/**********************Mineral processing unit console**************************/ #define PROCESS_NONE 0 #define PROCESS_SMELT 1 #define PROCESS_COMPRESS 2 #define PROCESS_ALLOY 3 /obj/machinery/mineral/processing_unit_console name = "production machine console" icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit icon_state = "console" density = TRUE anchored = TRUE var/obj/item/weapon/card/id/inserted_id // Inserted ID card, for points var/obj/machinery/mineral/processing_unit/machine = null var/show_all_ores = FALSE /obj/machinery/mineral/processing_unit_console/Initialize() . = ..() src.machine = locate(/obj/machinery/mineral/processing_unit) in range(5, src) if (machine) machine.console = src else log_debug("Ore processing machine console at [src.x], [src.y], [src.z] could not find its machine!") qdel(src) /obj/machinery/mineral/processing_unit_console/Destroy() if(inserted_id) inserted_id.forceMove(loc) //Prevents deconstructing from deleting whatever ID was inside it. . = ..() /obj/machinery/mineral/processing_unit_console/attack_hand(mob/user) if(..()) return interact(user) /obj/machinery/mineral/processing_unit_console/attackby(var/obj/item/I, var/mob/user) if(istype(I, /obj/item/weapon/card/id)) if(!powered()) return if(!inserted_id && user.unEquip(I)) I.forceMove(src) inserted_id = I interact(user) return ..() /obj/machinery/mineral/processing_unit_console/interact(mob/user) if(..()) return if(!allowed(user)) to_chat(user, "Access denied.") return user.set_machine(src) var/dat = "

Ore processor console

" dat += "Current unclaimed points: [machine.points]
" if(istype(inserted_id)) dat += "You have [inserted_id.mining_points] mining points collected. Eject ID.
" dat += "Claim points.
" else dat += "No ID inserted. Insert ID.
" dat += "
" for(var/ore in machine.ores_processing) if(!machine.ores_stored[ore] && !show_all_ores) continue var/ore/O = ore_data[ore] if(!O) continue dat += "" dat += "
[capitalize(O.display_name)][machine.ores_stored[ore]]" if(machine.ores_processing[ore]) switch(machine.ores_processing[ore]) if(PROCESS_NONE) dat += "not processing" if(PROCESS_SMELT) dat += "smelting" if(PROCESS_COMPRESS) dat += "compressing" if(PROCESS_ALLOY) dat += "alloying" else dat += "not processing" dat += ".\[change\]

" dat += "Currently displaying [show_all_ores ? "all ore types" : "only available ore types"]. \[[show_all_ores ? "show less" : "show more"]\]
" dat += "The ore processor is currently [(machine.active ? "processing" : "disabled")]." user << browse(dat, "window=processor_console;size=400x500") onclose(user, "processor_console") return /obj/machinery/mineral/processing_unit_console/Topic(href, href_list) if(..()) return 1 usr.set_machine(src) src.add_fingerprint(usr) if(href_list["toggle_smelting"]) var/choice = input("What setting do you wish to use for processing [href_list["toggle_smelting"]]?") as null|anything in list("Smelting","Compressing","Alloying","Nothing") if(!choice) return switch(choice) if("Nothing") choice = PROCESS_NONE if("Smelting") choice = PROCESS_SMELT if("Compressing") choice = PROCESS_COMPRESS if("Alloying") choice = PROCESS_ALLOY machine.ores_processing[href_list["toggle_smelting"]] = choice if(href_list["toggle_power"]) machine.active = !machine.active if(href_list["toggle_ores"]) show_all_ores = !show_all_ores if(href_list["choice"]) if(istype(inserted_id)) if(href_list["choice"] == "eject") usr.put_in_hands(inserted_id) inserted_id = null if(href_list["choice"] == "claim") if(access_mining_station in inserted_id.access) inserted_id.mining_points += machine.points machine.points = 0 else to_chat(usr, "Required access not found.") else if(href_list["choice"] == "insert") var/obj/item/weapon/card/id/I = usr.get_active_hand() if(istype(I)) usr.drop_item() I.forceMove(src) inserted_id = I else to_chat(usr, "No valid ID.") src.updateUsrDialog() return /**********************Mineral processing unit**************************/ /obj/machinery/mineral/processing_unit name = "material processor" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable phoron... icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit icon_state = "furnace" density = TRUE anchored = TRUE light_range = 3 var/obj/machinery/mineral/input = null var/obj/machinery/mineral/output = null var/obj/machinery/mineral/console = null var/sheets_per_tick = 10 var/list/ores_processing[0] var/list/ores_stored[0] var/static/list/alloy_data var/active = FALSE var/points = 0 var/static/list/ore_values = list( "sand" = 1, "hematite" = 1, "carbon" = 1, "phoron" = 15, "silver" = 16, "gold" = 18, "marble" = 20, "uranium" = 30, "diamond" = 50, "platinum" = 40, "lead" = 40, "mhydrogen" = 40, "verdantium" = 60, "rutile" = 40) //VOREStation Add /obj/machinery/mineral/processing_unit/New() ..() // initialize static alloy_data list if(!alloy_data) alloy_data = list() for(var/alloytype in typesof(/datum/alloy)-/datum/alloy) alloy_data += new alloytype() // TODO - Initializing this here is insane. Put it in global lists init or something. ~Leshana if(!ore_data || !ore_data.len) for(var/oretype in typesof(/ore)-/ore) var/ore/OD = new oretype() ore_data[OD.name] = OD ores_processing[OD.name] = 0 ores_stored[OD.name] = 0 /obj/machinery/mineral/processing_unit/Initialize() . = ..() // TODO - Eschew input/output machinery and just use dirs ~Leshana //Locate our output and input machinery. for (var/dir in cardinal) src.input = locate(/obj/machinery/mineral/input, get_step(src, dir)) if(src.input) break for (var/dir in cardinal) src.output = locate(/obj/machinery/mineral/output, get_step(src, dir)) if(src.output) break return /obj/machinery/mineral/processing_unit/process() if (!src.output || !src.input) return if(panel_open || !powered()) return var/list/tick_alloys = list() //Grab some more ore to process this tick. for(var/i = 0,i= sheets_per_tick) break if(ores_stored[metal] > 0 && ores_processing[metal] != 0) var/ore/O = ore_data[metal] if(!O) continue if(ores_processing[metal] == PROCESS_ALLOY && O.alloy) //Alloying. for(var/datum/alloy/A in alloy_data) if(A.metaltag in tick_alloys) continue tick_alloys += A.metaltag var/enough_metal if(!isnull(A.requires[metal]) && ores_stored[metal] >= A.requires[metal]) //We have enough of our first metal, we're off to a good start. enough_metal = 1 for(var/needs_metal in A.requires) //Check if we're alloying the needed metal and have it stored. if(ores_processing[needs_metal] != PROCESS_ALLOY || ores_stored[needs_metal] < A.requires[needs_metal]) enough_metal = 0 break if(!enough_metal) continue else var/total for(var/needs_metal in A.requires) ores_stored[needs_metal] -= A.requires[needs_metal] total += A.requires[needs_metal] total = max(1,round(total*A.product_mod)) //Always get at least one sheet. sheets += total-1 for(var/i=0,i0) can_make-- var/material/M = get_material_by_name(O.compresses_to) if(!istype(M) || !can_make || ores_stored[metal] < 1) continue for(var/i=0,i