mirror of
https://github.com/ParadiseSS13/Paradise.git
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207 lines
7.8 KiB
Plaintext
207 lines
7.8 KiB
Plaintext
/*
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Protolathe
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Similar to an autolathe, you load glass and metal sheets (but not other objects) into it to be used as raw materials for the stuff
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it creates. All the menus and other manipulation commands are in the R&D console.
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Note: Must be placed west/left of and R&D console to function.
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*/
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/obj/machinery/r_n_d/protolathe
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name = "Protolathe"
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desc = "Converts raw materials into useful objects."
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icon_state = "protolathe"
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flags = OPENCONTAINER
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var/max_material_storage = 100000 //All this could probably be done better with a list but meh.
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var/m_amount = 0.0
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var/g_amount = 0.0
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var/gold_amount = 0.0
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var/silver_amount = 0.0
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var/plasma_amount = 0.0
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var/uranium_amount = 0.0
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var/diamond_amount = 0.0
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var/clown_amount = 0.0
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var/efficiency_coeff
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var/list/categories = list(
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"Bluespace",
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"Communication",
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"Equipment",
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"Janitorial",
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"Medical",
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"Mining",
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"Miscellaneous",
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"Power",
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"Stock Parts",
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"Weapons"
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)
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reagents = new()
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/obj/machinery/r_n_d/protolathe/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/protolathe(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/manipulator(src)
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component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
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component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
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RefreshParts()
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reagents.my_atom = src
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/obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
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return m_amount + g_amount + gold_amount + silver_amount + plasma_amount + uranium_amount + diamond_amount + clown_amount
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/obj/machinery/r_n_d/protolathe/RefreshParts()
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var/T = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
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G.reagents.trans_to(src, G.reagents.total_volume)
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for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
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T += M.rating
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max_material_storage = T * 75000
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T = 0
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for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
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T += (M.rating/3)
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efficiency_coeff = max(T, 1)
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/obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, var/M) // now returns how many times the item can be built with the material
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var/A = 0
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switch(M)
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if("$metal")
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A = m_amount
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if("$glass")
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A = g_amount
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if("$gold")
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A = gold_amount
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if("$silver")
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A = silver_amount
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if("$plasma")
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A = plasma_amount
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if("$uranium")
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A = uranium_amount
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if("$diamond")
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A = diamond_amount
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if("$bananium")
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A = clown_amount
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else
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A = reagents.get_reagent_amount(M)
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A = A / max(1, (being_built.materials[M]/efficiency_coeff))
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return A
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/obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (shocked)
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shock(user,50)
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if (default_deconstruction_screwdriver(user, "protolathe_t", "protolathe", O))
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if(linked_console)
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linked_console.linked_lathe = null
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linked_console = null
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return
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if(exchange_parts(user, O))
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return
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if (panel_open)
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if(istype(O, /obj/item/weapon/crowbar))
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for(var/obj/I in component_parts)
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if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
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reagents.trans_to(I, reagents.total_volume)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
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reagents.trans_to(G, G.reagents.maximum_volume)
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if(m_amount >= MINERAL_MATERIAL_AMOUNT)
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var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc)
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G.amount = round(m_amount / G.perunit)
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if(g_amount >= MINERAL_MATERIAL_AMOUNT)
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var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc)
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G.amount = round(g_amount / G.perunit)
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if(plasma_amount >= MINERAL_MATERIAL_AMOUNT)
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var/obj/item/stack/sheet/mineral/plasma/G = new /obj/item/stack/sheet/mineral/plasma(src.loc)
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G.amount = round(plasma_amount / G.perunit)
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if(silver_amount >= MINERAL_MATERIAL_AMOUNT)
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var/obj/item/stack/sheet/mineral/silver/G = new /obj/item/stack/sheet/mineral/silver(src.loc)
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G.amount = round(silver_amount / G.perunit)
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if(gold_amount >= MINERAL_MATERIAL_AMOUNT)
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var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc)
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G.amount = round(gold_amount / G.perunit)
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if(uranium_amount >= MINERAL_MATERIAL_AMOUNT)
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var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc)
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G.amount = round(uranium_amount / G.perunit)
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if(diamond_amount >= MINERAL_MATERIAL_AMOUNT)
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var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc)
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G.amount = round(diamond_amount / G.perunit)
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if(clown_amount >= MINERAL_MATERIAL_AMOUNT)
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var/obj/item/stack/sheet/mineral/clown/G = new /obj/item/stack/sheet/mineral/clown(src.loc)
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G.amount = round(clown_amount / G.perunit)
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default_deconstruction_crowbar(O)
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return 1
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else
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user << "<span class='warning'>You can't load the [src.name] while it's opened.</span>"
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return 1
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if (disabled)
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return
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if (!linked_console)
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user << "<span class='warning'> The [src.name] must be linked to an R&D console first!</span>"
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return 1
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if (busy)
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user << "<span class='warning'>The [src.name] is busy. Please wait for completion of previous operation.</span>"
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return 1
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if (O.is_open_container())
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return
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if (!istype(O, /obj/item/stack/sheet) || istype(O, /obj/item/stack/sheet/wood))
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user << "<span class='warning'>You cannot insert this item into the [src.name]!</span>"
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return 1
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if (stat)
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return 1
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if(istype(O,/obj/item/stack/sheet))
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var/obj/item/stack/sheet/S = O
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if (TotalMaterials() + S.perunit > max_material_storage)
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user << "<span class='warning'>The [src.name]'s material bin is full. Please remove material before adding more.</span>"
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return 1
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var/obj/item/stack/sheet/stack = O
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var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
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if(!stack || stack.amount <= 0 || amount <= 0)
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return
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if(amount > stack.amount)
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amount = stack.amount
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if(max_material_storage - TotalMaterials() < (amount*stack.perunit))//Can't overfill
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amount = min(stack.amount, round((max_material_storage-TotalMaterials())/stack.perunit))
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icon_state = "protolathe"
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busy = 1
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use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount/10)))
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user << "<span class='notice'>You add [amount] sheets to the [src.name].</span>"
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icon_state = "protolathe"
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if(istype(stack, /obj/item/stack/sheet/metal))
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m_amount += amount * MINERAL_MATERIAL_AMOUNT
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else if(istype(stack, /obj/item/stack/sheet/glass))
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g_amount += amount * MINERAL_MATERIAL_AMOUNT
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else if(istype(stack, /obj/item/stack/sheet/mineral/gold))
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gold_amount += amount * MINERAL_MATERIAL_AMOUNT
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else if(istype(stack, /obj/item/stack/sheet/mineral/silver))
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silver_amount += amount * MINERAL_MATERIAL_AMOUNT
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else if(istype(stack, /obj/item/stack/sheet/mineral/plasma))
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plasma_amount += amount * MINERAL_MATERIAL_AMOUNT
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else if(istype(stack, /obj/item/stack/sheet/mineral/uranium))
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uranium_amount += amount * MINERAL_MATERIAL_AMOUNT
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else if(istype(stack, /obj/item/stack/sheet/mineral/diamond))
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diamond_amount += amount * MINERAL_MATERIAL_AMOUNT
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else if(istype(stack, /obj/item/stack/sheet/mineral/clown))
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clown_amount += amount * MINERAL_MATERIAL_AMOUNT
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stack.use(amount)
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busy = 0
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src.updateUsrDialog()
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src.overlays += "protolathe_[stack.name]"
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sleep(10)
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src.overlays -= "protolathe_[stack.name]"
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return
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