mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
249 lines
7.0 KiB
Plaintext
249 lines
7.0 KiB
Plaintext
/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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circuit = /obj/item/weapon/circuitboard/protolathe
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use_power = USE_POWER_IDLE
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idle_power_usage = 30
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active_power_usage = 5000
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var/max_material_storage = 100000
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var/list/datum/design/queue = list()
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var/progress = 0
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var/mat_efficiency = 1
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var/speed = 1
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//VOREStation Edit - Broke this into lines
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materials = list(
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DEFAULT_WALL_MATERIAL = 0,
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"glass" = 0,
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MAT_PLASTEEL = 0,
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"plastic" = 0,
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MAT_GRAPHITE = 0,
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"gold" = 0,
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"silver" = 0,
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"osmium" = 0,
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MAT_LEAD = 0,
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"phoron" = 0,
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"uranium" = 0,
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"diamond" = 0,
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MAT_DURASTEEL = 0,
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MAT_VERDANTIUM = 0,
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MAT_MORPHIUM = 0,
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MAT_METALHYDROGEN = 0,
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MAT_SUPERMATTER = 0,
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MAT_TITANIUM = 0)
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hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
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/obj/machinery/r_n_d/protolathe/Initialize()
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. = ..()
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default_apply_parts()
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/obj/machinery/r_n_d/protolathe/process()
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..()
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if(stat)
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update_icon()
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return
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if(queue.len == 0)
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busy = 0
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update_icon()
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return
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var/datum/design/D = queue[1]
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if(canBuild(D))
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busy = 1
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progress += speed
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if(progress >= D.time)
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build(D)
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progress = 0
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removeFromQueue(1)
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if(linked_console)
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linked_console.updateUsrDialog()
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flick("[initial(icon_state)]_finish", src)
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update_icon()
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else
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if(busy)
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visible_message("<span class='notice'>\icon [src] flashes: insufficient materials: [getLackingMaterials(D)].</span>")
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busy = 0
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update_icon()
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/obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
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var/t = 0
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for(var/f in materials)
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t += materials[f]
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return t
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/obj/machinery/r_n_d/protolathe/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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create_reagents(T)
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max_material_storage = 0
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for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
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max_material_storage += M.rating * 75000
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T = 0
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for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
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T += M.rating
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mat_efficiency = max(1 - (T - 2) / 8, 0.2)
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speed = T / 2
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/obj/machinery/r_n_d/protolathe/dismantle()
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for(var/f in materials)
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eject_materials(f, -1)
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..()
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/obj/machinery/r_n_d/protolathe/update_icon()
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overlays.Cut()
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icon_state = initial(icon_state)
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if(panel_open)
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overlays.Add(image(icon, "[icon_state]_panel"))
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if(stat & NOPOWER)
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return
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if(busy)
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icon_state = "[icon_state]_work"
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/obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(busy)
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to_chat(user, "<span class='notice'>\The [src] is busy. Please wait for completion of previous operation.</span>")
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return 1
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if(default_deconstruction_screwdriver(user, O))
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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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return
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if(default_deconstruction_crowbar(user, O))
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return
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if(default_part_replacement(user, O))
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return
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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/gripper/no_use/loader))
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return 0 //Sheet loaders weren't finishing attack(), this prevents the message "You can't stuff that gripper into this" without preventing the rest of the attack sequence from finishing
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if(panel_open)
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to_chat(user, "<span class='notice'>You can't load \the [src] while it's opened.</span>")
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return 1
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if(!linked_console)
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to_chat(user, "<span class='notice'>\The [src] must be linked to an R&D console first!</span>")
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return 1
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if(!istype(O, /obj/item/stack/material))
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to_chat(user, "<span class='notice'>You cannot insert this item into \the [src]!</span>")
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return 1
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if(stat)
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return 1
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var/obj/item/stack/material/S = O
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if(!(S.material.name in materials))
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to_chat(user, "<span class='warning'>The [src] doesn't accept [S.material]!</span>")
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return
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busy = 1
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var/sname = "[S.name]"
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var/amnt = S.perunit
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var/max_res_amount = max_material_storage
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for(var/mat in materials)
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max_res_amount -= materials[mat]
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if(materials[S.material.name] + amnt <= max_res_amount)
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if(S && S.get_amount() >= 1)
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var/count = 0
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flick("[initial(icon_state)]_loading", src)
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while(materials[S.material.name] + amnt <= max_res_amount && S.get_amount() >= 1)
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materials[S.material.name] += amnt
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S.use(1)
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count++
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to_chat(user, "You insert [count] [sname] into the fabricator.")
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else
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to_chat(user, "The fabricator cannot hold more [sname].")
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busy = 0
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var/stacktype = S.type
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var/t = getMaterialName(stacktype)
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overlays += "protolathe_[t]"
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spawn(10)
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overlays -= "protolathe_[t]"
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updateUsrDialog()
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return
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/obj/machinery/r_n_d/protolathe/proc/addToQueue(var/datum/design/D)
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queue += D
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return
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/obj/machinery/r_n_d/protolathe/proc/removeFromQueue(var/index)
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queue.Cut(index, index + 1)
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return
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/obj/machinery/r_n_d/protolathe/proc/canBuild(var/datum/design/D)
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for(var/M in D.materials)
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if(materials[M] < (D.materials[M] * mat_efficiency))
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return 0
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for(var/C in D.chemicals)
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if(!reagents.has_reagent(C, D.chemicals[C] * mat_efficiency))
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return 0
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return 1
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/obj/machinery/r_n_d/protolathe/proc/getLackingMaterials(var/datum/design/D)
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var/ret = ""
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for(var/M in D.materials)
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if(materials[M] < D.materials[M])
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if(ret != "")
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ret += ", "
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ret += "[D.materials[M] - materials[M]] [M]"
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for(var/C in D.chemicals)
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if(!reagents.has_reagent(C, D.chemicals[C]))
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if(ret != "")
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ret += ", "
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ret += C
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return ret
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/obj/machinery/r_n_d/protolathe/proc/build(var/datum/design/D)
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var/power = active_power_usage
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for(var/M in D.materials)
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power += round(D.materials[M] / 5)
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power = max(active_power_usage, power)
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use_power(power)
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for(var/M in D.materials)
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materials[M] = max(0, materials[M] - D.materials[M] * mat_efficiency)
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for(var/C in D.chemicals)
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reagents.remove_reagent(C, D.chemicals[C] * mat_efficiency)
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if(D.build_path)
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var/obj/new_item = D.Fabricate(src, src)
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new_item.loc = loc
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if(mat_efficiency != 1) // No matter out of nowhere
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if(new_item.matter && new_item.matter.len > 0)
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for(var/i in new_item.matter)
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new_item.matter[i] = new_item.matter[i] * mat_efficiency
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/obj/machinery/r_n_d/protolathe/proc/eject_materials(var/material, var/amount) // 0 amount = 0 means ejecting a full stack; -1 means eject everything
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var/recursive = amount == -1 ? 1 : 0
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material = lowertext(material)
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var/obj/item/stack/material/mattype
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var/datum/material/MAT = get_material_by_name(material)
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if(!MAT)
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return
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mattype = MAT.stack_type
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if(!mattype)
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return
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var/obj/item/stack/material/S = new mattype(loc)
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if(amount <= 0)
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amount = S.max_amount
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var/ejected = min(round(materials[material] / S.perunit), amount)
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S.amount = min(ejected, amount)
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if(S.amount <= 0)
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qdel(S)
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return
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materials[material] -= ejected * S.perunit
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if(recursive && materials[material] >= S.perunit)
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eject_materials(material, -1) |