (!found)
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. = 0
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if (checklist.len)
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. = -1
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return .
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/datum/recipe/particle_smasher/deuterium_tritium
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reagents = list("hydrogen" = 15)
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result = /obj/item/stack/material/tritium
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required_material = /obj/item/stack/material/deuterium
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required_energy_min = 200
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required_energy_max = 400
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required_atmos_temp_max = 200
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probability = 30
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/datum/recipe/particle_smasher/verdantium_morphium
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result = /obj/item/stack/material/morphium
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required_material = /obj/item/stack/material/verdantium
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required_energy_min = 400
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required_energy_max = 500
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probability = 20
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/datum/recipe/particle_smasher/plasteel_morphium
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items = list(/obj/item/prop/alien/junk)
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result = /obj/item/stack/material/morphium
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required_material = /obj/item/stack/material/plasteel
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required_energy_min = 100
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required_energy_max = 300
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probability = 10
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/datum/recipe/particle_smasher/osmium_lead
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reagents = list("tungsten" = 10)
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result = /obj/item/stack/material/lead
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required_material = /obj/item/stack/material/osmium
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required_energy_min = 200
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required_energy_max = 400
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required_atmos_temp_min = 1000
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required_atmos_temp_max = 8000
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probability = 50
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/datum/recipe/particle_smasher/phoron_valhollide
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reagents = list("phoron" = 10, "pacid" = 10)
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result = /obj/item/stack/material/valhollide
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required_material = /obj/item/stack/material/phoron
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required_energy_min = 300
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required_energy_max = 500
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required_atmos_temp_min = 1
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required_atmos_temp_max = 100
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probability = 10
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/datum/recipe/particle_smasher/valhollide_supermatter
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reagents = list("phoron" = 300)
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result = /obj/item/stack/material/supermatter
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required_material = /obj/item/stack/material/valhollide
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required_energy_min = 575
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required_energy_max = 600
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required_atmos_temp_min = 3000
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required_atmos_temp_max = 10000
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probability = 1
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Reference in New Issue
Block a user