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https://github.com/ParadiseSS13/Paradise.git
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This commit does the following: - Ports progress bars from -tg- (tgstation/-tg-station#9921) - Refactors wall attackby code to make it 100% less insane; Instead of manually checking every little thing, it uses do_after, consequentially, making the new progress bars affect dealing with walls as well. Wall code makes a tiger sad.
225 lines
6.3 KiB
Plaintext
225 lines
6.3 KiB
Plaintext
#define TABLECRAFT_MAX_ITEMS 30
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/obj/structure/table
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var/list/table_contents = list()
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/obj/structure/table/MouseDrop(atom/over)
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if(over != usr)
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return
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interact(usr)
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/obj/structure/table/proc/check_contents(datum/table_recipe/R)
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check_table()
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main_loop:
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if(R.fruit)
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for(var/A in R.fruit)
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for(var/B in table_contents)
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if(B == A)
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if(table_contents[B] >= R.fruit[A])
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continue main_loop
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return 0
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for(var/A in R.reqs)
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for(var/B in table_contents)
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if(ispath(B, A))
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if(table_contents[B] >= R.reqs[A])
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continue main_loop
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return 0
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for(var/A in R.chem_catalists)
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if(table_contents[A] < R.chem_catalists[A])
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return 0
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return 1
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/obj/structure/table/proc/check_table()
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table_contents = list()
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for(var/obj/item/I in loc)
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if(istype(I, /obj/item/stack))
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var/obj/item/stack/S = I
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table_contents[I.type] += S.amount
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else if(istype(I, /obj/item/weapon/reagent_containers/food/snacks/grown))
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var/obj/item/weapon/reagent_containers/food/snacks/grown/G = I
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if(G.seed && G.seed.kitchen_tag)
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table_contents[G.seed.kitchen_tag] += 1
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else
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if(istype(I, /obj/item/weapon/reagent_containers))
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var/obj/item/weapon/reagent_containers/RC = I
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if(RC.flags & OPENCONTAINER)
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for(var/datum/reagent/A in RC.reagents.reagent_list)
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table_contents[A.type] += A.volume
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table_contents[I.type] += 1
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/obj/structure/table/proc/check_tools(mob/user, datum/table_recipe/R)
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if(!R.tools.len)
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return 1
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var/list/possible_tools = list()
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for(var/obj/item/I in user.contents)
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if(istype(I, /obj/item/weapon/storage))
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for(var/obj/item/SI in I.contents)
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possible_tools += SI.type
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else
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possible_tools += I.type
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possible_tools += table_contents
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var/i = R.tools.len
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var/I
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for(var/A in R.tools)
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I = possible_tools.Find(A)
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if(I)
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possible_tools.Cut(I, I+1)
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i--
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else
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break
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return !i
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/obj/structure/table/proc/construct_item(mob/user, datum/table_recipe/R)
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check_table()
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if(check_contents(R) && check_tools(user, R))
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if(do_after(user, R.time, target = src))
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if(!check_contents(R) || !check_tools(user, R))
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return 0
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var/atom/movable/I = new R.result (loc)
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var/list/parts = del_reqs(R, I)
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for(var/A in parts)
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if(istype(A, /obj/item))
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var/atom/movable/B = A
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B.loc = I
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else
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if(!I.reagents)
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I.reagents = new /datum/reagents()
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I.reagents.reagent_list.Add(A)
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I.CheckParts()
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R.AdjustChems(I)
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return 1
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return 0
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/obj/structure/table/proc/del_reqs(datum/table_recipe/R, atom/movable/resultobject)
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var/list/Deletion = list()
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var/amt
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var/reagenttransfer = 0
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if(istype(resultobject,/obj/item/weapon/reagent_containers))
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reagenttransfer = 1
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if(R.fruit)
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for(var/A in R.fruit)
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amt = R.fruit[A]
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fruit_loop: //ha
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for(var/obj/item/weapon/reagent_containers/food/snacks/grown/G in loc)
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if(G.seed && G.seed.kitchen_tag && (G.seed.kitchen_tag == A))
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amt--
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G.loc = null //remove it from the table loc so that we don't locate the same fruit every time
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if(reagenttransfer)
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G.reagents.trans_to(resultobject, G.reagents.total_volume)
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qdel(G)
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if(amt <= 0)
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break fruit_loop
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for(var/A in R.reqs)
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amt = R.reqs[A]
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if(ispath(A, /obj/item/stack))
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var/obj/item/stack/S
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stack_loop:
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for(var/B in table_contents)
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if(ispath(B, A))
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while(amt > 0)
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S = locate(B) in loc
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if(S.amount >= amt)
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S.use(amt)
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break stack_loop
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else
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amt -= S.amount
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qdel(S)
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else if(ispath(A, /obj/item))
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var/obj/item/I
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item_loop:
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for(var/B in table_contents)
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if(ispath(B, A))
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while(amt > 0)
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I = locate(B) in loc
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Deletion.Add(I)
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I.loc = null //remove it from the table loc so that we don't locate the same item every time (will be relocated inside the crafted item in construct_item())
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amt--
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if(reagenttransfer && istype(I,/obj/item/weapon/reagent_containers))
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var/obj/item/weapon/reagent_containers/RC = I
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RC.reagents.trans_to(resultobject, RC.reagents.total_volume)
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break item_loop
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else
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var/datum/reagent/RG = new A
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reagent_loop:
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for(var/B in table_contents)
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if(ispath(B, /obj/item/weapon/reagent_containers))
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var/obj/item/RC = locate(B) in loc
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if(RC.reagents.has_reagent(RG.id, amt))
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if(reagenttransfer)
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RC.reagents.trans_id_to(resultobject,RG.id, amt)
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else
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RC.reagents.remove_reagent(RG.id, amt)
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RG.volume = amt
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Deletion.Add(RG)
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break reagent_loop
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else if(RC.reagents.has_reagent(RG.id))
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Deletion.Add(RG)
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RG.volume += RC.reagents.get_reagent_amount(RG.id)
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amt -= RC.reagents.get_reagent_amount(RG.id)
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if(reagenttransfer)
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RC.reagents.trans_id_to(resultobject,RG.id, RG.volume)
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else
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RC.reagents.del_reagent(RG.id)
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var/list/partlist = list(R.parts.len)
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for(var/M in R.parts)
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partlist[M] = R.parts[M]
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deletion_loop:
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for(var/B in Deletion)
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for(var/A in R.parts)
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if(istype(B, A))
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if(partlist[A] > 0) //do we still need a part like that?
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partlist[A] -= 1
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continue deletion_loop
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Deletion.Remove(B)
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qdel(B)
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return Deletion
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/obj/structure/table/interact(mob/user)
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if(user.stat || user.lying || !Adjacent(user))
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return
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check_table()
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if(!table_contents.len)
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return
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user.face_atom(src)
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var/dat = "<h3>Crafting menu</h3>"
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dat += "<div class='statusDisplay'>"
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if(busy)
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dat += "Crafting in progress...</div>"
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else
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for(var/datum/table_recipe/R in table_recipes)
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if(check_contents(R))
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dat += "<A href='?src=\ref[src];make=\ref[R]'>[R.name]</A><BR>"
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dat += "</div>"
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var/datum/browser/popup = new(user, "table", "Table", 300, 300)
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popup.set_content(dat)
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popup.open()
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return
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/obj/structure/table/Topic(href, href_list)
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if(usr.stat || !Adjacent(usr) || usr.lying)
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return
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if(href_list["make"])
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if(!check_table_space())
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usr << "<span class ='warning'>The table is too crowded.</span>"
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return
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var/datum/table_recipe/TR = locate(href_list["make"])
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busy = 1
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interact(usr)
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if(construct_item(usr, TR))
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usr << "<span class='notice'>[TR.name] constructed.</span>"
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else
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usr << "<span class ='warning'>Construction failed.</span>"
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busy = 0
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interact(usr)
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/obj/structure/table/proc/check_table_space()
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var/Item_amount = 0
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for(var/obj/item/I in loc)
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Item_amount++
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if(Item_amount <= TABLECRAFT_MAX_ITEMS) //is the table crowded?
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return 1
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#undef TABLECRAFT_MAX_ITEMS |