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https://github.com/CHOMPStation2/CHOMPStation2.git
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Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery. Research moved into Modules. Virus2 moved into WIP - is anyone even working on this, it looks almost done? Computer2,optics,pda2,experimental moved unto unused. WIP Chemistry things moved into Chemical Module Cameras.dm moved into weapons GameKit.dm moved into unused BrokenInHands.dm moved into unused Removed Grillify.dm Moved all of the files listed as unused in the mining module to unused Removed several empty folders in modules Moved cloning.dm into machinery Moved NewBan.dm into admin Changed humanoid aliens new_life.dm into life.dm Moved beast mob into unused Moved hivebot into unused Moved carpedexplosion.dm into unused Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything. Removed mastercontroler2.dm Moved savefile.dm from human to new_player Bugfix People spawning on the starting screen on rev/cult should be fixed. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
177 lines
6.6 KiB
Plaintext
177 lines
6.6 KiB
Plaintext
/*
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Protolathe
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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
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it creates. All the menus and other manipulation commands are in the R&D console.
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Note: Must be placed west/left of and R&D console to function.
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*/
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/obj/machinery/r_n_d/protolathe
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name = "Protolathe"
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icon_state = "protolathe"
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flags = OPENCONTAINER
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var
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max_material_storage = 100000 //All this could probably be done better with a list but meh.
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m_amount = 0.0
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g_amount = 0.0
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gold_amount = 0.0
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silver_amount = 0.0
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plasma_amount = 0.0
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uranium_amount = 0.0
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diamond_amount = 0.0
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clown_amount = 0.0
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adamantine_amount = 0.0
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New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/protolathe(src)
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
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component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
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RefreshParts()
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proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
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return m_amount + g_amount + gold_amount + silver_amount + plasma_amount + uranium_amount + diamond_amount + clown_amount
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RefreshParts()
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var/T = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
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T += G.reagents.maximum_volume
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var/datum/reagents/R = new/datum/reagents(T) //Holder for the reagents used as materials.
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reagents = R
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R.my_atom = src
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T = 0
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for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
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T += M.rating
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max_material_storage = T * 75000
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (shocked)
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shock(user,50)
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if (O.is_open_container())
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return 1
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if (istype(O, /obj/item/weapon/screwdriver))
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if (!opened)
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opened = 1
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if(linked_console)
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linked_console.linked_lathe = null
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linked_console = null
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icon_state = "protolathe_t"
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user << "You open the maintenance hatch of [src]."
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else
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opened = 0
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icon_state = "protolathe"
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user << "You close the maintenance hatch of [src]."
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return
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if (opened)
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if(istype(O, /obj/item/weapon/crowbar))
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playsound(src.loc, 'Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
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reagents.trans_to(I, reagents.total_volume)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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if(m_amount >= 3750)
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var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
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G.amount = round(m_amount / 3750)
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if(g_amount >= 3750)
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var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
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G.amount = round(g_amount / 3750)
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if(plasma_amount >= 3750)
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var/obj/item/stack/sheet/plasma/G = new /obj/item/stack/sheet/plasma(src.loc)
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G.amount = round(plasma_amount / 3750)
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if(silver_amount >= 3750)
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var/obj/item/stack/sheet/silver/G = new /obj/item/stack/sheet/silver(src.loc)
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G.amount = round(silver_amount / 3750)
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if(gold_amount >= 3750)
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var/obj/item/stack/sheet/gold/G = new /obj/item/stack/sheet/gold(src.loc)
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G.amount = round(gold_amount / 3750)
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if(uranium_amount >= 3750)
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var/obj/item/stack/sheet/uranium/G = new /obj/item/stack/sheet/uranium(src.loc)
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G.amount = round(uranium_amount / 3750)
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if(diamond_amount >= 3750)
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var/obj/item/stack/sheet/diamond/G = new /obj/item/stack/sheet/diamond(src.loc)
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G.amount = round(diamond_amount / 3750)
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if(clown_amount >= 3750)
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var/obj/item/stack/sheet/clown/G = new /obj/item/stack/sheet/clown(src.loc)
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G.amount = round(clown_amount / 3750)
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if(adamantine_amount >= 3750)
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var/obj/item/stack/sheet/adamantine/G = new /obj/item/stack/sheet/adamantine(src.loc)
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G.amount = round(adamantine_amount / 3750)
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del(src)
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return 1
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else
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user << "\red You can't load the [src.name] while it's opened."
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return 1
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if (disabled)
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return
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if (!linked_console)
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user << "\The protolathe must be linked to an R&D console first!"
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return 1
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if (busy)
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user << "\red The protolathe is busy. Please wait for completion of previous operation."
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return 1
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if (!istype(O, /obj/item/stack/sheet))
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user << "\red You cannot insert this item into the protolathe!"
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return 1
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if (stat)
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return 1
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if (TotalMaterials() + 3750 > max_material_storage)
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user << "\red The protolathe's material bin is full. Please remove material before adding more."
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return 1
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var/obj/item/stack/stack = O
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var/amount = 1
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var/title = "[stack.name]: [stack.amount] sheet\s left"
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switch(alert(title, "How many sheets do you want to load?", "one", "max", "cancel", null))
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if("one")
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amount = 1
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if("max")
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amount = min(stack.amount, round((max_material_storage-TotalMaterials())/3750))
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else
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return 1
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if(istype(O, /obj/item/stack/sheet/glass))
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flick("protolathe_r",src)//plays glass insertion animation
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else
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flick("protolathe_o",src)//plays metal insertion animation
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icon_state = "protolathe"
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busy = 1
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use_power(max(1000, (3750*amount/10)))
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spawn(16)
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user << "\blue You add [amount] sheets to the [src.name]."
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icon_state = "protolathe"
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flick("protolathe_o",src)
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if(istype(stack, /obj/item/stack/sheet/metal))
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m_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/glass))
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g_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/gold))
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gold_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/silver))
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silver_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/plasma))
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plasma_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/uranium))
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uranium_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/diamond))
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diamond_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/clown))
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clown_amount += amount * 3750
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else if(istype(stack, /obj/item/stack/sheet/adamantine))
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adamantine_amount += amount * 3750
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stack.use(amount)
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busy = 0
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src.updateUsrDialog()
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return |