mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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s = Speedloaders. (Functionally the same as clips, but they're not _really_ the same thing, just in case we change these later.) c = Clips. (Can also be used to fill other magazines.) m = Magazine. (Holds ammo rounds.) a = Ammo. (Individual rounds of ammo.)
320 lines
11 KiB
Plaintext
320 lines
11 KiB
Plaintext
/obj/machinery/autolathe
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name = "autolathe"
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desc = "It produces items using metal and glass."
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icon_state = "autolathe"
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density = 1
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anchored = 1
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use_power = 1
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idle_power_usage = 10
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active_power_usage = 2000
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circuit = /obj/item/weapon/circuitboard/autolathe
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var/datum/category_collection/autolathe/machine_recipes
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var/list/stored_material = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
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var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0)
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var/datum/category_group/autolathe/current_category
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var/hacked = 0
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var/disabled = 0
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var/shocked = 0
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var/busy = 0
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var/mat_efficiency = 1
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var/build_time = 50
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var/datum/wires/autolathe/wires = null
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/obj/machinery/autolathe/New()
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..()
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wires = new(src)
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component_parts = list()
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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/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/console_screen(src)
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RefreshParts()
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/obj/machinery/autolathe/Destroy()
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qdel(wires)
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wires = null
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return ..()
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/obj/machinery/autolathe/proc/update_recipe_list()
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if(!machine_recipes)
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if(!autolathe_recipes)
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autolathe_recipes = new()
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machine_recipes = autolathe_recipes
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current_category = machine_recipes.categories[1]
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/obj/machinery/autolathe/interact(mob/user as mob)
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update_recipe_list()
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if(..() || (disabled && !panel_open))
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user << "<span class='danger'>\The [src] is disabled!</span>"
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return
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if(shocked)
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shock(user, 50)
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var/dat = "<center><h1>Autolathe Control Panel</h1><hr/>"
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if(!disabled)
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dat += "<table width = '100%'>"
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var/material_top = "<tr>"
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var/material_bottom = "<tr>"
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for(var/material in stored_material)
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material_top += "<td width = '25%' align = center><b>[material]</b></td>"
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material_bottom += "<td width = '25%' align = center>[stored_material[material]]<b>/[storage_capacity[material]]</b></td>"
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dat += "[material_top]</tr>[material_bottom]</tr></table><hr>"
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dat += "<h2>Printable Designs</h2><h3>Showing: <a href='?src=\ref[src];change_category=1'>[current_category]</a>.</h3></center><table width = '100%'>"
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for(var/datum/category_item/autolathe/R in current_category.items)
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if(R.hidden && !hacked)
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continue
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var/can_make = 1
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var/material_string = ""
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var/multiplier_string = ""
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var/max_sheets
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var/comma
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if(!R.resources || !R.resources.len)
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material_string = "No resources required.</td>"
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else
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//Make sure it's buildable and list requires resources.
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for(var/material in R.resources)
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var/sheets = round(stored_material[material]/round(R.resources[material]*mat_efficiency))
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if(isnull(max_sheets) || max_sheets > sheets)
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max_sheets = sheets
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if(!isnull(stored_material[material]) && stored_material[material] < round(R.resources[material]*mat_efficiency))
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can_make = 0
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if(!comma)
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comma = 1
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else
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material_string += ", "
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material_string += "[round(R.resources[material] * mat_efficiency)] [material]"
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material_string += ".<br></td>"
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//Build list of multipliers for sheets.
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if(R.is_stack)
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if(max_sheets && max_sheets > 0)
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max_sheets = min(max_sheets, R.max_stack) // Limit to the max allowed by stack type.
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multiplier_string += "<br>"
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for(var/i = 5;i<max_sheets;i*=2) //5,10,20,40...
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multiplier_string += "<a href='?src=\ref[src];make=\ref[R];multiplier=[i]'>\[x[i]\]</a>"
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multiplier_string += "<a href='?src=\ref[src];make=\ref[R];multiplier=[max_sheets]'>\[x[max_sheets]\]</a>"
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dat += "<tr><td width = 180>[R.hidden ? "<font color = 'red'>*</font>" : ""]<b>[can_make ? "<a href='?src=\ref[src];make=\ref[R];multiplier=1'>" : ""][R.name][can_make ? "</a>" : ""]</b>[R.hidden ? "<font color = 'red'>*</font>" : ""][multiplier_string]</td><td align = right>[material_string]</tr>"
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dat += "</table><hr>"
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//Hacking.
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if(panel_open)
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dat += "<h2>Maintenance Panel</h2>"
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dat += wires.GetInteractWindow()
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dat += "<hr>"
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user << browse(dat, "window=autolathe")
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onclose(user, "autolathe")
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/obj/machinery/autolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(busy)
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user << "<span class='notice'>\The [src] is busy. Please wait for completion of previous operation.</span>"
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return
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if(default_deconstruction_screwdriver(user, O))
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updateUsrDialog()
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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(stat)
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return
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if(panel_open)
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//Don't eat multitools or wirecutters used on an open lathe.
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if(istype(O, /obj/item/device/multitool) || istype(O, /obj/item/weapon/wirecutters))
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attack_hand(user)
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return
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if(O.loc != user && !(istype(O,/obj/item/stack)))
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return 0
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if(is_robot_module(O))
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return 0
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if(istype(O,/obj/item/ammo_magazine/clip) || istype(O,/obj/item/ammo_magazine/s357) || istype(O,/obj/item/ammo_magazine/s38)) // Prevents ammo recycling exploit with speedloaders.
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user << "\The [O] is too hazardous to recycle with the autolathe!"
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return
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/* ToDo: Make this actually check for ammo and change the value of the magazine if it's empty. -Spades
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var/obj/item/ammo_magazine/speedloader = O
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if(speedloader.stored_ammo)
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user << "\The [speedloader] is too hazardous to put back into the autolathe while there's ammunition inside of it!"
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return
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else
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speedloader.matter = list(DEFAULT_WALL_MATERIAL = 75) // It's just a hunk of scrap metal now.
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if(istype(O,/obj/item/ammo_magazine)) // This was just for immersion consistency with above.
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var/obj/item/ammo_magazine/mag = O
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if(mag.stored_ammo)
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user << "\The [mag] is too hazardous to put back into the autolathe while there's ammunition inside of it!"
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return*/
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//Resources are being loaded.
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var/obj/item/eating = O
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if(!eating.matter)
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user << "\The [eating] does not contain significant amounts of useful materials and cannot be accepted."
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return
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var/filltype = 0 // Used to determine message.
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var/total_used = 0 // Amount of material used.
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var/mass_per_sheet = 0 // Amount of material constituting one sheet.
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for(var/material in eating.matter)
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if(isnull(stored_material[material]) || isnull(storage_capacity[material]))
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continue
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if(stored_material[material] >= storage_capacity[material])
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continue
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var/total_material = eating.matter[material]
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//If it's a stack, we eat multiple sheets.
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if(istype(eating,/obj/item/stack))
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var/obj/item/stack/stack = eating
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total_material *= stack.get_amount()
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if(stored_material[material] + total_material > storage_capacity[material])
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total_material = storage_capacity[material] - stored_material[material]
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filltype = 1
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else
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filltype = 2
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stored_material[material] += total_material
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total_used += total_material
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mass_per_sheet += eating.matter[material]
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if(!filltype)
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user << "<span class='notice'>\The [src] is full. Please remove material from the autolathe in order to insert more.</span>"
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return
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else if(filltype == 1)
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user << "You fill \the [src] to capacity with \the [eating]."
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else
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user << "You fill \the [src] with \the [eating]."
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flick("autolathe_o", src) // Plays metal insertion animation. Work out a good way to work out a fitting animation. ~Z
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if(istype(eating,/obj/item/stack))
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var/obj/item/stack/stack = eating
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stack.use(max(1, round(total_used/mass_per_sheet))) // Always use at least 1 to prevent infinite materials.
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else
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user.remove_from_mob(O)
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qdel(O)
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updateUsrDialog()
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return
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/obj/machinery/autolathe/attack_hand(mob/user as mob)
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user.set_machine(src)
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interact(user)
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/obj/machinery/autolathe/Topic(href, href_list)
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if(..())
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return
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usr.set_machine(src)
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add_fingerprint(usr)
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if(busy)
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usr << "<span class='notice'>The autolathe is busy. Please wait for completion of previous operation.</span>"
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return
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if(href_list["change_category"])
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var/choice = input("Which category do you wish to display?") as null|anything in machine_recipes.categories
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if(!choice) return
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current_category = choice
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if(href_list["make"] && machine_recipes)
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var/multiplier = text2num(href_list["multiplier"])
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var/datum/category_item/autolathe/making = locate(href_list["make"]) in current_category.items
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//Exploit detection, not sure if necessary after rewrite.
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if(!making || multiplier < 0 || multiplier > 100)
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var/turf/exploit_loc = get_turf(usr)
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message_admins("[key_name_admin(usr)] tried to exploit an autolathe to duplicate an item! ([exploit_loc ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[exploit_loc.x];Y=[exploit_loc.y];Z=[exploit_loc.z]'>JMP</a>" : "null"])", 0)
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log_admin("EXPLOIT : [key_name(usr)] tried to exploit an autolathe to duplicate an item!")
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return
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busy = 1
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update_use_power(2)
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//Check if we still have the materials.
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for(var/material in making.resources)
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if(!isnull(stored_material[material]))
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if(stored_material[material] < round(making.resources[material] * mat_efficiency) * multiplier)
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return
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//Consume materials.
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for(var/material in making.resources)
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if(!isnull(stored_material[material]))
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stored_material[material] = max(0, stored_material[material] - round(making.resources[material] * mat_efficiency) * multiplier)
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update_icon() // So lid closes
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sleep(build_time)
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busy = 0
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update_use_power(1)
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update_icon() // So lid opens
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//Sanity check.
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if(!making || !src) return
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//Create the desired item.
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var/obj/item/I = new making.path(src.loc)
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if(multiplier > 1 && istype(I, /obj/item/stack))
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var/obj/item/stack/S = I
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S.amount = multiplier
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updateUsrDialog()
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/obj/machinery/autolathe/update_icon()
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if(panel_open)
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icon_state = "autolathe_t"
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else if(busy)
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icon_state = "autolathe_n"
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else
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if(icon_state == "autolathe_n")
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flick("autolathe_u", src) // If lid WAS closed, show opening animation
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icon_state = "autolathe"
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//Updates overall lathe storage size.
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/obj/machinery/autolathe/RefreshParts()
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..()
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var/mb_rating = 0
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var/man_rating = 0
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for(var/obj/item/weapon/stock_parts/matter_bin/MB in component_parts)
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mb_rating += MB.rating
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for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
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man_rating += M.rating
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storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 25000
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storage_capacity["glass"] = mb_rating * 12500
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build_time = 50 / man_rating
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mat_efficiency = 1.1 - man_rating * 0.1// Normally, price is 1.25 the amount of material, so this shouldn't go higher than 0.8. Maximum rating of parts is 3
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/obj/machinery/autolathe/dismantle()
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for(var/mat in stored_material)
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var/material/M = get_material_by_name(mat)
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if(!istype(M))
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continue
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var/obj/item/stack/material/S = new M.stack_type(get_turf(src))
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if(stored_material[mat] > S.perunit)
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S.amount = round(stored_material[mat] / S.perunit)
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else
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qdel(S)
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..()
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return 1
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