Files
Paradise/code/game/objects/items/stacks/stack.dm
warriorstar-orion 79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +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) //If we have a dynamic icon state, we don't want item states to follow the same pattern.
item_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)
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