Files
Paradise/code/modules/crafting/table.dm
Tigercat2000 7f4ac72910 Progress bars + Wall Rationalization
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.
2015-08-31 13:38:51 -07:00

225 lines
6.3 KiB
Plaintext

#define TABLECRAFT_MAX_ITEMS 30
/obj/structure/table
var/list/table_contents = list()
/obj/structure/table/MouseDrop(atom/over)
if(over != usr)
return
interact(usr)
/obj/structure/table/proc/check_contents(datum/table_recipe/R)
check_table()
main_loop:
if(R.fruit)
for(var/A in R.fruit)
for(var/B in table_contents)
if(B == A)
if(table_contents[B] >= R.fruit[A])
continue main_loop
return 0
for(var/A in R.reqs)
for(var/B in table_contents)
if(ispath(B, A))
if(table_contents[B] >= R.reqs[A])
continue main_loop
return 0
for(var/A in R.chem_catalists)
if(table_contents[A] < R.chem_catalists[A])
return 0
return 1
/obj/structure/table/proc/check_table()
table_contents = list()
for(var/obj/item/I in loc)
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
table_contents[I.type] += S.amount
else if(istype(I, /obj/item/weapon/reagent_containers/food/snacks/grown))
var/obj/item/weapon/reagent_containers/food/snacks/grown/G = I
if(G.seed && G.seed.kitchen_tag)
table_contents[G.seed.kitchen_tag] += 1
else
if(istype(I, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RC = I
if(RC.flags & OPENCONTAINER)
for(var/datum/reagent/A in RC.reagents.reagent_list)
table_contents[A.type] += A.volume
table_contents[I.type] += 1
/obj/structure/table/proc/check_tools(mob/user, datum/table_recipe/R)
if(!R.tools.len)
return 1
var/list/possible_tools = list()
for(var/obj/item/I in user.contents)
if(istype(I, /obj/item/weapon/storage))
for(var/obj/item/SI in I.contents)
possible_tools += SI.type
else
possible_tools += I.type
possible_tools += table_contents
var/i = R.tools.len
var/I
for(var/A in R.tools)
I = possible_tools.Find(A)
if(I)
possible_tools.Cut(I, I+1)
i--
else
break
return !i
/obj/structure/table/proc/construct_item(mob/user, datum/table_recipe/R)
check_table()
if(check_contents(R) && check_tools(user, R))
if(do_after(user, R.time, target = src))
if(!check_contents(R) || !check_tools(user, R))
return 0
var/atom/movable/I = new R.result (loc)
var/list/parts = del_reqs(R, I)
for(var/A in parts)
if(istype(A, /obj/item))
var/atom/movable/B = A
B.loc = I
else
if(!I.reagents)
I.reagents = new /datum/reagents()
I.reagents.reagent_list.Add(A)
I.CheckParts()
R.AdjustChems(I)
return 1
return 0
/obj/structure/table/proc/del_reqs(datum/table_recipe/R, atom/movable/resultobject)
var/list/Deletion = list()
var/amt
var/reagenttransfer = 0
if(istype(resultobject,/obj/item/weapon/reagent_containers))
reagenttransfer = 1
if(R.fruit)
for(var/A in R.fruit)
amt = R.fruit[A]
fruit_loop: //ha
for(var/obj/item/weapon/reagent_containers/food/snacks/grown/G in loc)
if(G.seed && G.seed.kitchen_tag && (G.seed.kitchen_tag == A))
amt--
G.loc = null //remove it from the table loc so that we don't locate the same fruit every time
if(reagenttransfer)
G.reagents.trans_to(resultobject, G.reagents.total_volume)
qdel(G)
if(amt <= 0)
break fruit_loop
for(var/A in R.reqs)
amt = R.reqs[A]
if(ispath(A, /obj/item/stack))
var/obj/item/stack/S
stack_loop:
for(var/B in table_contents)
if(ispath(B, A))
while(amt > 0)
S = locate(B) in loc
if(S.amount >= amt)
S.use(amt)
break stack_loop
else
amt -= S.amount
qdel(S)
else if(ispath(A, /obj/item))
var/obj/item/I
item_loop:
for(var/B in table_contents)
if(ispath(B, A))
while(amt > 0)
I = locate(B) in loc
Deletion.Add(I)
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())
amt--
if(reagenttransfer && istype(I,/obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RC = I
RC.reagents.trans_to(resultobject, RC.reagents.total_volume)
break item_loop
else
var/datum/reagent/RG = new A
reagent_loop:
for(var/B in table_contents)
if(ispath(B, /obj/item/weapon/reagent_containers))
var/obj/item/RC = locate(B) in loc
if(RC.reagents.has_reagent(RG.id, amt))
if(reagenttransfer)
RC.reagents.trans_id_to(resultobject,RG.id, amt)
else
RC.reagents.remove_reagent(RG.id, amt)
RG.volume = amt
Deletion.Add(RG)
break reagent_loop
else if(RC.reagents.has_reagent(RG.id))
Deletion.Add(RG)
RG.volume += RC.reagents.get_reagent_amount(RG.id)
amt -= RC.reagents.get_reagent_amount(RG.id)
if(reagenttransfer)
RC.reagents.trans_id_to(resultobject,RG.id, RG.volume)
else
RC.reagents.del_reagent(RG.id)
var/list/partlist = list(R.parts.len)
for(var/M in R.parts)
partlist[M] = R.parts[M]
deletion_loop:
for(var/B in Deletion)
for(var/A in R.parts)
if(istype(B, A))
if(partlist[A] > 0) //do we still need a part like that?
partlist[A] -= 1
continue deletion_loop
Deletion.Remove(B)
qdel(B)
return Deletion
/obj/structure/table/interact(mob/user)
if(user.stat || user.lying || !Adjacent(user))
return
check_table()
if(!table_contents.len)
return
user.face_atom(src)
var/dat = "<h3>Crafting menu</h3>"
dat += "<div class='statusDisplay'>"
if(busy)
dat += "Crafting in progress...</div>"
else
for(var/datum/table_recipe/R in table_recipes)
if(check_contents(R))
dat += "<A href='?src=\ref[src];make=\ref[R]'>[R.name]</A><BR>"
dat += "</div>"
var/datum/browser/popup = new(user, "table", "Table", 300, 300)
popup.set_content(dat)
popup.open()
return
/obj/structure/table/Topic(href, href_list)
if(usr.stat || !Adjacent(usr) || usr.lying)
return
if(href_list["make"])
if(!check_table_space())
usr << "<span class ='warning'>The table is too crowded.</span>"
return
var/datum/table_recipe/TR = locate(href_list["make"])
busy = 1
interact(usr)
if(construct_item(usr, TR))
usr << "<span class='notice'>[TR.name] constructed.</span>"
else
usr << "<span class ='warning'>Construction failed.</span>"
busy = 0
interact(usr)
/obj/structure/table/proc/check_table_space()
var/Item_amount = 0
for(var/obj/item/I in loc)
Item_amount++
if(Item_amount <= TABLECRAFT_MAX_ITEMS) //is the table crowded?
return 1
#undef TABLECRAFT_MAX_ITEMS