mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 03:33:21 +00:00
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
756 lines
30 KiB
Plaintext
756 lines
30 KiB
Plaintext
/*!
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This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them.
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Variables:
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amount - raw amount of the mineral this container is holding, calculated by the defined value SHEET_MATERIAL_AMOUNT=SHEET_MATERIAL_AMOUNT.
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max_amount - max raw amount of mineral this container can hold.
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sheet_type - type of the mineral sheet the container handles, used for output.
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parent - object that this container is being used by, used for output.
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MAX_STACK_SIZE - size of a stack of mineral sheets. Constant.
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*/
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//The full item was consumed
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#define MATERIAL_INSERT_ITEM_SUCCESS 1
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/datum/component/material_container
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/// The maximum amount of materials this material container can contain
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var/max_amount
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/// Map of material ref -> amount
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var/list/materials //Map of key = material ref | Value = amount
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/// The list of materials that this material container can accept
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var/list/allowed_materials
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/// The typecache of things that this material container can accept
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var/list/allowed_item_typecache
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/// The last main material that was inserted into this container
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var/last_inserted_id
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/// Whether or not this material container allows specific amounts from sheets to be inserted
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var/precise_insertion = FALSE
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/// The material container flags. See __DEFINES/construction/materials.dm.
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var/mat_container_flags
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/// Signals that are registered with this contained
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var/list/registered_signals
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/// Sets up the proper signals and fills the list of materials with the appropriate references.
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/datum/component/material_container/Initialize(
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list/init_mats,
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max_amt = 0,
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_mat_container_flags = NONE,
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list/allowed_mats = init_mats,
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list/allowed_items,
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list/container_signals
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)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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materials = list()
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max_amount = max(0, max_amt)
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mat_container_flags = _mat_container_flags
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allowed_materials = allowed_mats || list()
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if(allowed_items)
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if(ispath(allowed_items) && allowed_items == /obj/item/stack)
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allowed_item_typecache = GLOB.typecache_stack
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else
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allowed_item_typecache = typecacheof(allowed_items)
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for(var/mat in init_mats) //Make the assoc list material reference -> amount
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var/mat_ref = GET_MATERIAL_REF(mat)
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if(isnull(mat_ref))
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continue
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var/mat_amt = init_mats[mat]
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if(isnull(mat_amt))
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mat_amt = 0
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materials[mat_ref] += mat_amt
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if(length(container_signals))
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for(var/signal in container_signals)
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parent.RegisterSignal(src, signal, container_signals[signal])
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/datum/component/material_container/Destroy(force)
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materials = null
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allowed_materials = null
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return ..()
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/datum/component/material_container/RegisterWithParent()
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. = ..()
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// can we insert into this container
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if(!(mat_container_flags & MATCONTAINER_NO_INSERT))
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(on_attackby))
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//to see available materials
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if(mat_container_flags & MATCONTAINER_EXAMINE)
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
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//drop sheets when object is deconstructed but not deleted
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RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(drop_sheets))
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/datum/component/material_container/UnregisterFromParent()
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var/list/signals = list()
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if(!(mat_container_flags & MATCONTAINER_NO_INSERT))
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signals += COMSIG_PARENT_ATTACKBY
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if(mat_container_flags & MATCONTAINER_EXAMINE)
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signals += COMSIG_PARENT_EXAMINE
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signals += COMSIG_OBJ_DECONSTRUCT
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UnregisterSignal(parent, signals)
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/datum/component/material_container/proc/drop_sheets()
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SIGNAL_HANDLER
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retrieve_all()
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/datum/component/material_container/proc/on_examine(datum/source, mob/user, list/examine_texts)
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SIGNAL_HANDLER
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for(var/datum/material/M as anything in materials)
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var/amt = materials[M]
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if(amt)
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examine_texts += span_notice("It has [amt] units of [lowertext(M.name)] stored.")
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/datum/component/material_container/vv_edit_var(var_name, var_value)
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var/old_flags = mat_container_flags
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. = ..()
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if(var_name == NAMEOF(src, mat_container_flags) && parent)
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if(!(old_flags & MATCONTAINER_EXAMINE) && mat_container_flags & MATCONTAINER_EXAMINE)
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
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else if(old_flags & MATCONTAINER_EXAMINE && !(mat_container_flags & MATCONTAINER_EXAMINE))
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UnregisterSignal(parent, COMSIG_PARENT_EXAMINE)
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if(old_flags & MATCONTAINER_NO_INSERT && !(mat_container_flags & MATCONTAINER_NO_INSERT))
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(on_attackby))
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else if(!(old_flags & MATCONTAINER_NO_INSERT) && mat_container_flags & MATCONTAINER_NO_INSERT)
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UnregisterSignal(parent, COMSIG_PARENT_ATTACKBY)
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/**
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* 3 Types of Procs
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* Material Insertion : Insert materials into the container
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* Material Validation : Checks how much materials are available, Extracts materials from items if the container can hold them
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* Material Removal : Removes material from the container
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*
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* Each Proc further belongs to a specific category
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* LOW LEVEL: Procs that are used internally & should not be used anywhere else unless you know what your doing
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* MID LEVEL: Procs that can be used by machines(like recycler, stacking machines) to bypass majority of checks
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* HIGH LEVEL: Procs that can be used by anyone publicly and guarantees safety checks & limits
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*/
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//================================Material Insertion procs==============================
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//======================================LOW LEVEL=========================================
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/**
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* Inserts the relevant materials from an item into this material container.
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* This low level proc should not be used directly by anyone
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*
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* Arguments:
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* - [source][/obj/item]: The source of the materials we are inserting.
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* - multiplier: The multiplier for the materials extract from this item being inserted.
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* - context: the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED
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* and is used mostly for silo logging, the silo resends this signal on the context to give it a
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* chance to process the item
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*/
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/datum/component/material_container/proc/insert_item_materials(obj/item/source, multiplier = 1, atom/context = parent)
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var/primary_mat
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var/max_mat_value = 0
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var/material_amount = 0
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var/list/item_materials = source.get_material_composition(mat_container_flags)
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var/list/mats_consumed = list()
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for(var/MAT in item_materials)
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if(!can_hold_material(MAT))
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continue
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var/mat_amount = OPTIMAL_COST(item_materials[MAT] * multiplier)
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materials[MAT] += mat_amount
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if(item_materials[MAT] > max_mat_value)
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max_mat_value = item_materials[MAT]
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primary_mat = MAT
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mats_consumed[MAT] = mat_amount
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material_amount += mat_amount
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if(length(mats_consumed))
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SEND_SIGNAL(src, COMSIG_MATCONTAINER_ITEM_CONSUMED, source, primary_mat, mats_consumed, material_amount, context)
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return primary_mat
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//===================================================================================
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//===============================MID LEVEL===================================================
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/**
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* For inserting an amount of material. Use this to add materials to the container directly
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*
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* Arguments:
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* - amt: amount of said material to insert
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* - mat: the material type to insert
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*/
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/datum/component/material_container/proc/insert_amount_mat(amt, datum/material/mat)
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if(amt <= 0)
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return 0
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amt = OPTIMAL_COST(amt)
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if(!has_space(amt))
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return 0
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var/total_amount_saved = total_amount()
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if(mat)
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if(!istype(mat))
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mat = GET_MATERIAL_REF(mat)
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materials[mat] += amt
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else
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var/num_materials = length(materials)
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if(!num_materials)
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return 0
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amt /= num_materials
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for(var/i in materials)
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materials[i] += amt
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return (total_amount() - total_amount_saved)
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/**
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* Proc specifically for inserting items, use this when you want to insert any item into the container
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* this bypasses most of the material flag checks so much be used by machines like recycler, stacking machine etc that
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* does not care for such checks
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*
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* Arguments:
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* - [weapon][obj/item]: the item you are trying to insert
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* - multiplier: The multiplier for the materials being inserted
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* - context: the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED and is used mostly for silo logging
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* * - delete_item: should we delete the item after its materials are consumed. does not apply to stacks if they were split due to lack of space
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*/
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/datum/component/material_container/proc/insert_item(obj/item/weapon, multiplier = 1, atom/context = parent, delete_item = TRUE)
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if(QDELETED(weapon))
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return MATERIAL_INSERT_ITEM_NO_MATS
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multiplier = CEILING(multiplier, 0.01)
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var/obj/item/target = weapon
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var/material_amount = OPTIMAL_COST(get_item_material_amount(target, mat_container_flags) * multiplier)
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if(!material_amount)
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return MATERIAL_INSERT_ITEM_NO_MATS
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var/obj/item/stack/item_stack
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if(istype(target, /obj/item/stack) && !has_space(material_amount)) //not enough space split and feed as many sheets possible
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item_stack = weapon
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var/space_left = max_amount - total_amount()
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if(!space_left)
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return MATERIAL_INSERT_ITEM_NO_SPACE
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var/material_per_sheet = material_amount / item_stack.amount
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var/sheets_to_insert = round(space_left / material_per_sheet)
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if(!sheets_to_insert)
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return MATERIAL_INSERT_ITEM_NO_SPACE
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target = fast_split_stack(item_stack, sheets_to_insert)
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material_amount = get_item_material_amount(target, mat_container_flags) * multiplier
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material_amount = OPTIMAL_COST(material_amount)
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last_inserted_id = insert_item_materials(target, multiplier, context)
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if(!isnull(last_inserted_id))
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if(delete_item || target != weapon) //we could have split the stack ourselves
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qdel(target) //item gone
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return material_amount
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else if(!isnull(item_stack) && item_stack != target) //insertion failed, merge the split stack back into the original
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var/obj/item/stack/inserting_stack = target
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item_stack.add(inserting_stack.amount)
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qdel(inserting_stack)
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return MATERIAL_INSERT_ITEM_FAILURE
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//============================================================================================
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//===================================HIGH LEVEL===================================================
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/**
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* inserts an item from the players hand into the container. Loops through all the contents inside recursively
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* Does all explicit checking for mat flags & callbacks to check if insertion is valid
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* This proc is what you should be using for almost all cases
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*
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* Arguments:
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* * held_item - the item to insert
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* * user - the mob inserting this item
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* * context - the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED and is used mostly for silo logging
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*/
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/datum/component/material_container/proc/user_insert(obj/item/held_item, mob/living/user, atom/context = parent)
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set waitfor = FALSE
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. = 0
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//All items that do not have any contents
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var/list/obj/item/items = list(held_item)
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//is this the first item we are ever processing
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var/first_checks = TRUE
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//list of items to delete
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var/list/obj/item/to_delete = list()
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//The status of the last insert attempt
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var/inserted = 0
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//All messages to be displayed to chat
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var/list/chat_msgs = list()
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//differs from held_item when using TK
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var/obj/item/active_held = user.get_active_hand()
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while(items.len)
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//no point inserting more items
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if(inserted == MATERIAL_INSERT_ITEM_NO_SPACE)
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break
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//Pop the 1st item out from the list
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var/obj/item/target_item = items[1]
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items -= target_item
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//e.g. projectiles inside bullets are not objects
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if(!istype(target_item))
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continue
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//can't allow abstract items
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if(target_item.abstract)
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continue
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// user defined conditions
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if(SEND_SIGNAL(src, COMSIG_MATCONTAINER_PRE_USER_INSERT, target_item, user) & MATCONTAINER_BLOCK_INSERT)
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continue
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//item is either indestructible, not allowed for redemption or not in the allowed types
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if(allowed_item_typecache && !is_type_in_typecache(target_item, allowed_item_typecache))
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if(!(mat_container_flags & MATCONTAINER_SILENT))
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var/list/status_data = chat_msgs["[MATERIAL_INSERT_ITEM_FAILURE]"] || list()
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var/list/item_data = status_data[target_item.name] || list()
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item_data["count"] += 1
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status_data[target_item.name] = item_data
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chat_msgs["[MATERIAL_INSERT_ITEM_FAILURE]"] = status_data
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//storage items usually come here
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//this is so players can insert items from their bags into machines for convinience
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if(!target_item.contents.len)
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continue
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//at this point we can check if we have enough for all items & other stuff
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if(first_checks)
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//anything that isn't a stack cannot be split so find out if we have enough space, we don't want to consume half the contents of an object & leave it in a broken state
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//for duffle bags and other storage items we can check for space 1 item at a time
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if(!istype(target_item, /obj/item/stack))
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var/total_amount = 0
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for(var/obj/item/weapon as anything in target_item.get_all_contents_type(/obj/item))
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total_amount += get_item_material_amount(weapon)
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if(!has_space(total_amount))
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if(!(mat_container_flags & MATCONTAINER_SILENT))
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to_chat(user, span_warning("[parent] does not have enough space for [target_item]!"))
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return
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first_checks = FALSE
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//if stack, check if we want to read precise amount of sheets to insert
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var/obj/item/stack/item_stack = null
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if(istype(target_item, /obj/item/stack) && precise_insertion)
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var/atom/current_parent = parent
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item_stack = target_item
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var/requested_amount = tgui_input_number(user, "How much do you want to insert?", "Inserting [item_stack.singular_name]s", item_stack.amount, item_stack.amount)
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if(!requested_amount || QDELETED(target_item) || QDELETED(user) || QDELETED(src))
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continue
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if(parent != current_parent || user.get_active_hand() != active_held)
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continue
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if(requested_amount != item_stack.amount) //only split if its not the whole amount
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target_item = fast_split_stack(item_stack, requested_amount) //split off the requested amount
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requested_amount = 0
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//is this item a stack and was it split by the player?
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var/was_stack_split = !isnull(item_stack) && item_stack != target_item
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//if it was split then item_stack has the reference to the original stack/item
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var/obj/item/original_item = was_stack_split ? item_stack : target_item
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//if this item is not the one the player is holding then don't remove it from their hand
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if(original_item != active_held)
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original_item = null
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if(!isnull(original_item) && !user.temporarilyRemoveItemFromInventory(original_item)) //remove from hand(if split remove the original stack else the target)
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return
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//insert the item
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var/item_name = target_item.name
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var/item_count = 1
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var/is_stack = FALSE
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var/obj/item/stack/the_stack
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if(istype(target_item, /obj/item/stack))
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the_stack = target_item
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item_name = the_stack.singular_name
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item_count = the_stack.amount
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is_stack = TRUE
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//we typically don't want to consume bags, boxes but only their contents. so we skip processing
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inserted = !istype(target_item, /obj/item/storage) ? insert_item(target_item, 1, context, is_stack) : 0
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if(inserted > 0)
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. += inserted
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inserted /= SHEET_MATERIAL_AMOUNT // display units inserted as sheets for improved readability
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//collect all messages to print later
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var/list/status_data = chat_msgs["[MATERIAL_INSERT_ITEM_SUCCESS]"] || list()
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var/list/item_data = status_data[item_name] || list()
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item_data["count"] += item_count
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item_data["amount"] += inserted
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item_data["stack"] = is_stack
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status_data[item_name] = item_data
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chat_msgs["[MATERIAL_INSERT_ITEM_SUCCESS]"] = status_data
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//delete the item or merge stacks if any left over
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if(is_stack)
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//player split it & machine further split that due to lack of space? merge with remaining stack
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if(!QDELETED(target_item) && was_stack_split)
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var/obj/item/stack/inserting_stack = target_item
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item_stack.add(inserting_stack.amount)
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qdel(inserting_stack)
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//was this the original item in the players hand? put what's left back in the player's hand
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if(!QDELETED(original_item))
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user.put_in_active_hand(original_item)
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//skip processing children & other stuff. irrelevant for stacks
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continue
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//queue the object for deletion
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to_delete += target_item
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else
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//collect all messages to print later
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var/list/status_data = chat_msgs["[inserted]"] || list()
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var/list/item_data = status_data[item_name] || list()
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item_data["count"] += item_count
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status_data[item_name] = item_data
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chat_msgs["[inserted]"] = status_data
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//player split the stack by the requested amount but even that split amount could not be salvaged. merge it back with the original
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if(was_stack_split)
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var/obj/item/stack/inserting_stack = target_item
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item_stack.add(inserting_stack.amount)
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qdel(inserting_stack)
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//was this the original item in the players hand? put it back because we coudn't salvage it
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if(!QDELETED(original_item))
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user.put_in_active_hand(original_item)
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//we can stop here as remaining items will fail to insert as well
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if(inserted == MATERIAL_INSERT_ITEM_NO_SPACE)
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break
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//we failed to process the item so don't bother going into its contents
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//but if we are dealing with storage items like bags, boxes etc then we make a exception
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if(!istype(target_item, /obj/item/storage))
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continue
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//If any mats were consumed we can proceed to delete the parent
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//If it has children then we will process them first in the 2nd round
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//This is done so we don't delete the children when the parent is consumed
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//We only do this on the 1st iteration so we don't re-iterate through its children again
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if(target_item.contents.len)
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//process children
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items += target_item.contents
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//we now summarize the chat msgs collected
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if(!(mat_container_flags & MATCONTAINER_SILENT))
|
|
|
|
for(var/status as anything in chat_msgs)
|
|
var/list/status_data = chat_msgs[status]
|
|
|
|
for(var/item_name as anything in status_data)
|
|
//read the params
|
|
var/list/chat_data = status_data[item_name]
|
|
var/count = chat_data["count"]
|
|
var/amount = chat_data["amount"]
|
|
|
|
//decode the message
|
|
switch(text2num(status))
|
|
if(MATERIAL_INSERT_ITEM_SUCCESS) //no problems full item was consumed
|
|
if(chat_data["stack"])
|
|
var/sheets = min(count, amount) //minimum between sheets inserted vs sheets consumed(values differ for alloys)
|
|
to_chat(user, span_notice("[sheets > 1 ? "[sheets] " : ""][item_name][sheets > 1 ? "s were" : " was"] added to [parent]."))
|
|
else
|
|
to_chat(user, span_notice("[count > 1 ? "[count] " : ""][item_name][count > 1 ? "s" : ""], worth [amount] sheets, [count > 1 ? "were" : "was"] added to [parent]."))
|
|
if(MATERIAL_INSERT_ITEM_NO_SPACE) //no space
|
|
to_chat(user, span_warning("[parent] has no space to accept [item_name]!"))
|
|
if(MATERIAL_INSERT_ITEM_NO_MATS) //no materials inside these items
|
|
to_chat(user, span_warning("[item_name][count > 1 ? "s have" : " has"] no materials that can be accepted by [parent]!"))
|
|
if(MATERIAL_INSERT_ITEM_FAILURE) //could be because the material type was not accepted or other stuff
|
|
to_chat(user, span_warning("[item_name][count > 1 ? "s were" : " was"] rejected by [parent]!"))
|
|
|
|
//finally delete the items
|
|
for(var/obj/item/deleting as anything in to_delete)
|
|
if(!QDELETED(deleting)) //deleting parents also delete their children so we check
|
|
qdel(deleting)
|
|
|
|
/datum/component/material_container/proc/on_attackby(datum/source, obj/item/I, mob/living/user)
|
|
SIGNAL_HANDLER
|
|
if(istype(I, /obj/item/storage/bag/sheetsnatcher))
|
|
return OnSheetSnatcher(source, user, I)
|
|
|
|
return attempt_insert(user, I)
|
|
|
|
/datum/component/material_container/proc/OnSheetSnatcher(datum/source, mob/user, obj/item/storage/bag/sheetsnatcher/S)
|
|
SIGNAL_HANDLER
|
|
// this is called both locally and from remote_materials
|
|
|
|
var/list/sheets = S.quick_empty()
|
|
for(var/obj/item/stack/material/M as anything in sheets)
|
|
attempt_insert(user, M)
|
|
|
|
/// Proc that allows players to fill the parent with mats
|
|
/datum/component/material_container/proc/attempt_insert(mob/living/user, obj/item/weapon)
|
|
if(istype(parent, /obj/machinery))
|
|
var/obj/machinery/machine = parent
|
|
if(machine.stat || machine.panel_open)
|
|
return
|
|
|
|
user_insert(weapon, user)
|
|
return TRUE
|
|
//===============================================================================================
|
|
|
|
|
|
//======================================Material Validation=======================================
|
|
|
|
//=========================================LOW LEVEL===================================
|
|
/**
|
|
* Proc that returns TRUE if the container has space
|
|
*
|
|
* Arguments:
|
|
* * amt - can this container hold this much amount of materials
|
|
*/
|
|
/datum/component/material_container/proc/has_space(amt = 0)
|
|
return (total_amount() + amt) <= max_amount
|
|
|
|
/**
|
|
* The default check for whether we can add materials to this material container.
|
|
*
|
|
* Arguments:
|
|
* - [mat][/atom/material]: The material we are checking for insertability.
|
|
*/
|
|
/datum/component/material_container/proc/can_hold_material(datum/material/mat)
|
|
if(mat in allowed_materials)
|
|
return TRUE
|
|
if(istype(mat) && ((mat.name in allowed_materials) || (mat.type in allowed_materials)))
|
|
allowed_materials += mat // This could get messy with passing lists by ref... but if you're doing that the list expansion is probably being taken care of elsewhere anyway...
|
|
return TRUE
|
|
if(SEND_SIGNAL(src, COMSIG_MATCONTAINER_MAT_CHECK, mat) & MATCONTAINER_ALLOW_MAT)
|
|
allowed_materials += mat
|
|
return TRUE
|
|
return FALSE
|
|
//========================================================================================
|
|
|
|
|
|
//===================================MID LEVEL=============================================
|
|
|
|
/**
|
|
* Returns the amount of a specific material in this container.
|
|
*
|
|
* Arguments:
|
|
* -[mat][datum/material] : the material type to check for 3 cases
|
|
* a) If it's an path its ref is retrieved
|
|
* b) If it's text then its an category material & there is no way to deal with it so return 0
|
|
* c) If normal material proceeds as usual
|
|
*/
|
|
/datum/component/material_container/proc/get_material_amount(datum/material/mat)
|
|
if(!istype(mat))
|
|
mat = GET_MATERIAL_REF(mat)
|
|
return materials[mat]
|
|
|
|
|
|
/**
|
|
* Returns the amount of material relevant to this container;
|
|
* if this container does not support glass, any glass in 'I' will not be taken into account
|
|
*
|
|
* Arguments:
|
|
* - [I][obj/item]: the item whos materials must be retrieved
|
|
*/
|
|
/datum/component/material_container/proc/get_item_material_amount(obj/item/I, breakdown_flags = mat_container_flags)
|
|
if(!istype(I) || !I.matter)
|
|
return 0
|
|
var/material_amount = 0
|
|
var/list/item_materials = I.get_material_composition(breakdown_flags)
|
|
for(var/MAT in item_materials)
|
|
if(!can_hold_material(MAT))
|
|
continue
|
|
material_amount += item_materials[MAT]
|
|
return material_amount
|
|
//================================================================================================
|
|
|
|
|
|
//=========================================HIGH LEVEL==========================================
|
|
/// returns the total amount of material in the container
|
|
/datum/component/material_container/proc/total_amount()
|
|
. = 0
|
|
for(var/i in materials)
|
|
. += get_material_amount(i)
|
|
|
|
/**
|
|
* Returns TRUE if you have enough of the specified material.
|
|
*
|
|
* Arguments:
|
|
* - [req_mat][datum/material]: the material to check for
|
|
* - amount: how much material do we need
|
|
*/
|
|
/datum/component/material_container/proc/has_enough_of_material(datum/material/req_mat, amount = 1)
|
|
return get_material_amount(req_mat) >= OPTIMAL_COST(amount)
|
|
|
|
|
|
/**
|
|
* Checks if its possible to afford a certain amount of materials. Takes a dictionary of materials.
|
|
* coefficient can be thought of as the machines efficiency & multiplier as the print quantity
|
|
*
|
|
* Arguments:
|
|
* - mats: list of materials(key=material, value= 1 unit of material) to check for
|
|
* - coefficient: scaling applied to 1 unit of material in the mats list
|
|
* - multiplier: how many units(after scaling) do we require
|
|
*/
|
|
/datum/component/material_container/proc/has_materials(list/mats, coefficient = 1, multiplier = 1)
|
|
if(!length(mats))
|
|
return FALSE
|
|
|
|
for(var/x in mats) //Loop through all required materials
|
|
var/wanted = OPTIMAL_COST(mats[x] * coefficient) * multiplier
|
|
if(!has_enough_of_material(x, wanted))//Not a category, so just check the normal way
|
|
testing("didn't have: [x] wanted: [wanted]")
|
|
return FALSE
|
|
|
|
return TRUE
|
|
//==========================================================================================================
|
|
|
|
|
|
//================================================Material Usage============================================
|
|
|
|
//==================================================LOW LEVEL=======================================
|
|
/**
|
|
* Uses an amount of a specific material, effectively removing it.
|
|
*
|
|
* Arguments:
|
|
* - amt: amount of said material to use
|
|
* - [mat][datum/material]: type of mat to use
|
|
*/
|
|
/datum/component/material_container/proc/use_amount_mat(amt, datum/material/mat)
|
|
//round amount
|
|
amt = OPTIMAL_COST(amt)
|
|
|
|
//get ref if necessary
|
|
if(!istype(mat))
|
|
mat = GET_MATERIAL_REF(mat)
|
|
|
|
if(materials[mat] < amt)
|
|
return 0
|
|
|
|
materials[mat] -= amt
|
|
return amt
|
|
|
|
//==============================================================================================
|
|
|
|
//=========================================MID LEVEL==========================================
|
|
/**
|
|
* For consuming a dictionary of materials.
|
|
*
|
|
* Arguments:
|
|
* - mats: map of materials to consume(key = material type, value = amount)
|
|
* - coefficient: how much fraction of unit material in the mats list must be consumed. This is usually your machines efficiency
|
|
* - multiplier: how many units of material in the mats list(after each unit is multiplied and rounded with coefficient) must be consumed, This is usually your print quantity
|
|
*/
|
|
/datum/component/material_container/proc/use_materials(list/mats, coefficient = 1, multiplier = 1)
|
|
if(!mats || !length(mats))
|
|
return FALSE
|
|
|
|
var/amount_removed = 0
|
|
for(var/i in mats)
|
|
amount_removed += use_amount_mat(OPTIMAL_COST(mats[i] * coefficient) * multiplier, i)
|
|
|
|
return amount_removed
|
|
//============================================================================================
|
|
|
|
|
|
//===========================================HIGH LEVEL=======================================
|
|
|
|
/**
|
|
* For spawning mineral sheets at a specific location. Used by machines to output sheets.
|
|
*
|
|
* Arguments:
|
|
* sheet_amt: number of sheets to extract
|
|
* [material][datum/material]: type of sheets present in this container to extract
|
|
* [target][atom]: drop location
|
|
* [atom][context]: context - the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_SHEETS_RETRIEVED and is used mostly for silo logging
|
|
*/
|
|
/datum/component/material_container/proc/retrieve_sheets(sheet_amt, datum/material/material, atom/target = null, atom/context = parent)
|
|
//do we support sheets of this material
|
|
if(!material.stack_type)
|
|
return 0 //Add greyscale sheet handling here later
|
|
if(!can_hold_material(material))
|
|
return 0
|
|
|
|
//requested amount greater than available amount or just an invalid value
|
|
sheet_amt = min(round(materials[material] / SHEET_MATERIAL_AMOUNT), sheet_amt)
|
|
if(sheet_amt <= 0)
|
|
return 0
|
|
//auto drop location
|
|
if(!target)
|
|
var/atom/parent_atom = parent
|
|
target = parent_atom.drop_location()
|
|
if(!target)
|
|
return 0
|
|
|
|
//eject sheets based on available amount after each iteration
|
|
var/count = 0
|
|
while(sheet_amt > 0)
|
|
//don't merge yet. we need to do stuff with it first
|
|
var/obj/item/stack/material/new_sheets = new material.stack_type(target, min(sheet_amt, MAX_STACK_SIZE), FALSE)
|
|
count += new_sheets.amount
|
|
//use material & deduct work needed
|
|
use_amount_mat(new_sheets.amount * SHEET_MATERIAL_AMOUNT, material)
|
|
sheet_amt -= new_sheets.amount
|
|
//send signal
|
|
SEND_SIGNAL(src, COMSIG_MATCONTAINER_SHEETS_RETRIEVED, new_sheets, context)
|
|
//no point merging anything into an already full stack
|
|
if(new_sheets.amount == new_sheets.max_amount)
|
|
continue
|
|
//now we can merge since we are done with it
|
|
for(var/obj/item/stack/item_stack in target)
|
|
if(item_stack == new_sheets || item_stack.type != material.stack_type) //don't merge with self or different type
|
|
continue
|
|
//speed merge
|
|
var/merge_amount = min(item_stack.amount, new_sheets.max_amount - new_sheets.get_amount())
|
|
item_stack.use(merge_amount)
|
|
new_sheets.add(merge_amount)
|
|
break
|
|
return count
|
|
|
|
/**
|
|
* Proc to get all the materials and dump them as sheets
|
|
*
|
|
* Arguments:
|
|
* - target: drop location of the sheets
|
|
* - context: the atom which is ejecting the sheets. Used mostly in silo logging
|
|
*/
|
|
/datum/component/material_container/proc/retrieve_all(target = null, atom/context = parent)
|
|
var/result = 0
|
|
for(var/MAT in materials)
|
|
result += retrieve_sheets(amount2sheet(materials[MAT]), MAT, target, context)
|
|
return result
|
|
//============================================================================================
|
|
|
|
/// Turns a material amount into the amount of sheets it should output
|
|
/datum/component/material_container/proc/amount2sheet(amt)
|
|
if(amt >= SHEET_MATERIAL_AMOUNT)
|
|
return round(amt / SHEET_MATERIAL_AMOUNT)
|
|
return FALSE
|
|
|
|
/// Turns an amount of sheets into the amount of material amount it should output
|
|
/datum/component/material_container/proc/sheet2amount(sheet_amt)
|
|
if(sheet_amt > 0)
|
|
return sheet_amt * SHEET_MATERIAL_AMOUNT
|
|
return FALSE
|
|
|
|
/datum/component/material_container/tgui_static_data(mob/user)
|
|
var/list/data = ..()
|
|
data["SHEET_MATERIAL_AMOUNT"] = SHEET_MATERIAL_AMOUNT
|
|
return data
|
|
|
|
/// List format is list(list(name = ..., amount = ..., ref = ..., etc.), list(...))
|
|
/datum/component/material_container/tgui_data(mob/user, skip_empty = FALSE)
|
|
var/list/data = list()
|
|
|
|
|
|
for(var/datum/material/material as anything in materials)
|
|
var/amount = materials[material]
|
|
|
|
if(amount == 0 && skip_empty)
|
|
continue
|
|
|
|
data += list(list(
|
|
"name" = material.name,
|
|
"ref" = REF(material),
|
|
"amount" = amount,
|
|
"color" = material.icon_colour,
|
|
"sheets" = round(amount / SHEET_MATERIAL_AMOUNT),
|
|
"removable" = amount >= SHEET_MATERIAL_AMOUNT,
|
|
))
|
|
|
|
return data
|
|
|
|
#undef MATERIAL_INSERT_ITEM_SUCCESS
|