Files
Paradise/code/game/objects/items/stacks/stack.dm
kyunkyunkyun 8821ab9a66 Updates a couple of /obj/item variables (#29829)
* compiles checkpoint

* fix some

* updatepaths

* fix

* rrr

* linters

* fiexs

* icon fixes

* plasmemes

* fix

* fix

* fix bit more

* fix

* well

* cleanup

* fix glasses layer

* conflict

* fuck gun code

* fixes

* fix

* fixes to energy guns

* review

* conflict

* support that 1 unathi pixel

* fix
2025-09-14 15:23:56 +00:00

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/* Stack type objects!
* Contains:
* Stacks
* Recipe datum
* Recipe list datum
*/
/*
* Stacks
*/
/obj/item/stack
origin_tech = "materials=1"
/// Whether this stack is a `/cyborg` subtype or not.
var/is_cyborg = FALSE
/// The storage datum that will be used with this stack. Used only with `/cyborg` type stacks.
var/datum/robot_storage/source
/// Which `robot_energy_storage` to choose when this stack is created in cyborgs. Used only with `/cyborg` type stacks.
var/energy_type
/// How much energy using 1 sheet from the stack costs. Used only with `/cyborg` type stacks.
var/cost = 1
/// A list of recipes buildable with this stack.
var/list/recipes = list()
/// The singular name of this stack.
var/singular_name
/// The current amount of this stack.
var/amount = 1
var/to_transfer = 0
/// The maximum amount of this stack. Also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
var/max_amount = 50
/// The path and its children that should merge with this stack, defaults to src.type.
var/merge_type
/// The type of table that is made when applying this stack to a frame.
var/table_type
/// Whether this stack has a dynamic icon_state based on amount / max_amount.
var/dynamic_icon_state = FALSE
/// Whether this stack can't stack with subtypes.
var/parent_stack = FALSE
/obj/item/stack/Initialize(mapload, new_amount, merge = TRUE)
if(dynamic_icon_state && isnull(inhand_icon_state)) //If we have a dynamic icon state, we don't want inhand icon states to follow the same pattern.
inhand_icon_state = initial(icon_state)
if(new_amount != null)
amount = new_amount
while(amount > max_amount)
amount -= max_amount
new type(loc, max_amount, FALSE)
if(!merge_type)
merge_type = type
. = ..()
if(merge)
for(var/obj/item/stack/item_stack in loc)
if(item_stack == src)
continue
if(can_merge(item_stack))
INVOKE_ASYNC(src, PROC_REF(merge_without_del), item_stack)
// we do not want to qdel during initialization, so we just check whether or not we're a 0 count stack and let the hint handle deletion
if(is_zero_amount(FALSE))
return INITIALIZE_HINT_QDEL
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
update_icon(UPDATE_ICON_STATE)
/obj/item/stack/update_icon_state()
. = ..()
if(!dynamic_icon_state)
return
var/state = CEILING((amount/max_amount) * 3, 1)
if(state <= 1)
icon_state = initial(icon_state)
return
icon_state = "[initial(icon_state)]_[state]"
/obj/item/stack/proc/on_atom_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER // COMSIG_ATOM_ENTERED
// Edge case. This signal will also be sent when src has entered the turf. Don't want to merge with ourselves.
if(entered == src)
return
if(amount >= max_amount || ismob(loc)) // Prevents unnecessary call. Also prevents merging stack automatically in a mob's inventory
return
if(!entered.throwing && can_merge(entered))
INVOKE_ASYNC(src, PROC_REF(merge), entered)
/obj/item/stack/hitby(atom/movable/hitting, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(can_merge(hitting, inhand = TRUE))
merge(hitting)
. = ..()
/obj/item/stack/examine(mob/user)
. = ..()
if(!in_range(user, src))
return
if(is_cyborg)
if(singular_name)
. += "There is enough energy for [get_amount()] [singular_name]\s."
else
. += "There is enough energy for [get_amount()]."
return
if(singular_name)
. += "There are [amount] [singular_name]\s in the stack."
else
. += "There are [amount] [name]\s in the stack."
. +="<span class='notice'>Alt-click to take a custom amount.</span>"
/obj/item/stack/proc/add(newamount)
if(is_cyborg)
source.add_charge(newamount * cost)
else
amount += newamount
update_icon(UPDATE_ICON_STATE)
/** Checks whether this stack can merge itself into another stack.
*
* Arguments:
* - check: The [/obj/item/stack] to check for mergeability.
* - inhand: `TRUE` if the stack should check should act like it's in a mob's hand, `FALSE` otherwise.
*/
/obj/item/stack/proc/can_merge(obj/item/stack/check, inhand = FALSE)
// We don't only use istype here, since that will match subtypes, and stack things that shouldn't stack
if(!istype(check, merge_type) || check.merge_type != merge_type)
return FALSE
if(amount <= 0 || check.amount <= 0) // no merging empty stacks that are in the process of being qdel'd
return FALSE
if(is_cyborg) // No merging cyborg stacks into other stacks
return FALSE
if(ismob(loc) && !inhand) // no merging with items that are on the mob
return FALSE
return TRUE
/obj/item/stack/attack_self__legacy__attackchain(mob/user)
ui_interact(user)
/obj/item/stack/attack_self_tk(mob/user)
ui_interact(user)
/obj/item/stack/attack_tk(mob/user)
if(user.stat || !isturf(loc))
return
// Allow remote stack splitting, because telekinetic inventory managing
// is really cool
if(!(src in user.tkgrabbed_objects))
..()
return
var/obj/item/stack/material = split(user, 1)
material.attack_tk(user)
if(src && user.machine == src)
ui_interact(user)
/obj/item/stack/attack_hand(mob/user)
if(!user.is_in_inactive_hand(src) && get_amount() > 1)
..()
return
change_stack(user, 1)
if(src && user.machine == src)
ui_interact(user)
/obj/item/stack/attackby__legacy__attackchain(obj/item/thing, mob/user, params)
if(!can_merge(thing, TRUE))
return ..()
var/obj/item/stack/material = thing
if(merge(material))
to_chat(user, "<span class='notice'>Your [material.name] stack now contains [material.get_amount()] [material.singular_name]\s.</span>")
/obj/item/stack/use(used, check = TRUE)
if(check && is_zero_amount(TRUE))
return FALSE
if(is_cyborg)
return source.use_charge(used * cost)
if(amount < used)
return FALSE
amount -= used
if(check && is_zero_amount(TRUE))
return TRUE
update_icon(UPDATE_ICON_STATE)
return TRUE
/obj/item/stack/AltClick(mob/living/user)
if(!istype(user) || user.incapacitated())
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!in_range(src, user) || !ishuman(usr) || amount < 1 || is_cyborg)
return
// Get amount from user
var/min = 0
var/max = get_amount()
var/stackmaterial = tgui_input_number(user, "How many sheets do you wish to take out of this stack? (Max: [max])", "Stack Split", max_value = max)
if(isnull(stackmaterial) || stackmaterial <= min || stackmaterial > get_amount())
return
if(!Adjacent(user, 1))
return
change_stack(user,stackmaterial)
to_chat(user, "<span class='notice'>You take [stackmaterial] sheets out of the stack.</span>")
/obj/item/stack/ui_state(mob/user)
return GLOB.hands_state
/obj/item/stack/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "StackCraft", name)
ui.set_autoupdate(FALSE)
ui.open()
/obj/item/stack/ui_data(mob/user)
var/list/data = list()
data["amount"] = get_amount()
return data
/obj/item/stack/ui_static_data(mob/user)
var/list/data = list()
data["recipes"] = recursively_build_recipes(recipes)
return data
/obj/item/stack/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return FALSE
var/mob/living/user = usr
var/obj/item/stack/material = src
switch(action)
if("make")
var/datum/stack_recipe/recipe = locateUID(params["recipe_uid"])
var/multiplier = text2num(params["multiplier"])
if(!recipe.try_build(user, material, multiplier))
return FALSE
var/obj/result
result = recipe.do_build(user, material, multiplier, result)
if(!result)
return FALSE
recipe.post_build(user, material, result)
return TRUE
/**
* Recursively builds the recipes data for the given list of recipes, iterating through each recipe.
* If recipe is of type /datum/stack_recipe, it adds the recipe data to the recipes_data list with the title as the key.
* If recipe is of type /datum/stack_recipe_list, it recursively calls itself, scanning the entire list and adding each recipe to its category.
*/
/obj/item/stack/proc/recursively_build_recipes(list/recipes_to_iterate)
var/list/recipes_data = list()
for(var/recipe in recipes_to_iterate)
if(istype(recipe, /datum/stack_recipe))
var/datum/stack_recipe/single_recipe = recipe
recipes_data["[single_recipe.title]"] = build_recipe_data(single_recipe)
else if(istype(recipe, /datum/stack_recipe_list))
var/datum/stack_recipe_list/recipe_list = recipe
recipes_data["[recipe_list.title]"] = recursively_build_recipes(recipe_list.recipes)
return recipes_data
/obj/item/stack/proc/build_recipe_data(datum/stack_recipe/recipe)
var/list/data = list()
var/obj/result = recipe.result_type
data["uid"] = recipe.UID()
data["required_amount"] = recipe.req_amount
data["result_amount"] = recipe.res_amount
data["max_result_amount"] = recipe.max_res_amount
data["icon"] = result.icon
data["icon_state"] = result.icon_state
// DmIcon cannot paint images. So, if we have grayscale sprite, we need ready base64 image.
if(recipe.result_image)
data["image"] = recipe.result_image
return data
/obj/item/stack/proc/get_amount()
if(!is_cyborg)
return amount
if(!source) // The energy source has not yet been initializied
return FALSE
return round(source.amount / cost)
/obj/item/stack/proc/get_max_amount()
return max_amount
/obj/item/stack/proc/get_amount_transferred()
return to_transfer
/obj/item/stack/proc/split(mob/user, amount)
var/obj/item/stack/material = new type(loc, amount, FALSE)
material.copy_evidences(src)
if(isliving(user))
add_fingerprint(user)
material.add_fingerprint(user)
use(amount)
return material
/obj/item/stack/proc/change_stack(mob/user,amount)
var/obj/item/stack/material = new type(user, amount, FALSE)
. = material
material.copy_evidences(src)
user.put_in_hands(material)
add_fingerprint(user)
material.add_fingerprint(user)
use(amount)
SStgui.update_uis(src)
/**
* Returns TRUE if the item stack is the equivalent of a 0 amount item.
*
* Also deletes the item if delete_if_zero is TRUE and the stack does not have
* is_cyborg set to true.
*/
/obj/item/stack/proc/is_zero_amount(delete_if_zero = TRUE)
if(is_cyborg)
return source.amount < cost
if(amount < 1)
if(delete_if_zero)
qdel(src)
return TRUE
return FALSE
/**
* Merges as much of src into material as possible.
*
* This calls use() without check = FALSE, preventing the item from qdeling itself if it reaches 0 stack size.
*
* As a result, this proc can leave behind a 0 amount stack.
*/
/obj/item/stack/proc/merge_without_del(obj/item/stack/material)
// Cover edge cases where multiple stacks are being merged together and haven't been deleted properly.
// Also cover edge case where a stack is being merged into itself, which is supposedly possible.
if(QDELETED(material))
CRASH("Stack merge attempted on qdeleted target stack.")
if(QDELETED(src))
CRASH("Stack merge attempted on qdeleted source stack.")
if(material == src)
CRASH("Stack attempted to merge into itself.")
var/transfer = get_amount()
if(material.is_cyborg)
transfer = min(transfer, round((material.source.max_amount - material.source.amount) / material.cost))
else
transfer = min(transfer, material.max_amount - material.amount)
if(pulledby)
pulledby.start_pulling(material)
material.copy_evidences(src)
use(transfer, FALSE)
material.add(transfer)
return transfer
/**
* Merges as much of src into material as possible.
*
* This proc deletes src if the remaining amount after the transfer is 0.
*/
/obj/item/stack/proc/merge(obj/item/stack/material)
. = merge_without_del(material)
is_zero_amount(TRUE)
/obj/item/stack/proc/copy_evidences(obj/item/stack/material)
blood_DNA = material.blood_DNA
fingerprints = material.fingerprints
fingerprintshidden = material.fingerprintshidden
fingerprintslast = material.fingerprintslast