Files
CHOMPStation2/code/modules/mining/machine_processing.dm
Cameron653 e158fcd3cc Macro Replacements. (#3574)
* A preface to my madness

Travis failed one of my PR's because I copied old code
that used /red /blue /green.

Because of this, I am going to find and replace every
instance of it that I find.

Also this is a test commit to make sure I'm comitting
to the correct branch.

* /blue /green /red replacements

Dear god.

A slow and painful death from acid is more fun than this.

I wouldn't wish this torture on my worst enemy.
And this is only the beginning

* Replace part 2.

Time to fix the human error.

* Fixes mismatches

* Sets macro count to 220

One above the current number of macros in the code.

* Fixes last of the mismatches.

* Removes spaces, replaces \black

Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen

* Updating macro count again

* More fixes!

* Issues fixed! For real this time!

I swear!

* Fixing all the merge conflict files.
2017-07-19 12:47:23 -05:00

245 lines
6.9 KiB
Plaintext

/**********************Mineral processing unit console**************************/
/obj/machinery/mineral/processing_unit_console
name = "production machine console"
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console"
density = 1
anchored = 1
var/obj/machinery/mineral/processing_unit/machine = null
//var/machinedir = EAST //Dumb
var/show_all_ores = 0
/obj/machinery/mineral/processing_unit_console/New()
..()
spawn(7)
//src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
src.machine = locate(/obj/machinery/mineral/processing_unit) in range(5,src)
if (machine)
machine.console = src
else
world << "<span class='danger'>Warning: Ore processing machine console at [src.x], [src.y], [src.z] could not find its machine!</span>"
qdel(src)
/obj/machinery/mineral/processing_unit_console/attack_hand(mob/user)
add_fingerprint(user)
interact(user)
/obj/machinery/mineral/processing_unit_console/interact(mob/user)
if(..())
return
if(!allowed(user))
user << "<font color='red'>Access denied.</font>"
return
user.set_machine(src)
var/dat = "<h1>Ore processor console</h1>"
dat += "<hr><table>"
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 += "<tr><td width = 40><b>[capitalize(O.display_name)]</b></td><td width = 30>[machine.ores_stored[ore]]</td><td width = 100>"
if(machine.ores_processing[ore])
switch(machine.ores_processing[ore])
if(0)
dat += "<font color='red'>not processing</font>"
if(1)
dat += "<font color='orange'>smelting</font>"
if(2)
dat += "<font color='blue'>compressing</font>"
if(3)
dat += "<font color='gray'>alloying</font>"
else
dat += "<font color='red'>not processing</font>"
dat += ".</td><td width = 30><a href='?src=\ref[src];toggle_smelting=[ore]'>\[change\]</a></td></tr>"
dat += "</table><hr>"
dat += "Currently displaying [show_all_ores ? "all ore types" : "only available ore types"]. <A href='?src=\ref[src];toggle_ores=1'>\[[show_all_ores ? "show less" : "show more"]\]</a></br>"
dat += "The ore processor is currently <A href='?src=\ref[src];toggle_power=1'>[(machine.active ? "<font color='green'>processing</font>" : "<font color='red'>disabled</font>")]</a>."
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 = 0
if("Smelting") choice = 1
if("Compressing") choice = 2
if("Alloying") choice = 3
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
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.dmi'
icon_state = "furnace"
density = 1
anchored = 1
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 = 0
/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()
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
//Locate our output and input machinery.
spawn(5)
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
return
/obj/machinery/mineral/processing_unit/process()
if (!src.output || !src.input) return
var/list/tick_alloys = list()
//Grab some more ore to process this tick.
for(var/i = 0,i<sheets_per_tick,i++)
var/obj/item/weapon/ore/O = locate() in input.loc
if(!O) break
if(!isnull(ores_stored[O.material]))
ores_stored[O.material]++
qdel(O)
if(!active)
return
//Process our stored ores and spit out sheets.
var/sheets = 0
for(var/metal in ores_stored)
if(sheets >= 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] == 3 && 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] != 3 || 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,i<total,i++)
new A.product(output.loc)
else if(ores_processing[metal] == 2 && O.compresses_to) //Compressing.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
if(can_make%2>0) 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<can_make,i+=2)
ores_stored[metal]-=2
sheets+=2
new M.stack_type(output.loc)
else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
var/material/M = get_material_by_name(O.smelts_to)
if(!istype(M) || !can_make || ores_stored[metal] < 1)
continue
for(var/i=0,i<can_make,i++)
ores_stored[metal]--
sheets++
new M.stack_type(output.loc)
else
ores_stored[metal]--
sheets++
new /obj/item/weapon/ore/slag(output.loc)
else
continue
console.updateUsrDialog()