/*
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
use_power = 1
idle_power_usage = 30
active_power_usage = 5000
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/phoron_amount = 0.0
var/uranium_amount = 0.0
var/diamond_amount = 0.0
var/mat_efficiency = 1
/obj/machinery/r_n_d/protolathe/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()
/obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
return m_amount + g_amount + gold_amount + silver_amount + phoron_amount + uranium_amount + diamond_amount
/obj/machinery/r_n_d/protolathe/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
T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 2) / 8
/obj/machinery/r_n_d/protolathe/dismantle()
for(var/obj/I in component_parts)
if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
reagents.trans_to_obj(I, reagents.total_volume)
if(m_amount >= 3750)
var/obj/item/stack/material/steel/G = new /obj/item/stack/material/steel(loc)
G.amount = round(m_amount / G.perunit)
if(g_amount >= 3750)
var/obj/item/stack/material/glass/G = new /obj/item/stack/material/glass(loc)
G.amount = round(g_amount / G.perunit)
if(phoron_amount >= 2000)
var/obj/item/stack/material/phoron/G = new /obj/item/stack/material/phoron(loc)
G.amount = round(phoron_amount / G.perunit)
if(silver_amount >= 2000)
var/obj/item/stack/material/silver/G = new /obj/item/stack/material/silver(loc)
G.amount = round(silver_amount / G.perunit)
if(gold_amount >= 2000)
var/obj/item/stack/material/gold/G = new /obj/item/stack/material/gold(loc)
G.amount = round(gold_amount / G.perunit)
if(uranium_amount >= 2000)
var/obj/item/stack/material/uranium/G = new /obj/item/stack/material/uranium(loc)
G.amount = round(uranium_amount / G.perunit)
if(diamond_amount >= 2000)
var/obj/item/stack/material/diamond/G = new /obj/item/stack/material/diamond(loc)
G.amount = round(diamond_amount / G.perunit)
..()
/obj/machinery/r_n_d/protolathe/update_icon()
if(panel_open)
icon_state = "protolathe_t"
else
icon_state = "protolathe"
/obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(shocked)
shock(user, 50)
if(default_deconstruction_screwdriver(user, O))
if(linked_console)
linked_console.linked_lathe = null
linked_console = null
return
if(default_deconstruction_crowbar(user, O))
return
if(default_part_replacement(user, O))
return
if(O.is_open_container())
return 1
if(panel_open)
user << "You can't load \the [src] while it's opened."
return 1
if(disabled)
return
if(!linked_console)
user << "\The [src] must be linked to an R&D console first!"
return 1
if(busy)
user << "\The [src] is busy. Please wait for completion of previous operation."
return 1
if(stat)
return 1
if(istype(O,/obj/item/stack/material))
var/obj/item/stack/material/S = O
if(TotalMaterials() + S.perunit > max_material_storage)
user << "\The [src]'s material bin is full. Please remove material before adding more."
return 1
var/obj/item/stack/material/stack = O
var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
if(!O)
return
if(amount < 0)//No negative numbers
amount = 0
if(amount == 0)
return
if(amount > stack.get_amount())
amount = stack.get_amount()
if(max_material_storage - TotalMaterials() < (amount * stack.perunit))//Can't overfill
amount = min(stack.amount, round((max_material_storage - TotalMaterials()) / stack.perunit))
overlays += "protolathe_[stack.name]"
sleep(10)
overlays -= "protolathe_[stack.name]"
icon_state = "protolathe"
busy = 1
use_power(max(1000, (3750 * amount / 10)))
var/material/material = stack.get_material()
if(istype(material) && do_after(user, 16) && stack.use(amount))
user << "You add [amount] sheets to \the [src]."
icon_state = "protolathe"
var/amount_to_add = amount * material.stack_per_sheet
switch(material.name)
if(DEFAULT_WALL_MATERIAL)
m_amount += amount_to_add
if("glass")
g_amount += amount_to_add
if("gold")
gold_amount += amount_to_add
if("silver")
silver_amount += amount_to_add
if("phoron")
phoron_amount += amount_to_add
if("uranium")
uranium_amount += amount_to_add
if("diamond")
diamond_amount += amount_to_add
busy = 0
updateUsrDialog()
return
..()
//This is to stop these machines being hackable via clicking.
/obj/machinery/r_n_d/protolathe/attack_hand(mob/user as mob)
return