/* 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