/* Protolathe Similar to an autolathe, you load glass and metal sheets (but not other objects) into it to be used as raw materials for the stuff it creates. All the menus and other manipulation commands are in the R&D console. Note: Must be placed west/left of and R&D console to function. */ /obj/machinery/r_n_d/protolathe name = "Protolathe" icon_state = "protolathe" flags = OPENCONTAINER var/max_material_storage = 100000 //All this could probably be done better with a list but meh. var/m_amount = 0.0 var/g_amount = 0.0 var/gold_amount = 0.0 var/silver_amount = 0.0 var/plasma_amount = 0.0 var/uranium_amount = 0.0 var/diamond_amount = 0.0 var/clown_amount = 0.0 var/adamantine_amount = 0.0 New() ..() component_parts = list() component_parts += new /obj/item/weapon/circuitboard/protolathe(src) component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src) component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src) RefreshParts() proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater. return m_amount + g_amount + gold_amount + silver_amount + plasma_amount + uranium_amount + diamond_amount + clown_amount RefreshParts() var/T = 0 for(var/obj/item/weapon/reagent_containers/glass/G in component_parts) T += G.reagents.maximum_volume var/datum/reagents/R = new/datum/reagents(T) //Holder for the reagents used as materials. reagents = R R.my_atom = src T = 0 for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts) T += M.rating max_material_storage = T * 75000 attackby(var/obj/item/O as obj, var/mob/user as mob) if (shocked) shock(user,50) if (O.is_open_container()) return 1 if (istype(O, /obj/item/weapon/screwdriver)) if (!opened) opened = 1 if(linked_console) linked_console.linked_lathe = null linked_console = null icon_state = "protolathe_t" user << "You open the maintenance hatch of [src]." else opened = 0 icon_state = "protolathe" user << "You close the maintenance hatch of [src]." return if (opened) if(istype(O, /obj/item/weapon/crowbar)) playsound(src.loc, 'Crowbar.ogg', 50, 1) var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc) M.state = 2 M.icon_state = "box_1" for(var/obj/I in component_parts) if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker)) reagents.trans_to(I, reagents.total_volume) if(I.reliability != 100 && crit_fail) I.crit_fail = 1 I.loc = src.loc if(m_amount >= 3750) var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc) G.amount = round(m_amount / G.perunit) if(g_amount >= 3750) var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc) G.amount = round(g_amount / G.perunit) if(plasma_amount >= 2000) var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma(src.loc) G.amount = round(plasma_amount / G.perunit) if(silver_amount >= 2000) var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver(src.loc) G.amount = round(silver_amount / G.perunit) if(gold_amount >= 2000) var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold(src.loc) G.amount = round(gold_amount / G.perunit) if(uranium_amount >= 2000) var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium(src.loc) G.amount = round(uranium_amount / G.perunit) if(diamond_amount >= 2000) var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond(src.loc) G.amount = round(diamond_amount / G.perunit) if(clown_amount >= 2000) var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown(src.loc) G.amount = round(clown_amount / G.perunit) if(adamantine_amount >= 2000) var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine(src.loc) G.amount = round(adamantine_amount / G.perunit) del(src) return 1 else user << "\red You can't load the [src.name] while it's opened." return 1 if (disabled) return if (!linked_console) user << "\The protolathe must be linked to an R&D console first!" return 1 if (busy) user << "\red The protolathe is busy. Please wait for completion of previous operation." return 1 if (!istype(O, /obj/item/stack/sheet)) user << "\red You cannot insert this item into the protolathe!" return 1 if (stat) return 1 if(istype(O,/obj/item/stack/sheet)) var/obj/item/stack/sheet/S = O if (TotalMaterials() + S.perunit > max_material_storage) user << "\red The protolathe's material bin is full. Please remove material before adding more." return 1 var/obj/item/stack/sheet/stack = O var/amount = round(input("How many sheets do you want to add?") as num)//No decimals if(amount < 0)//No negative numbers amount = 0 if(amount == 0) return if(amount > stack.amount) amount = stack.amount if(max_material_storage - TotalMaterials() < (amount*stack.perunit))//Can't overfill amount = min(stack.amount, round((max_material_storage-TotalMaterials())/stack.perunit)) src.overlays += "protolathe_[stack.name]" sleep(10) src.overlays -= "protolathe_[stack.name]" icon_state = "protolathe" busy = 1 use_power(max(1000, (3750*amount/10))) spawn(16) user << "\blue You add [amount] sheets to the [src.name]." icon_state = "protolathe" if(istype(stack, /obj/item/stack/sheet/metal)) m_amount += amount * 3750 else if(istype(stack, /obj/item/stack/sheet/glass)) g_amount += amount * 3750 else if(istype(stack, /obj/item/stack/sheet/gold)) gold_amount += amount * 2000 else if(istype(stack, /obj/item/stack/sheet/silver)) silver_amount += amount * 2000 else if(istype(stack, /obj/item/stack/sheet/plasma)) plasma_amount += amount * 2000 else if(istype(stack, /obj/item/stack/sheet/uranium)) uranium_amount += amount * 2000 else if(istype(stack, /obj/item/stack/sheet/diamond)) diamond_amount += amount * 2000 else if(istype(stack, /obj/item/stack/sheet/clown)) clown_amount += amount * 2000 else if(istype(stack, /obj/item/stack/sheet/adamantine)) adamantine_amount += amount * 2000 stack.use(amount) busy = 0 src.updateUsrDialog() return