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CHOMPStation2/code/datums/components/materials/material_container.dm
CHOMPStation2StaffMirrorBot ac77b94d4b [MIRROR] Techweb Fixes (#11299)
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-08-05 00:36:43 +02:00

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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.
Variables:
amount - raw amount of the mineral this container is holding, calculated by the defined value SHEET_MATERIAL_AMOUNT=SHEET_MATERIAL_AMOUNT.
max_amount - max raw amount of mineral this container can hold.
sheet_type - type of the mineral sheet the container handles, used for output.
parent - object that this container is being used by, used for output.
MAX_STACK_SIZE - size of a stack of mineral sheets. Constant.
*/
//The full item was consumed
#define MATERIAL_INSERT_ITEM_SUCCESS 1
/datum/component/material_container
/// The maximum amount of materials this material container can contain
var/max_amount
/// Map of material ref -> amount
var/list/materials //Map of key = material ref | Value = amount
/// The list of materials that this material container can accept
var/list/allowed_materials
/// The typecache of things that this material container can accept
var/list/allowed_item_typecache
/// The last main material that was inserted into this container
var/last_inserted_id
/// Whether or not this material container allows specific amounts from sheets to be inserted
var/precise_insertion = FALSE
/// The material container flags. See __DEFINES/construction/materials.dm.
var/mat_container_flags
/// Signals that are registered with this contained
var/list/registered_signals
/// Sets up the proper signals and fills the list of materials with the appropriate references.
/datum/component/material_container/Initialize(
list/init_mats,
max_amt = 0,
_mat_container_flags = NONE,
list/allowed_mats = init_mats,
list/allowed_items,
list/container_signals
)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
materials = list()
max_amount = max(0, max_amt)
mat_container_flags = _mat_container_flags
allowed_materials = allowed_mats || list()
if(allowed_items)
if(ispath(allowed_items) && allowed_items == /obj/item/stack)
allowed_item_typecache = GLOB.typecache_stack
else
allowed_item_typecache = typecacheof(allowed_items)
for(var/mat in init_mats) //Make the assoc list material reference -> amount
var/mat_ref = GET_MATERIAL_REF(mat)
if(isnull(mat_ref))
continue
var/mat_amt = init_mats[mat]
if(isnull(mat_amt))
mat_amt = 0
materials[mat_ref] += mat_amt
if(length(container_signals))
for(var/signal in container_signals)
parent.RegisterSignal(src, signal, container_signals[signal])
/datum/component/material_container/Destroy(force)
materials = null
allowed_materials = null
return ..()
/datum/component/material_container/RegisterWithParent()
. = ..()
// can we insert into this container
if(!(mat_container_flags & MATCONTAINER_NO_INSERT))
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(on_attackby))
//to see available materials
if(mat_container_flags & MATCONTAINER_EXAMINE)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
//drop sheets when object is deconstructed but not deleted
RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(drop_sheets))
/datum/component/material_container/UnregisterFromParent()
var/list/signals = list()
if(!(mat_container_flags & MATCONTAINER_NO_INSERT))
signals += COMSIG_PARENT_ATTACKBY
if(mat_container_flags & MATCONTAINER_EXAMINE)
signals += COMSIG_PARENT_EXAMINE
signals += COMSIG_OBJ_DECONSTRUCT
UnregisterSignal(parent, signals)
/datum/component/material_container/proc/drop_sheets()
SIGNAL_HANDLER
retrieve_all()
/datum/component/material_container/proc/on_examine(datum/source, mob/user, list/examine_texts)
SIGNAL_HANDLER
for(var/datum/material/M as anything in materials)
var/amt = materials[M]
if(amt)
examine_texts += span_notice("It has [amt] units of [lowertext(M.name)] stored.")
/datum/component/material_container/vv_edit_var(var_name, var_value)
var/old_flags = mat_container_flags
. = ..()
if(var_name == NAMEOF(src, mat_container_flags) && parent)
if(!(old_flags & MATCONTAINER_EXAMINE) && mat_container_flags & MATCONTAINER_EXAMINE)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
else if(old_flags & MATCONTAINER_EXAMINE && !(mat_container_flags & MATCONTAINER_EXAMINE))
UnregisterSignal(parent, COMSIG_PARENT_EXAMINE)
if(old_flags & MATCONTAINER_NO_INSERT && !(mat_container_flags & MATCONTAINER_NO_INSERT))
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, PROC_REF(on_attackby))
else if(!(old_flags & MATCONTAINER_NO_INSERT) && mat_container_flags & MATCONTAINER_NO_INSERT)
UnregisterSignal(parent, COMSIG_PARENT_ATTACKBY)
/**
* 3 Types of Procs
* Material Insertion : Insert materials into the container
* Material Validation : Checks how much materials are available, Extracts materials from items if the container can hold them
* Material Removal : Removes material from the container
*
* Each Proc further belongs to a specific category
* LOW LEVEL: Procs that are used internally & should not be used anywhere else unless you know what your doing
* MID LEVEL: Procs that can be used by machines(like recycler, stacking machines) to bypass majority of checks
* HIGH LEVEL: Procs that can be used by anyone publicly and guarantees safety checks & limits
*/
//================================Material Insertion procs==============================
//======================================LOW LEVEL=========================================
/**
* Inserts the relevant materials from an item into this material container.
* This low level proc should not be used directly by anyone
*
* Arguments:
* - [source][/obj/item]: The source of the materials we are inserting.
* - multiplier: The multiplier for the materials extract from this item being inserted.
* - context: the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED
* and is used mostly for silo logging, the silo resends this signal on the context to give it a
* chance to process the item
*/
/datum/component/material_container/proc/insert_item_materials(obj/item/source, multiplier = 1, atom/context = parent)
var/primary_mat
var/max_mat_value = 0
var/material_amount = 0
var/list/item_materials = source.get_material_composition(mat_container_flags)
var/list/mats_consumed = list()
for(var/MAT in item_materials)
if(!can_hold_material(MAT))
continue
var/mat_amount = OPTIMAL_COST(item_materials[MAT] * multiplier)
materials[MAT] += mat_amount
if(item_materials[MAT] > max_mat_value)
max_mat_value = item_materials[MAT]
primary_mat = MAT
mats_consumed[MAT] = mat_amount
material_amount += mat_amount
if(length(mats_consumed))
SEND_SIGNAL(src, COMSIG_MATCONTAINER_ITEM_CONSUMED, source, primary_mat, mats_consumed, material_amount, context)
return primary_mat
//===================================================================================
//===============================MID LEVEL===================================================
/**
* For inserting an amount of material. Use this to add materials to the container directly
*
* Arguments:
* - amt: amount of said material to insert
* - mat: the material type to insert
*/
/datum/component/material_container/proc/insert_amount_mat(amt, datum/material/mat)
if(amt <= 0)
return 0
amt = OPTIMAL_COST(amt)
if(!has_space(amt))
return 0
var/total_amount_saved = total_amount()
if(mat)
if(!istype(mat))
mat = GET_MATERIAL_REF(mat)
materials[mat] += amt
else
var/num_materials = length(materials)
if(!num_materials)
return 0
amt /= num_materials
for(var/i in materials)
materials[i] += amt
return (total_amount() - total_amount_saved)
/**
* Proc specifically for inserting items, use this when you want to insert any item into the container
* this bypasses most of the material flag checks so much be used by machines like recycler, stacking machine etc that
* does not care for such checks
*
* Arguments:
* - [weapon][obj/item]: the item you are trying to insert
* - multiplier: The multiplier for the materials being inserted
* - context: the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED and is used mostly for silo logging
* * - 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
*/
/datum/component/material_container/proc/insert_item(obj/item/weapon, multiplier = 1, atom/context = parent, delete_item = TRUE)
if(QDELETED(weapon))
return MATERIAL_INSERT_ITEM_NO_MATS
multiplier = CEILING(multiplier, 0.01)
var/obj/item/target = weapon
var/material_amount = OPTIMAL_COST(get_item_material_amount(target, mat_container_flags) * multiplier)
if(!material_amount)
return MATERIAL_INSERT_ITEM_NO_MATS
var/obj/item/stack/item_stack
if(istype(target, /obj/item/stack) && !has_space(material_amount)) //not enough space split and feed as many sheets possible
item_stack = weapon
var/space_left = max_amount - total_amount()
if(!space_left)
return MATERIAL_INSERT_ITEM_NO_SPACE
var/material_per_sheet = material_amount / item_stack.amount
var/sheets_to_insert = round(space_left / material_per_sheet)
if(!sheets_to_insert)
return MATERIAL_INSERT_ITEM_NO_SPACE
target = fast_split_stack(item_stack, sheets_to_insert)
material_amount = get_item_material_amount(target, mat_container_flags) * multiplier
material_amount = OPTIMAL_COST(material_amount)
last_inserted_id = insert_item_materials(target, multiplier, context)
if(!isnull(last_inserted_id))
if(delete_item || target != weapon) //we could have split the stack ourselves
qdel(target) //item gone
return material_amount
else if(!isnull(item_stack) && item_stack != target) //insertion failed, merge the split stack back into the original
var/obj/item/stack/inserting_stack = target
item_stack.add(inserting_stack.amount)
qdel(inserting_stack)
return MATERIAL_INSERT_ITEM_FAILURE
//============================================================================================
//===================================HIGH LEVEL===================================================
/**
* inserts an item from the players hand into the container. Loops through all the contents inside recursively
* Does all explicit checking for mat flags & callbacks to check if insertion is valid
* This proc is what you should be using for almost all cases
*
* Arguments:
* * held_item - the item to insert
* * user - the mob inserting this item
* * context - the atom performing the operation, this is the last argument sent in COMSIG_MATCONTAINER_ITEM_CONSUMED and is used mostly for silo logging
*/
/datum/component/material_container/proc/user_insert(obj/item/held_item, mob/living/user, atom/context = parent)
set waitfor = FALSE
. = 0
//All items that do not have any contents
var/list/obj/item/items = list(held_item)
//is this the first item we are ever processing
var/first_checks = TRUE
//list of items to delete
var/list/obj/item/to_delete = list()
//The status of the last insert attempt
var/inserted = 0
//All messages to be displayed to chat
var/list/chat_msgs = list()
//differs from held_item when using TK
var/obj/item/active_held = user.get_active_hand()
while(items.len)
//no point inserting more items
if(inserted == MATERIAL_INSERT_ITEM_NO_SPACE)
break
//Pop the 1st item out from the list
var/obj/item/target_item = items[1]
items -= target_item
//e.g. projectiles inside bullets are not objects
if(!istype(target_item))
continue
//can't allow abstract items
if(target_item.abstract)
continue
// user defined conditions
if(SEND_SIGNAL(src, COMSIG_MATCONTAINER_PRE_USER_INSERT, target_item, user) & MATCONTAINER_BLOCK_INSERT)
continue
//item is either indestructible, not allowed for redemption or not in the allowed types
if(allowed_item_typecache && !is_type_in_typecache(target_item, allowed_item_typecache))
if(!(mat_container_flags & MATCONTAINER_SILENT))
var/list/status_data = chat_msgs["[MATERIAL_INSERT_ITEM_FAILURE]"] || list()
var/list/item_data = status_data[target_item.name] || list()
item_data["count"] += 1
status_data[target_item.name] = item_data
chat_msgs["[MATERIAL_INSERT_ITEM_FAILURE]"] = status_data
//storage items usually come here
//this is so players can insert items from their bags into machines for convinience
if(!target_item.contents.len)
continue
//at this point we can check if we have enough for all items & other stuff
if(first_checks)
//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
//for duffle bags and other storage items we can check for space 1 item at a time
if(!istype(target_item, /obj/item/stack))
var/total_amount = 0
for(var/obj/item/weapon as anything in target_item.get_all_contents_type(/obj/item))
total_amount += get_item_material_amount(weapon)
if(!has_space(total_amount))
if(!(mat_container_flags & MATCONTAINER_SILENT))
to_chat(user, span_warning("[parent] does not have enough space for [target_item]!"))
return
first_checks = FALSE
//if stack, check if we want to read precise amount of sheets to insert
var/obj/item/stack/item_stack = null
if(istype(target_item, /obj/item/stack) && precise_insertion)
var/atom/current_parent = parent
item_stack = target_item
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)
if(!requested_amount || QDELETED(target_item) || QDELETED(user) || QDELETED(src))
continue
if(parent != current_parent || user.get_active_hand() != active_held)
continue
if(requested_amount != item_stack.amount) //only split if its not the whole amount
target_item = fast_split_stack(item_stack, requested_amount) //split off the requested amount
requested_amount = 0
//is this item a stack and was it split by the player?
var/was_stack_split = !isnull(item_stack) && item_stack != target_item
//if it was split then item_stack has the reference to the original stack/item
var/obj/item/original_item = was_stack_split ? item_stack : target_item
//if this item is not the one the player is holding then don't remove it from their hand
if(original_item != active_held)
original_item = null
if(!isnull(original_item) && !user.temporarilyRemoveItemFromInventory(original_item)) //remove from hand(if split remove the original stack else the target)
return
//insert the item
var/item_name = target_item.name
var/item_count = 1
var/is_stack = FALSE
var/obj/item/stack/the_stack
if(istype(target_item, /obj/item/stack))
the_stack = target_item
item_name = the_stack.singular_name
item_count = the_stack.amount
is_stack = TRUE
//we typically don't want to consume bags, boxes but only their contents. so we skip processing
inserted = !istype(target_item, /obj/item/storage) ? insert_item(target_item, 1, context, is_stack) : 0
if(inserted > 0)
. += inserted
inserted /= SHEET_MATERIAL_AMOUNT // display units inserted as sheets for improved readability
//collect all messages to print later
var/list/status_data = chat_msgs["[MATERIAL_INSERT_ITEM_SUCCESS]"] || list()
var/list/item_data = status_data[item_name] || list()
item_data["count"] += item_count
item_data["amount"] += inserted
item_data["stack"] = is_stack
status_data[item_name] = item_data
chat_msgs["[MATERIAL_INSERT_ITEM_SUCCESS]"] = status_data
//delete the item or merge stacks if any left over
if(is_stack)
//player split it & machine further split that due to lack of space? merge with remaining stack
if(!QDELETED(target_item) && was_stack_split)
var/obj/item/stack/inserting_stack = target_item
item_stack.add(inserting_stack.amount)
qdel(inserting_stack)
//was this the original item in the players hand? put what's left back in the player's hand
if(!QDELETED(original_item))
user.put_in_active_hand(original_item)
//skip processing children & other stuff. irrelevant for stacks
continue
//queue the object for deletion
to_delete += target_item
else
//collect all messages to print later
var/list/status_data = chat_msgs["[inserted]"] || list()
var/list/item_data = status_data[item_name] || list()
item_data["count"] += item_count
status_data[item_name] = item_data
chat_msgs["[inserted]"] = status_data
//player split the stack by the requested amount but even that split amount could not be salvaged. merge it back with the original
if(was_stack_split)
var/obj/item/stack/inserting_stack = target_item
item_stack.add(inserting_stack.amount)
qdel(inserting_stack)
//was this the original item in the players hand? put it back because we coudn't salvage it
if(!QDELETED(original_item))
user.put_in_active_hand(original_item)
//we can stop here as remaining items will fail to insert as well
if(inserted == MATERIAL_INSERT_ITEM_NO_SPACE)
break
//we failed to process the item so don't bother going into its contents
//but if we are dealing with storage items like bags, boxes etc then we make a exception
if(!istype(target_item, /obj/item/storage))
continue
//If any mats were consumed we can proceed to delete the parent
//If it has children then we will process them first in the 2nd round
//This is done so we don't delete the children when the parent is consumed
//We only do this on the 1st iteration so we don't re-iterate through its children again
if(target_item.contents.len)
//process children
items += target_item.contents
//we now summarize the chat msgs collected
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