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S.P.L.U.R.T-Station-13/code/game/machinery/recycler.dm
Solaris-Shade 2fdb70b2b9 [DNM][DNM][WIP] Projectile backend code port and update
Ports#54924,  #65061, #59804 from /tg.
adds auxiliary code from /tg to make code work.
2022-03-06 15:20:23 -05:00

234 lines
7.9 KiB
Plaintext

#define SAFETY_COOLDOWN 100
/obj/machinery/recycler
name = "recycler"
desc = "A large crushing machine used to recycle small items inefficiently. There are lights on the side."
icon = 'icons/obj/recycling.dmi'
icon_state = "grinder-o0"
layer = ABOVE_ALL_MOB_LAYER // Overhead
density = TRUE
circuit = /obj/item/circuitboard/machine/recycler
var/safety_mode = FALSE // Temporarily stops machine if it detects a mob, or upon deconstruction.
var/icon_name = "grinder-o"
var/blood = 0
var/eat_dir = WEST
var/amount_produced = 50
var/crush_damage = 1000
var/eat_victim_items = TRUE
var/item_recycle_sound = 'sound/items/welder.ogg'
/obj/machinery/recycler/Initialize()
AddComponent(/datum/component/butchering/recycler, 1, amount_produced,amount_produced/5)
AddComponent(/datum/component/material_container, list(/datum/material/iron, /datum/material/glass, /datum/material/silver, /datum/material/plasma, /datum/material/gold, /datum/material/diamond, /datum/material/plastic, /datum/material/uranium, /datum/material/bananium, /datum/material/titanium, /datum/material/bluespace), INFINITY, FALSE, null, null, null, TRUE)
. = ..()
update_icon()
req_one_access = get_all_accesses() + get_all_centcom_access()
/obj/machinery/recycler/deconstruct(disassembled = TRUE)
safety_mode = TRUE //to stop stock parts and circuit from being deleted.
return ..()
/obj/machinery/recycler/RefreshParts()
var/amt_made = 0
var/mat_mod = 0
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
mat_mod = 2 * B.rating
mat_mod *= 50000
for(var/obj/item/stock_parts/manipulator/M in component_parts)
amt_made = 12.5 * M.rating //% of materials salvaged
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = mat_mod
amount_produced = min(50, amt_made) + 50
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering/recycler)
butchering.effectiveness = amount_produced
butchering.bonus_modifier = amount_produced/5
/obj/machinery/recycler/examine(mob/user)
. = ..()
. += "<span class='notice'>Reclaiming <b>[amount_produced]%</b> of materials salvaged.</span>"
. += {"The power light is [(stat & NOPOWER) ? "off" : "on"].
The safety-mode light is [safety_mode ? "on" : "off"].
The safety-sensors status light is [obj_flags & EMAGGED ? "off" : "on"]."}
/obj/machinery/recycler/power_change()
..()
update_icon()
/obj/machinery/recycler/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, "grinder-oOpen", "grinder-o0", I))
return
if(default_pry_open(I))
return
if(default_unfasten_wrench(user, I))
return
if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/recycler/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
if(safety_mode)
safety_mode = FALSE
update_icon()
playsound(src, "sparks", 75, 1, -1)
to_chat(user, "<span class='notice'>You use the cryptographic sequencer on [src].</span>")
return TRUE
/obj/machinery/recycler/update_icon_state()
var/is_powered = !(stat & (BROKEN|NOPOWER))
if(safety_mode)
is_powered = FALSE
icon_state = icon_name + "[is_powered]" + "[(blood ? "bld" : "")]" // add the blood tag at the end
/obj/machinery/recycler/CanAllowThrough(atom/movable/AM)
. = ..()
if(!anchored)
return
var/move_dir = get_dir(loc, AM.loc)
if(move_dir == eat_dir)
return TRUE
/obj/machinery/recycler/Crossed(atom/movable/AM)
eat(AM)
. = ..()
/obj/machinery/recycler/proc/eat(atom/movable/AM0, sound=TRUE)
if(stat & (BROKEN|NOPOWER))
return
if(safety_mode)
return
if(!isturf(AM0.loc))
return //I don't know how you called Crossed() but stop it.
var/list/to_eat = AM0.GetAllContents()
var/mob/living/living_detected //technically includes silicons as well but eh
var/list/nom = list()
var/list/crunchy_nom = list() //Mobs have to be handled differently so they get a different list instead of checking them multiple times.
for(var/i in to_eat)
var/atom/movable/AM = i
if(istype(AM, /obj/item))
var/obj/item/bodypart/head/as_head = AM
var/obj/item/mmi/as_mmi = AM
if(istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || istype(AM, /obj/item/dullahan_relay))
living_detected = living_detected || AM
nom += AM
else if(isliving(AM))
living_detected = living_detected || TRUE
crunchy_nom += AM
var/not_eaten = to_eat.len - nom.len - crunchy_nom.len
if(living_detected) // First, check if we have any living beings detected.
if(obj_flags & EMAGGED)
for(var/CRUNCH in crunchy_nom) // Eat them and keep going because we don't care about safety.
if(isliving(CRUNCH)) // MMIs and brains will get eaten like normal items
crush_living(CRUNCH)
else // Stop processing right now without eating anything.
emergency_stop(living_detected)
return
for(var/nommed in nom)
recycle_item(nommed)
if(nom.len && sound)
playsound(src, item_recycle_sound, (50 + nom.len*5), TRUE, nom.len, ignore_walls = (nom.len - 10)) // As a substitute for playing 50 sounds at once.
if(not_eaten)
playsound(src, 'sound/machines/buzz-sigh.ogg', (50 + not_eaten*5), FALSE, not_eaten, ignore_walls = (not_eaten - 10)) // Ditto.
if(!ismob(AM0))
AM0.moveToNullspace()
qdel(AM0)
else // Lets not move a mob to nullspace and qdel it, yes?
for(var/i in AM0.contents)
var/atom/movable/content = i
content.moveToNullspace()
qdel(content)
/obj/machinery/recycler/proc/recycle_item(obj/item/I)
. = list()
for(var/A in I)
var/atom/movable/AM = A
AM.forceMove(loc)
if(AM.loc == loc)
. += AM
I.forceMove(loc)
var/obj/item/grown/log/L = I
if(istype(L))
var/seed_modifier = 0
if(L.seed)
seed_modifier = round(L.seed.potency / 25)
new L.plank_type(src.loc, 1 + seed_modifier)
qdel(L)
return
else
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/material_amount = materials.get_item_material_amount(I)
if(!material_amount)
qdel(I)
return
materials.insert_item(I, multiplier = (amount_produced / 100))
qdel(I)
materials.retrieve_all()
/obj/machinery/recycler/proc/emergency_stop(mob/living/L)
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, 0)
safety_mode = TRUE
update_icon()
L.forceMove(loc)
addtimer(CALLBACK(src, .proc/reboot), SAFETY_COOLDOWN)
/obj/machinery/recycler/proc/reboot()
playsound(src, 'sound/machines/ping.ogg', 50, 0)
safety_mode = FALSE
update_icon()
/obj/machinery/recycler/proc/crush_living(mob/living/L)
. = list()
L.forceMove(loc)
if(issilicon(L))
playsound(src, 'sound/items/welder.ogg', 50, 1)
else
playsound(src, 'sound/effects/splat.ogg', 50, 1)
// By default, the emagged recycler will gib all non-carbons. (human simple animal mobs don't count)
if(iscarbon(L))
if(L.stat == CONSCIOUS)
L.say("ARRRRRRRRRRRGH!!!", forced="recycler grinding")
add_mob_blood(L)
if(!blood && !issilicon(L))
blood = TRUE
update_icon()
// Remove and recycle the equipped items
if(eat_victim_items)
for(var/obj/item/I in L.get_equipped_items(TRUE))
if(L.dropItemToGround(I))
. += I
// Instantly lie down, also go unconscious from the pain, before you die.
L.Unconscious(100)
L.adjustBruteLoss(crush_damage)
/obj/machinery/recycler/deathtrap
name = "dangerous old crusher"
obj_flags = CAN_BE_HIT | EMAGGED
crush_damage = 120
flags_1 = NODECONSTRUCT_1
/obj/item/paper/guides/recycler
name = "paper - 'garbage duty instructions'"
info = "_New Assignment_\n\n You have been assigned to collect garbage from trash bins, located around the station. The crewmembers will put their trash into it and you will collect the said trash.<br><br>There is a recycling machine near your closet, inside maintenance; use it to recycle the trash for a small chance to get useful minerals. Then deliver these minerals to cargo or engineering. You are our last hope for a clean station, do not screw this up!"
#undef SAFETY_COOLDOWN