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CHOMPStation2/code/modules/research/protolathe.dm

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/obj/machinery/r_n_d/protolathe
name = "Protolathe"
icon_state = "protolathe"
flags = OPENCONTAINER
circuit = /obj/item/weapon/circuitboard/protolathe
use_power = 1
idle_power_usage = 30
active_power_usage = 5000
var/max_material_storage = 100000
var/list/datum/design/queue = list()
var/progress = 0
var/mat_efficiency = 1
var/speed = 1
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, "gold" = 0, "silver" = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0)
/obj/machinery/r_n_d/protolathe/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
RefreshParts()
/obj/machinery/r_n_d/protolathe/process()
..()
if(stat)
update_icon()
return
if(queue.len == 0)
busy = 0
update_icon()
return
var/datum/design/D = queue[1]
if(canBuild(D))
busy = 1
progress += speed
if(progress >= D.time)
build(D)
progress = 0
removeFromQueue(1)
if(linked_console)
linked_console.updateUsrDialog()
update_icon()
else
if(busy)
visible_message("<span class='notice'>\icon [src] flashes: insufficient materials: [getLackingMaterials(D)].</span>")
busy = 0
update_icon()
/obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
var/t = 0
for(var/f in materials)
t += materials[f]
return t
/obj/machinery/r_n_d/protolathe/RefreshParts()
var/T = 0
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
T += G.reagents.maximum_volume
create_reagents(T)
max_material_storage = 0
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
max_material_storage += M.rating * 75000
T = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T += M.rating
mat_efficiency = 1 - (T - 2) / 8
speed = T / 2
/obj/machinery/r_n_d/protolathe/dismantle()
for(var/f in materials)
eject_materials(f, -1)
..()
/obj/machinery/r_n_d/protolathe/update_icon()
if(panel_open)
icon_state = "protolathe_t"
else if(busy)
icon_state = "protolathe_n"
else
if(icon_state == "protolathe_n")
flick("protolathe_u", src) // If lid WAS closed, show opening animation
icon_state = "protolathe"
/obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(busy)
user << "<span class='notice'>\The [src] is busy. Please wait for completion of previous operation.</span>"
return 1
if(default_deconstruction_screwdriver(user, O))
if(linked_console)
linked_console.linked_lathe = null
linked_console = null
return
if(default_deconstruction_crowbar(user, O))
return
if(default_part_replacement(user, O))
return
if(O.is_open_container())
return 1
if(istype(O, /obj/item/weapon/gripper/no_use/loader))
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
if(panel_open)
user << "<span class='notice'>You can't load \the [src] while it's opened.</span>"
return 1
if(!linked_console)
user << "<span class='notice'>\The [src] must be linked to an R&D console first!</span>"
return 1
if(!istype(O, /obj/item/stack/material))
user << "<span class='notice'>You cannot insert this item into \the [src]!</span>"
return 1
if(stat)
return 1
var/obj/item/stack/material/S = O
if(!(S.material.name in materials))
user << "<span class='warning'>The [src] doesn't accept [S.material]!</span>"
return
busy = 1
var/sname = "[S.name]"
var/amnt = S.perunit
var/max_res_amount = max_material_storage
for(var/mat in materials)
max_res_amount -= materials[mat]
if(materials[S.material.name] + amnt <= max_res_amount)
if(S && S.amount >= 1)
var/count = 0
overlays += "fab-load-metal"
spawn(10)
overlays -= "fab-load-metal"
while(materials[S.material.name] + amnt <= max_res_amount && S.amount >= 1)
materials[S.material.name] += amnt
S.use(1)
count++
user << "You insert [count] [sname] into the fabricator."
else
user << "The fabricator cannot hold more [sname]."
busy = 0
var/stacktype = S.type
var/t = getMaterialName(stacktype)
overlays += "protolathe_[t]"
spawn(10)
overlays -= "protolathe_[t]"
updateUsrDialog()
return
/obj/machinery/r_n_d/protolathe/proc/addToQueue(var/datum/design/D)
queue += D
return
/obj/machinery/r_n_d/protolathe/proc/removeFromQueue(var/index)
queue.Cut(index, index + 1)
return
/obj/machinery/r_n_d/protolathe/proc/canBuild(var/datum/design/D)
for(var/M in D.materials)
if(materials[M] < (D.materials[M] * mat_efficiency))
return 0
for(var/C in D.chemicals)
if(!reagents.has_reagent(C, D.chemicals[C] * mat_efficiency))
return 0
return 1
/obj/machinery/r_n_d/protolathe/proc/getLackingMaterials(var/datum/design/D)
var/ret = ""
for(var/M in D.materials)
if(materials[M] < D.materials[M])
if(ret != "")
ret += ", "
ret += "[D.materials[M] - materials[M]] [M]"
for(var/C in D.chemicals)
if(!reagents.has_reagent(C, D.chemicals[C]))
if(ret != "")
ret += ", "
ret += C
return ret
/obj/machinery/r_n_d/protolathe/proc/build(var/datum/design/D)
var/power = active_power_usage
for(var/M in D.materials)
power += round(D.materials[M] / 5)
power = max(active_power_usage, power)
use_power(power)
for(var/M in D.materials)
materials[M] = max(0, materials[M] - D.materials[M] * mat_efficiency)
for(var/C in D.chemicals)
reagents.remove_reagent(C, D.chemicals[C] * mat_efficiency)
if(D.build_path)
var/obj/new_item = D.Fabricate(src, src)
new_item.loc = loc
if(mat_efficiency != 1) // No matter out of nowhere
if(new_item.matter && new_item.matter.len > 0)
for(var/i in new_item.matter)
new_item.matter[i] = new_item.matter[i] * mat_efficiency
/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
var/recursive = amount == -1 ? 1 : 0
material = lowertext(material)
var/mattype
switch(material)
if(DEFAULT_WALL_MATERIAL)
mattype = /obj/item/stack/material/steel
if("glass")
mattype = /obj/item/stack/material/glass
if("gold")
mattype = /obj/item/stack/material/gold
if("silver")
mattype = /obj/item/stack/material/silver
if("diamond")
mattype = /obj/item/stack/material/diamond
if("phoron")
mattype = /obj/item/stack/material/phoron
if("uranium")
mattype = /obj/item/stack/material/uranium
else
return
var/obj/item/stack/material/S = new mattype(loc)
if(amount <= 0)
amount = S.max_amount
var/ejected = min(round(materials[material] / S.perunit), amount)
S.amount = min(ejected, amount)
if(S.amount <= 0)
qdel(S)
return
materials[material] -= ejected * S.perunit
if(recursive && materials[material] >= S.perunit)
eject_materials(material, -1)