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S.P.L.U.R.T-Station-13/code/game/objects/items/stacks/stack.dm
2023-02-21 16:34:10 -03:00

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/* Stack type objects!
* Contains:
* Stacks
* Recipe datum
* Recipe list datum
*/
/*
* Stacks
*/
/obj/item/stack
icon = 'icons/obj/stack_objects.dmi'
gender = PLURAL
material_modifier = 0.01
// material_modifier = 0.05 //5%, so that a 50 sheet stack has the effect of 5k materials instead of 100k.
max_integrity = 100
var/list/datum/stack_recipe/recipes
var/singular_name
var/amount = 1
var/max_amount = 50 //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
var/is_cyborg = FALSE // It's TRUE if module is used by a cyborg, and uses its storage
var/datum/robot_energy_storage/source
var/cost = 1 // How much energy from storage it costs
var/merge_type = null // This path and its children should merge with this stack, defaults to src.type
var/full_w_class = WEIGHT_CLASS_NORMAL //The weight class the stack should have at amount > 2/3rds max_amount
var/novariants = TRUE //Determines whether the item should update it's sprites based on amount.
var/list/mats_per_unit //list that tells you how much is in a single unit.
///Datum material type that this stack is made of
var/material_type
//NOTE: When adding grind_results, the amounts should be for an INDIVIDUAL ITEM - these amounts will be multiplied by the stack size in on_grind()
var/obj/structure/table/tableVariant // we tables now (stores table variant to be built from this stack)
// The following are all for medical treatment, they're here instead of /stack/medical because sticky tape can be used as a makeshift bandage or splint
/// If set and this used as a splint for a broken bone wound, this is used as a multiplier for applicable slowdowns (lower = better) (also for speeding up burn recoveries)
var/splint_factor
/// How much blood flow this stack can absorb if used as a bandage on a cut wound, note that absorption is how much we lower the flow rate, not the raw amount of blood we suck up
var/absorption_capacity
/// How quickly we lower the blood flow on a cut wound we're bandaging. Expected lifetime of this bandage in ticks is thus absorption_capacity/absorption_rate, or until the cut heals, whichever comes first
var/absorption_rate
/// Amount of matter for RCD
var/matter_amount = 0
/obj/item/stack/Initialize(mapload, new_amount, merge = TRUE)
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 = src.type
if(LAZYLEN(mats_per_unit))
set_mats_per_unit(mats_per_unit, 1)
else if(LAZYLEN(custom_materials))
// DO NOT REMOVE! we have to inflate the values first
for(var/i in custom_materials)
custom_materials[i] *= amount
set_mats_per_unit(custom_materials, amount ? 1/amount : 1)
. = ..()
if(merge)
for(var/obj/item/stack/S in loc)
if(can_merge(S))
INVOKE_ASYNC(src, .proc/merge, S)
var/list/temp_recipes = get_main_recipes()
recipes = temp_recipes.Copy()
if(material_type)
var/datum/material/M = SSmaterials.GetMaterialRef(material_type) //First/main material
for(var/i in M.categories)
switch(i)
if(MAT_CATEGORY_BASE_RECIPES)
var/list/temp = SSmaterials.base_stack_recipes.Copy()
recipes += temp
if(MAT_CATEGORY_RIGID)
var/list/temp = SSmaterials.rigid_stack_recipes.Copy()
recipes += temp
update_weight()
update_icon()
/** Sets the amount of materials per unit for this stack.
*
* Arguments:
* - [mats][/list]: The value to set the mats per unit to.
* - multiplier: The amount to multiply the mats per unit by. Defaults to 1.
*/
/obj/item/stack/proc/set_mats_per_unit(list/mats, multiplier=1)
mats_per_unit = SSmaterials.FindOrCreateMaterialCombo(mats, multiplier)
update_custom_materials()
/** Updates the custom materials list of this stack.
*/
/obj/item/stack/proc/update_custom_materials()
set_custom_materials(mats_per_unit, amount, is_update=TRUE)
/**
* Override to make things like metalgen accurately set custom materials
*/
/obj/item/stack/set_custom_materials(list/materials, multiplier=1, is_update=FALSE)
return is_update ? ..() : set_mats_per_unit(materials, multiplier / (amount || 1))
/obj/item/stack/on_grind()
. = ..()
for(var/i in 1 to length(grind_results)) //This should only call if it's ground, so no need to check if grind_results exists
grind_results[grind_results[i]] *= get_amount() //Gets the key at position i, then the reagent amount of that key, then multiplies it by stack size
/obj/item/stack/grind_requirements()
if(is_cyborg)
to_chat(usr, "<span class='warning'>[src] is electronically synthesized in your chassis and can't be ground up!</span>")
return
return TRUE
/obj/item/stack/proc/get_main_recipes()
SHOULD_CALL_PARENT(TRUE)
return list()//empty list
/obj/item/stack/proc/update_weight()
if(amount <= (max_amount * (1/3)))
w_class = clamp(full_w_class-2, WEIGHT_CLASS_TINY, full_w_class)
else if (amount <= (max_amount * (2/3)))
w_class = clamp(full_w_class-1, WEIGHT_CLASS_TINY, full_w_class)
else
w_class = full_w_class
/obj/item/stack/update_icon_state()
if(novariants)
return
if(amount <= (max_amount * (1/3)))
icon_state = initial(icon_state)
else if (amount <= (max_amount * (2/3)))
icon_state = "[initial(icon_state)]_2"
else
icon_state = "[initial(icon_state)]_3"
/obj/item/stack/examine(mob/user)
. = ..()
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)
if(get_amount()>1)
. += "There are [get_amount()] [singular_name]\s in the stack."
else
. += "There is [get_amount()] [singular_name] in the stack."
else if(get_amount()>1)
. += "There are [get_amount()] in the stack."
else
. += "There is [get_amount()] in the stack."
. += "<span class='notice'>Alt-click to take a custom amount.</span>"
/obj/item/stack/proc/get_amount()
if(is_cyborg)
. = round(source?.energy / cost)
else
. = (amount)
/**
* Builds all recipes in a given recipe list and returns an association list containing them
*
* Arguments:
* * recipe_to_iterate - The list of recipes we are using to build recipes
*/
/obj/item/stack/proc/recursively_build_recipes(list/recipe_to_iterate)
var/list/L = list()
for(var/recipe in recipe_to_iterate)
if(istype(recipe, /datum/stack_recipe_list))
var/datum/stack_recipe_list/R = recipe
L["[R.title]"] = recursively_build_recipes(R.recipes)
if(istype(recipe, /datum/stack_recipe))
var/datum/stack_recipe/R = recipe
L["[R.title]"] = build_recipe(R)
return L
/**
* Returns a list of properties of a given recipe
*
* Arguments:
* * R - The stack recipe we are using to get a list of properties
*/
/obj/item/stack/proc/build_recipe(datum/stack_recipe/R)
return list(
"res_amount" = R.res_amount,
"max_res_amount" = R.max_res_amount,
"req_amount" = R.req_amount,
"ref" = "\ref[R]",
)
/**
* Checks if the recipe is valid to be used
*
* Arguments:
* * R - The stack recipe we are checking if it is valid
* * recipe_list - The list of recipes we are using to check the given recipe
*/
/obj/item/stack/proc/is_valid_recipe(datum/stack_recipe/R, list/recipe_list)
for(var/S in recipe_list)
if(S == R)
return TRUE
if(istype(S, /datum/stack_recipe_list))
var/datum/stack_recipe_list/L = S
if(is_valid_recipe(R, L.recipes))
return TRUE
return FALSE
/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, "Stack", name)
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, params)
. = ..()
if(.)
return
switch(action)
if("make")
if(get_amount() < 1 && !is_cyborg)
qdel(src)
return
var/datum/stack_recipe/R = locate(params["ref"])
if(!is_valid_recipe(R, recipes)) //href exploit protection
return
var/multiplier = text2num(params["multiplier"])
if(!multiplier || (multiplier <= 0)) //href exploit protection
return
if(!building_checks(R, multiplier))
return
if(R.time)
var/adjusted_time = 0
usr.visible_message("<span class='notice'>[usr] starts building \a [R.title].</span>", "<span class='notice'>You start building \a [R.title]...</span>")
if(HAS_TRAIT(usr, R.trait_booster))
adjusted_time = (R.time * R.trait_modifier)
else
adjusted_time = R.time
if(!do_after(usr, adjusted_time, target = usr))
return
if(!building_checks(R, multiplier))
return
var/obj/O
if(R.max_res_amount > 1) //Is it a stack?
O = new R.result_type(usr.drop_location(), R.res_amount * multiplier)
else if(ispath(R.result_type, /turf))
var/turf/T = usr.drop_location()
if(!isturf(T))
return
T.PlaceOnTop(R.result_type, flags = CHANGETURF_INHERIT_AIR)
else
O = new R.result_type(usr.drop_location())
if(O)
O.setDir(usr.dir)
use(R.req_amount * multiplier)
if(R.applies_mats && LAZYLEN(mats_per_unit))
if(isstack(O))
var/obj/item/stack/crafted_stack = O
crafted_stack.set_mats_per_unit(mats_per_unit, R.req_amount / R.res_amount)
else
O.set_custom_materials(mats_per_unit, R.req_amount / R.res_amount)
if(istype(O, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = O
W.ini_dir = W.dir
else if(istype(O, /obj/structure/window))
var/obj/structure/window/W = O
W.ini_dir = W.dir
if(QDELETED(O))
return //It's a stack and has already been merged
if(isitem(O))
usr.put_in_hands(O)
O.add_fingerprint(usr)
//BubbleWrap - so newly formed boxes are empty
if(istype(O, /obj/item/storage))
for (var/obj/item/I in O)
qdel(I)
//BubbleWrap END
return TRUE
/obj/item/stack/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, amount))
add(clamp(vval, 1-amount, max_amount - amount)) //there must always be one.
return TRUE
else if(vname == NAMEOF(src, max_amount))
max_amount = max(vval, 1)
add((max_amount < amount) ? (max_amount - amount) : 0) //update icon, weight, ect
return TRUE
return ..()
/obj/item/stack/proc/building_checks(datum/stack_recipe/recipe, multiplier)
if (get_amount() < recipe.req_amount*multiplier)
if (recipe.req_amount*multiplier>1)
to_chat(usr, "<span class='warning'>You haven't got enough [src] to build \the [recipe.req_amount*multiplier] [recipe.title]\s!</span>")
else
to_chat(usr, "<span class='warning'>You haven't got enough [src] to build \the [recipe.title]!</span>")
return FALSE
var/turf/dest_turf = get_turf(usr)
// If we're making a window, we have some special snowflake window checks to do.
if(ispath(recipe.result_type, /obj/structure/window))
var/obj/structure/window/result_path = recipe.result_type
if(!valid_window_location(dest_turf, usr.dir, is_fulltile = initial(result_path.fulltile)))
to_chat(usr, "<span class='warning'>The [recipe.title] won't fit here!</span>")
return FALSE
if(recipe.one_per_turf && (locate(recipe.result_type) in dest_turf))
to_chat(usr, "<span class='warning'>There is another [recipe.title] here!</span>")
return FALSE
if(recipe.on_floor)
if(!isfloorturf(dest_turf))
to_chat(usr, "<span class='warning'>\The [recipe.title] must be constructed on the floor!</span>")
return FALSE
for(var/obj/object in dest_turf)
if(istype(object, /obj/structure/grille))
continue
if(istype(object, /obj/structure/table))
continue
if(istype(object, /obj/structure/window))
var/obj/structure/window/window_structure = object
if(!window_structure.fulltile)
continue
if(object.density)
to_chat(usr, "<span class='warning'>There is \a [object.name] here. You cant make \a [recipe.title] here!</span>")
return FALSE
if(recipe.placement_checks)
switch(recipe.placement_checks)
if(STACK_CHECK_CARDINALS)
var/turf/step
for(var/direction in GLOB.cardinals)
step = get_step(dest_turf, direction)
if(locate(recipe.result_type) in step)
to_chat(usr, "<span class='warning'>\The [recipe.title] must not be built directly adjacent to another!</span>")
return FALSE
if(STACK_CHECK_ADJACENT)
if(locate(recipe.result_type) in range(1, dest_turf))
to_chat(usr, "<span class='warning'>\The [recipe.title] must be constructed at least one tile away from others of its type!</span>")
return FALSE
return TRUE
/obj/item/stack/use(used, transfer = FALSE, check = TRUE) // return 0 = borked; return 1 = had enough
if(check && zero_amount())
return FALSE
if (is_cyborg)
return source.use_charge(used * cost)
if (amount < used)
return FALSE
amount -= used
if(check && zero_amount())
return TRUE
if(length(mats_per_unit))
update_custom_materials()
update_icon()
update_weight()
return TRUE
/obj/item/stack/tool_use_check(mob/living/user, amount)
if(get_amount() < amount)
if(singular_name)
if(amount > 1)
to_chat(user, "<span class='warning'>You need at least [amount] [singular_name]\s to do this!</span>")
else
to_chat(user, "<span class='warning'>You need at least [amount] [singular_name] to do this!</span>")
else
to_chat(user, "<span class='warning'>You need at least [amount] to do this!</span>")
return FALSE
return TRUE
/obj/item/stack/proc/zero_amount()
if(is_cyborg)
return source.energy < cost
if(amount < 1)
qdel(src)
return TRUE
return FALSE
/** Adds some number of units to this stack.
*
* Arguments:
* - _amount: The number of units to add to this stack.
*/
/obj/item/stack/proc/add(_amount)
if (is_cyborg)
source.add_charge(_amount * cost)
else
amount += _amount
if(length(mats_per_unit))
update_custom_materials()
update_icon()
update_weight()
/** Checks whether this stack can merge itself into another stack.
*
* Arguments:
* - [check][/obj/item/stack]: The stack to check for mergeability.
*/
/obj/item/stack/proc/can_merge(obj/item/stack/check)
if(!istype(check, merge_type))
return FALSE
if(!check.is_cyborg && (mats_per_unit != check.mats_per_unit)) // Cyborg stacks don't have materials. This lets them recycle sheets and floor tiles.
return FALSE
return TRUE
/obj/item/stack/proc/merge(obj/item/stack/S) //Merge src into S, as much as possible
if(QDELETED(S) || QDELETED(src) || S == src) //amusingly this can cause a stack to consume itself, let's not allow that.
return
var/transfer = get_amount()
if(S.is_cyborg)
transfer = min(transfer, round((S.source.max_energy - S.source.energy) / S.cost))
else
transfer = min(transfer, S.max_amount - S.amount)
if(pulledby)
pulledby.start_pulling(S)
S.copy_evidences(src)
use(transfer, TRUE)
S.add(transfer)
return transfer
/obj/item/stack/Crossed(atom/movable/crossing)
if(!crossing.throwing && can_merge(crossing))
merge(crossing)
. = ..()
/obj/item/stack/hitby(atom/movable/hitting, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(can_merge(hitting))
merge(hitting)
. = ..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/stack/on_attack_hand(mob/user)
if(user.get_inactive_held_item() == src)
if(zero_amount())
return
return split_stack(user, 1)
else
. = ..()
/obj/item/stack/AltClick(mob/living/user)
. = ..()
// if(isturf(loc)) // to prevent people that are alt clicking a tile to see its content from getting undesidered pop ups
// return
if(is_cyborg || !user.canUseTopic(src, BE_CLOSE, TRUE, FALSE) || zero_amount()) //, !iscyborg(user)
return
//get amount from user
var/max = get_amount()
var/stackmaterial = round(input(user,"How many sheets do you wish to take out of this stack? (Maximum [max])") as null|num)
max = get_amount()
stackmaterial = min(max, stackmaterial)
if(stackmaterial == null || stackmaterial <= 0 || !user.canUseTopic(src, BE_CLOSE, TRUE, FALSE)) //, !iscyborg(user)
return
split_stack(user, stackmaterial)
to_chat(user, "<span class='notice'>You take [stackmaterial] sheets out of the stack.</span>")
/** Splits the stack into two stacks.
*
* Arguments:
* - [user][/mob]: The mob splitting the stack.
* - amount: The number of units to split from this stack.
*/
/obj/item/stack/proc/split_stack(mob/user, amount)
if(!use(amount, TRUE, FALSE))
return null
var/obj/item/stack/F = new type(user? user : drop_location(), amount, FALSE)
. = F
F.set_mats_per_unit(mats_per_unit, 1) // Required for greyscale sheets and tiles.
F.copy_evidences(src)
if(user)
if(!user.put_in_hands(F, merge_stacks = FALSE))
F.forceMove(user.drop_location())
add_fingerprint(user)
F.add_fingerprint(user)
zero_amount()
/obj/item/stack/attackby(obj/item/W, mob/user, params)
if(can_merge(W))
var/obj/item/stack/S = W
if(merge(S))
to_chat(user, "<span class='notice'>Your [S.name] stack now contains [S.get_amount()] [S.singular_name]\s.</span>")
else
. = ..()
/obj/item/stack/proc/copy_evidences(obj/item/stack/from)
if(from.blood_DNA)
blood_DNA = from.blood_DNA.Copy()
if(from.fingerprints)
fingerprints = from.fingerprints.Copy()
if(from.fingerprintshidden)
fingerprintshidden = from.fingerprintshidden.Copy()
fingerprintslast = from.fingerprintslast
//TODO bloody overlay
/obj/item/stack/microwave_act(obj/machinery/microwave/M)
if(istype(M) && M.dirty < 100)
M.dirty += amount