mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 15:45:25 +01:00
Initial Commit for -tg- Mining
I can guarantee this will not compile, very much a WIP and currently consists of mostly copy+pasting -tg-'s modules/mining folder over ours, and unticking a few of our own files.
This commit is contained in:
@@ -6,92 +6,165 @@
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icon_state = "console"
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density = 1
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anchored = 1
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var/obj/machinery/mineral/processing_unit/machine = null
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var/machinedir = EAST
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var/show_all_ores = 0
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/obj/machinery/mineral/processing_unit_console/New()
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..()
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spawn(7)
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src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
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if (machine)
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machine.console = src
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machine.CONSOLE = src
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else
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del(src)
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qdel(src)
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/obj/machinery/mineral/processing_unit_console/attack_hand(mob/user)
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add_fingerprint(user)
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interact(user)
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/obj/machinery/mineral/processing_unit_console/attack_hand(user as mob)
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/obj/machinery/mineral/processing_unit_console/interact(mob/user)
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if(..())
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return
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if(!allowed(user))
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user << "\red Access denied."
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return
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user.set_machine(src)
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var/dat = "<h1>Ore processor console</h1>"
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dat += "<hr><table>"
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for(var/ore in machine.ores_processing)
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if(!machine.ores_stored[ore] && !show_all_ores) continue
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dat += "<tr><td width = 40><b>[capitalize(ore)]</b></td><td width = 30>[machine.ores_stored[ore]]</td><td width = 100><font color='"
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if(machine.ores_processing[ore])
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switch(machine.ores_processing[ore])
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if(0)
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dat += "red'>not processing"
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if(1)
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dat += "orange'>smelting"
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if(2)
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dat += "blue'>compressing"
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if(3)
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dat += "gray'>alloying"
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var/dat = "<b>Smelter control console</b><br><br>"
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//iron
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if(machine.ore_iron || machine.ore_glass || machine.ore_plasma || machine.ore_uranium || machine.ore_gold || machine.ore_silver || machine.ore_diamond || machine.ore_clown || machine.ore_adamantine)
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if(machine.ore_iron)
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if (machine.selected_iron==1)
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dat += text("<A href='?src=\ref[src];sel_iron=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_iron=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Iron: [machine.ore_iron]<br>")
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else
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dat += "red'>not processing"
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dat += "</font>.</td><td width = 30><a href='?src=\ref[src];toggle_smelting=[ore]'>\[change\]</a></td></tr>"
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machine.selected_iron = 0
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dat += "</table><hr>"
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dat += "Currently displaying [show_all_ores ? "all ore types" : "only available ore types"]. <A href='?src=\ref[src];toggle_ores=1'>\[[show_all_ores ? "show less" : "show more"]\]</a></br>"
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dat += "The ore processor is currently <A href='?src=\ref[src];toggle_power=1'>[(machine.active ? "<font color='green'>processing</font>" : "<font color='red'>disabled</font>")]</a>."
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user << browse(dat, "window=processor_console;size=400x500")
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onclose(user, "computer")
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return
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//sand - glass
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if(machine.ore_glass)
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if (machine.selected_glass==1)
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dat += text("<A href='?src=\ref[src];sel_glass=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_glass=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Sand: [machine.ore_glass]<br>")
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else
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machine.selected_glass = 0
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//plasma
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if(machine.ore_plasma)
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if (machine.selected_plasma==1)
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dat += text("<A href='?src=\ref[src];sel_plasma=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_plasma=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Plasma: [machine.ore_plasma]<br>")
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else
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machine.selected_plasma = 0
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//uranium
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if(machine.ore_uranium)
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if (machine.selected_uranium==1)
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dat += text("<A href='?src=\ref[src];sel_uranium=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_uranium=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Uranium: [machine.ore_uranium]<br>")
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else
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machine.selected_uranium = 0
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//gold
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if(machine.ore_gold)
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if (machine.selected_gold==1)
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dat += text("<A href='?src=\ref[src];sel_gold=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_gold=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Gold: [machine.ore_gold]<br>")
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else
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machine.selected_gold = 0
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//silver
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if(machine.ore_silver)
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if (machine.selected_silver==1)
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dat += text("<A href='?src=\ref[src];sel_silver=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_silver=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Silver: [machine.ore_silver]<br>")
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else
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machine.selected_silver = 0
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//diamond
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if(machine.ore_diamond)
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if (machine.selected_diamond==1)
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dat += text("<A href='?src=\ref[src];sel_diamond=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_diamond=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Diamond: [machine.ore_diamond]<br>")
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else
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machine.selected_diamond = 0
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//bananium
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if(machine.ore_clown)
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if (machine.selected_clown==1)
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dat += text("<A href='?src=\ref[src];sel_clown=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_clown=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Bananium: [machine.ore_clown]<br>")
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else
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machine.selected_clown = 0
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//On or off
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dat += text("Machine is currently ")
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if (machine.on==1)
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dat += text("<A href='?src=\ref[src];set_on=off'>On</A> ")
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else
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dat += text("<A href='?src=\ref[src];set_on=on'>Off</A> ")
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else
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dat+="---No Materials Loaded---"
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user << browse("[dat]", "window=console_processing_unit")
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/obj/machinery/mineral/processing_unit_console/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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src.add_fingerprint(usr)
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if(href_list["toggle_smelting"])
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var/choice = input("What setting do you wish to use for processing [href_list["toggle_smelting"]]?") as null|anything in list("Smelting","Compressing","Alloying","Nothing")
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if(!choice) return
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switch(choice)
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if("Nothing") choice = 0
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if("Smelting") choice = 1
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if("Compressing") choice = 2
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if("Alloying") choice = 3
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machine.ores_processing[href_list["toggle_smelting"]] = choice
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if(href_list["toggle_power"])
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machine.active = !machine.active
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if(href_list["toggle_ores"])
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show_all_ores = !show_all_ores
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if(href_list["sel_iron"])
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if (href_list["sel_iron"] == "yes")
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machine.selected_iron = 1
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else
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machine.selected_iron = 0
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if(href_list["sel_glass"])
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if (href_list["sel_glass"] == "yes")
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machine.selected_glass = 1
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else
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machine.selected_glass = 0
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if(href_list["sel_plasma"])
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if (href_list["sel_plasma"] == "yes")
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machine.selected_plasma = 1
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else
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machine.selected_plasma = 0
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if(href_list["sel_uranium"])
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if (href_list["sel_uranium"] == "yes")
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machine.selected_uranium = 1
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else
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machine.selected_uranium = 0
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if(href_list["sel_gold"])
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if (href_list["sel_gold"] == "yes")
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machine.selected_gold = 1
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else
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machine.selected_gold = 0
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if(href_list["sel_silver"])
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if (href_list["sel_silver"] == "yes")
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machine.selected_silver = 1
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else
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machine.selected_silver = 0
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if(href_list["sel_diamond"])
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if (href_list["sel_diamond"] == "yes")
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machine.selected_diamond = 1
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else
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machine.selected_diamond = 0
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if(href_list["sel_clown"])
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if (href_list["sel_clown"] == "yes")
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machine.selected_clown = 1
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else
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machine.selected_clown = 0
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if(href_list["set_on"])
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if (href_list["set_on"] == "on")
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machine.on = 1
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else
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machine.on = 0
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src.updateUsrDialog()
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return
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@@ -99,136 +172,223 @@
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/obj/machinery/mineral/processing_unit
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name = "material processor" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable plasma...
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name = "furnace"
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icon = 'icons/obj/machines/mining_machines.dmi'
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icon_state = "furnace"
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density = 1
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anchored = 1
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light_range = 3
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var/obj/machinery/mineral/input = null
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var/obj/machinery/mineral/output = null
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var/obj/machinery/mineral/console = null
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var/sheets_per_tick = 10
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var/list/ores_processing[0]
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var/list/ores_stored[0]
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var/list/ore_data[0]
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var/list/alloy_data[0]
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var/active = 0
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/obj/machinery/mineral/processing_unit/New()
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..()
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//TODO: Ore and alloy global storage datum.
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for(var/alloytype in typesof(/datum/alloy)-/datum/alloy)
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alloy_data += new alloytype()
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for(var/oretype in typesof(/datum/ore)-/datum/ore)
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var/datum/ore/OD = new oretype()
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ore_data[OD.oretag] = OD
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ores_processing[OD.oretag] = 0
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ores_stored[OD.oretag] = 0
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//Locate our output and input machinery.
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spawn(5)
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for (var/dir in cardinal)
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src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
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if(src.input) break
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for (var/dir in cardinal)
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src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
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if(src.output) break
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return
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return
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var/obj/machinery/mineral/CONSOLE = null
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var/ore_gold = 0;
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var/ore_silver = 0;
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var/ore_diamond = 0;
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var/ore_glass = 0;
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var/ore_plasma = 0;
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var/ore_uranium = 0;
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var/ore_iron = 0;
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var/ore_clown = 0;
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var/ore_adamantine = 0;
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var/selected_gold = 0
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var/selected_silver = 0
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var/selected_diamond = 0
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var/selected_glass = 0
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var/selected_plasma = 0
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var/selected_uranium = 0
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var/selected_iron = 0
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var/selected_clown = 0
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var/on = 0 //0 = off, 1 =... oh you know!
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/obj/machinery/mineral/processing_unit/process()
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var/i
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for (i = 0; i < 10; i++)
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if (on)
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if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_glass > 0)
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ore_glass--;
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generate_mineral(/obj/item/stack/sheet/glass)
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else
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on = 0
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continue
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if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
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if (ore_glass > 0 && ore_iron > 0)
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ore_glass--;
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ore_iron--;
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generate_mineral(/obj/item/stack/sheet/rglass)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_gold > 0)
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ore_gold--;
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generate_mineral(/obj/item/stack/sheet/mineral/gold)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_silver > 0)
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ore_silver--;
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generate_mineral(/obj/item/stack/sheet/mineral/silver)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_diamond > 0)
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ore_diamond--;
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generate_mineral(/obj/item/stack/sheet/mineral/diamond)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_plasma > 0)
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ore_plasma--;
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generate_mineral(/obj/item/stack/sheet/mineral/plasma)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0)
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if (ore_uranium > 0)
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ore_uranium--;
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generate_mineral(/obj/item/stack/sheet/mineral/uranium)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
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if (ore_iron > 0)
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ore_iron--;
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generate_mineral(/obj/item/stack/sheet/metal)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
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if (ore_iron > 0 && ore_plasma > 0)
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ore_iron--;
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ore_plasma--;
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generate_mineral(/obj/item/stack/sheet/plasteel)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1)
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if (ore_clown > 0)
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ore_clown--;
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generate_mineral(/obj/item/stack/sheet/mineral/bananium)
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else
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on = 0
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continue
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//THESE TWO ARE CODED FOR URIST TO USE WHEN HE GETS AROUND TO IT.
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//They were coded on 18 Feb 2012. If you're reading this in 2015, then firstly congratulations on the world not ending on 21 Dec 2012 and secondly, Urist is apparently VERY lazy. ~Errorage
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/*if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0)
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if (ore_uranium >= 2 && ore_diamond >= 1)
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ore_uranium -= 2
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ore_diamond -= 1
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generate_mineral(/obj/item/stack/sheet/mineral/adamantine)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
|
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if (ore_silver >= 1 && ore_plasma >= 3)
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ore_silver -= 1
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ore_plasma -= 3
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generate_mineral(/obj/item/stack/sheet/mineral/mythril)
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else
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on = 0
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continue*/
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if (!src.output || !src.input) return
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var/list/tick_alloys = list()
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//if a non valid combination is selected
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//Grab some more ore to process this tick.
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for(var/i = 0,i<sheets_per_tick,i++)
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var/obj/item/weapon/ore/O = locate() in input.loc
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if(!O) break
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if(!isnull(ores_stored[O.oretag])) ores_stored[O.oretag]++
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O.loc = null
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var/b = 1 //this part checks if all required ores are available
|
||||
|
||||
if(!active)
|
||||
return
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if (!(selected_gold || selected_silver ||selected_diamond || selected_uranium | selected_plasma || selected_iron || selected_iron))
|
||||
b = 0
|
||||
|
||||
//Process our stored ores and spit out sheets.
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||||
var/sheets = 0
|
||||
for(var/metal in ores_stored)
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if (selected_gold == 1)
|
||||
if (ore_gold <= 0)
|
||||
b = 0
|
||||
if (selected_silver == 1)
|
||||
if (ore_silver <= 0)
|
||||
b = 0
|
||||
if (selected_diamond == 1)
|
||||
if (ore_diamond <= 0)
|
||||
b = 0
|
||||
if (selected_uranium == 1)
|
||||
if (ore_uranium <= 0)
|
||||
b = 0
|
||||
if (selected_plasma == 1)
|
||||
if (ore_plasma <= 0)
|
||||
b = 0
|
||||
if (selected_iron == 1)
|
||||
if (ore_iron <= 0)
|
||||
b = 0
|
||||
if (selected_glass == 1)
|
||||
if (ore_glass <= 0)
|
||||
b = 0
|
||||
if (selected_clown == 1)
|
||||
if (ore_clown <= 0)
|
||||
b = 0
|
||||
|
||||
if(sheets >= sheets_per_tick) break
|
||||
|
||||
if(ores_stored[metal] > 0 && ores_processing[metal] != 0)
|
||||
|
||||
var/datum/ore/O = ore_data[metal]
|
||||
|
||||
if(!O) continue
|
||||
|
||||
if(ores_processing[metal] == 3 && O.alloy) //Alloying.
|
||||
|
||||
for(var/datum/alloy/A in alloy_data)
|
||||
|
||||
if(A.metaltag in tick_alloys)
|
||||
continue
|
||||
|
||||
tick_alloys += A.metaltag
|
||||
var/enough_metal
|
||||
|
||||
if(!isnull(A.requires[metal]) && ores_stored[metal] >= A.requires[metal]) //We have enough of our first metal, we're off to a good start.
|
||||
|
||||
enough_metal = 1
|
||||
|
||||
for(var/needs_metal in A.requires)
|
||||
//Check if we're alloying the needed metal and have it stored.
|
||||
if(ores_processing[needs_metal] != 3 || ores_stored[needs_metal] < A.requires[needs_metal])
|
||||
enough_metal = 0
|
||||
break
|
||||
|
||||
if(!enough_metal)
|
||||
continue
|
||||
else
|
||||
var/total
|
||||
for(var/needs_metal in A.requires)
|
||||
ores_stored[needs_metal] -= A.requires[needs_metal]
|
||||
total += A.requires[needs_metal]
|
||||
total = max(1,round(total*A.product_mod)) //Always get at least one sheet.
|
||||
sheets += total-1
|
||||
|
||||
for(var/i=0,i<total,i++)
|
||||
new A.product(output.loc)
|
||||
|
||||
else if(ores_processing[metal] == 2 && O.compresses_to) //Compressing.
|
||||
|
||||
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
|
||||
if(can_make%2>0) can_make--
|
||||
|
||||
if(!can_make || ores_stored[metal] < 1)
|
||||
continue
|
||||
|
||||
for(var/i=0,i<can_make,i+=2)
|
||||
ores_stored[metal]-=2
|
||||
sheets+=2
|
||||
new O.compresses_to(output.loc)
|
||||
|
||||
else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
|
||||
|
||||
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
|
||||
if(!can_make || ores_stored[metal] < 1)
|
||||
continue
|
||||
|
||||
for(var/i=0,i<can_make,i++)
|
||||
ores_stored[metal]--
|
||||
sheets++
|
||||
new O.smelts_to(output.loc)
|
||||
if (b) //if they are, deduct one from each, produce slag and shut the machine off
|
||||
if (selected_gold == 1)
|
||||
ore_gold--
|
||||
if (selected_silver == 1)
|
||||
ore_silver--
|
||||
if (selected_diamond == 1)
|
||||
ore_diamond--
|
||||
if (selected_uranium == 1)
|
||||
ore_uranium--
|
||||
if (selected_plasma == 1)
|
||||
ore_plasma--
|
||||
if (selected_iron == 1)
|
||||
ore_iron--
|
||||
if (selected_clown == 1)
|
||||
ore_clown--
|
||||
generate_mineral(/obj/item/weapon/ore/slag)
|
||||
on = 0
|
||||
else
|
||||
ores_stored[metal]--
|
||||
sheets++
|
||||
new /obj/item/weapon/ore/slag(output.loc)
|
||||
on = 0
|
||||
break
|
||||
break
|
||||
else
|
||||
continue
|
||||
break
|
||||
var/turf/T = get_step(src,input_dir)
|
||||
if(T)
|
||||
var/n = 0
|
||||
for(var/obj/item/O in T)
|
||||
n++
|
||||
if(n>10)
|
||||
break
|
||||
if (istype(O,/obj/item/weapon/ore/iron))
|
||||
ore_iron++;
|
||||
O.loc = null
|
||||
continue
|
||||
if (istype(O,/obj/item/weapon/ore/glass))
|
||||
ore_glass++;
|
||||
O.loc = null
|
||||
continue
|
||||
if (istype(O,/obj/item/weapon/ore/diamond))
|
||||
ore_diamond++;
|
||||
O.loc = null
|
||||
continue
|
||||
if (istype(O,/obj/item/weapon/ore/plasma))
|
||||
ore_plasma++
|
||||
O.loc = null
|
||||
continue
|
||||
if (istype(O,/obj/item/weapon/ore/gold))
|
||||
ore_gold++
|
||||
O.loc = null
|
||||
continue
|
||||
if (istype(O,/obj/item/weapon/ore/silver))
|
||||
ore_silver++
|
||||
O.loc = null
|
||||
continue
|
||||
if (istype(O,/obj/item/weapon/ore/uranium))
|
||||
ore_uranium++
|
||||
O.loc = null
|
||||
continue
|
||||
if (istype(O,/obj/item/weapon/ore/bananium))
|
||||
ore_clown++
|
||||
O.loc = null
|
||||
continue
|
||||
unload_mineral(O)
|
||||
|
||||
console.updateUsrDialog()
|
||||
/obj/machinery/mineral/processing_unit/proc/generate_mineral(var/P)
|
||||
var/O = new P(src)
|
||||
unload_mineral(O)
|
||||
Reference in New Issue
Block a user