diff --git a/code/game/machinery/partslathe_vr.dm b/code/game/machinery/partslathe_vr.dm new file mode 100644 index 00000000000..42fa5b32ae4 --- /dev/null +++ b/code/game/machinery/partslathe_vr.dm @@ -0,0 +1,384 @@ +/* +** The Parts Lathe! Able to produce all tech level 1 stock parts for building machines! +** +** The idea is that engineering etc should be able to build/repair basic technology machines +** without having to use a protolathe to print what are not prototype technologies. +** Some felt having an autolathe do this might be OP, so its a separate machine. +** +** The other advantage is that this machine, specially focused for helping build stuff, +** actually reads circuit boards, tells you what parts are needed to build them, and +** can automatically queue them up to build! +** +** Leshana says: +** - Phase 1 of this project adds the machine and basic operation. +** - Phase 2 will enhance usability by making & labeling boxes with a set of parts. +** +** TODO - Implement phase 2 by adding cardboard boxes +*/ + +/obj/machinery/partslathe + name = "parts lathe" + icon = 'icons/obj/partslathe_vr.dmi' + icon_state = "partslathe-idle" + circuit = /obj/item/weapon/circuitboard/partslathe + anchored = 1 + density = 1 + use_power = 1 + idle_power_usage = 30 + active_power_usage = 5000 + + // Amount of materials we can store total + var/list/materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0) + var/list/storage_capacity = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0) + + var/obj/item/weapon/circuitboard/copy_board // Inserted board + + var/list/datum/category_item/partslathe/queue = list() // Queue of things to build + var/busy = 0 // Currently building stuff y/n + var/progress = 0 // How many machine ticks have we spent building current thing? + var/mat_efficiency = 3 // Material usage efficiency (less efficient than protolathe) + var/speed = 1 // Ticks per tick build speed multiplier + + // Static list of recipies we will lazily generate + // type -> /datum/category_item/partslathe/ + var/static/list/partslathe_recipies + +/obj/machinery/partslathe/New() + ..() + default_apply_parts() + update_icon() + update_recipe_list() + +/obj/machinery/partslathe/proc/getHighestOriginTechLevel(var/obj/item/I) + if(!istype(I) || !I.origin_tech) + return 0 + var/highest = 0 + for(var/tech in I.origin_tech) + highest = max(highest, I.origin_tech[tech]) + return highest + +/obj/machinery/partslathe/RefreshParts() + var/mb_rating = 0 + for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts) + mb_rating += M.rating + storage_capacity[DEFAULT_WALL_MATERIAL] = mb_rating * 16000 + storage_capacity["glass"] = mb_rating * 8000 + var/T = 0 + for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) + T += M.rating + mat_efficiency = 6 / T // Ranges from 3.0 to 1.0 + speed = T / 2 // Ranges from 1.0 to 3.0 + +/obj/machinery/partslathe/dismantle() + for(var/f in materials) + eject_materials(f, -1) + ..() + +/obj/machinery/partslathe/update_icon() + if(panel_open) + icon_state = "partslathe-open" + else if(inoperable()) + icon_state = "partslathe-off" + else if(busy) + icon_state = "partslathe-lidclose" + else + if(icon_state == "partslathe-lidclose") + flick("partslathe-lidopen", src) + icon_state = "partslathe-idle" + +/obj/machinery/partslathe/attackby(var/obj/item/O as obj, var/mob/user as mob) + if(busy) + user << "\The [src] is busy. Please wait for completion of previous operation." + return 1 + if(default_deconstruction_screwdriver(user, O)) + return + if(default_deconstruction_crowbar(user, O)) + return + if(default_part_replacement(user, O)) + return + if(inoperable()) + return + if(panel_open) + user << "You can't load \the [src] while it's opened." + return + if(istype(O, /obj/item/weapon/circuitboard)) + if(copy_board) + user << "There is already a board inserted in \the [src]." + return + if(!user.unEquip(O)) + return + copy_board = O + O.forceMove(src) + user.visible_message("[user] inserts [O] into \the [src]'s circuit reader.", "You insert [O] into \the [src]'s circuit reader.") + updateUsrDialog() + return + if(try_load_materials(user, O)) + return + else + user << "You cannot insert this item into \the [src]!" + return + +// Attept to load materials. Returns 0 if item wasn't a stack of materials, otherwise 1 (even if failed to load) +/obj/machinery/partslathe/proc/try_load_materials(var/mob/user, var/obj/item/stack/material/S) + if(!istype(S)) + return 0 + if(!(S.material.name in materials)) + user << "The [src] doesn't accept [S.material]!" + return 1 + if(S.amount < 1) + return 1 // Does this even happen? Sanity check I guess. + var/max_res_amount = storage_capacity[S.material.name] + if(materials[S.material.name] + S.perunit <= max_res_amount) + var/count = 0 + while(materials[S.material.name] + S.perunit <= max_res_amount && S.amount >= 1) + materials[S.material.name] += S.perunit + S.use(1) + count++ + user.visible_message("[user] inserts [S.name] into \the [src].", "You insert [count] [S.name] into \the [src].") + flick("partslathe-load-[S.material.name]", src) + updateUsrDialog() + else + user << "\The [src] cannot hold more [S.name]." + return 1 + +/obj/machinery/partslathe/process() + ..() + if(stat) + update_icon() + return + if(queue.len == 0) + if (busy) + ping() // Job's done! + busy = 0 + update_icon() + return + var/datum/category_item/partslathe/D = queue[1] + if(canBuild(D)) + busy = 1 + update_use_power(2) + progress += speed + if(progress >= D.time) + build(D) + progress = 0 + removeFromQueue(1) + update_icon() + else if(busy) + visible_message("\icon [src] flashes: insufficient materials: [getLackingMaterials(D)].") + busy = 0 + update_use_power(1) + update_icon() + playsound(src.loc, 'sound/machines/chime.ogg', 50, 0) + +/obj/machinery/partslathe/proc/addToQueue(var/datum/category_item/partslathe/D) + queue += D + return + +/obj/machinery/partslathe/proc/removeFromQueue(var/index) + queue.Cut(index, index + 1) + return + +/obj/machinery/partslathe/proc/canBuild(var/datum/category_item/partslathe/D) + for(var/M in D.resources) + if(materials[M] < Ceiling(D.resources[M] * mat_efficiency)) + return 0 + return 1 + +/obj/machinery/partslathe/proc/getLackingMaterials(var/datum/category_item/partslathe/D) + var/ret = "" + for(var/M in D.resources) + if(materials[M] < Ceiling(D.resources[M] * mat_efficiency)) + if(ret != "") + ret += ", " + ret += "[Ceiling(D.resources[M] * mat_efficiency) - materials[M]] [M]" + return ret + +/obj/machinery/partslathe/proc/build(var/datum/category_item/partslathe/D) + for(var/M in D.resources) + materials[M] = max(0, materials[M] - Ceiling(D.resources[M] * mat_efficiency)) + var/obj/new_item = D.build(loc); + if(new_item) + new_item.loc = loc + if(mat_efficiency < 1) // No matter out of nowhere + if(new_item.matter && new_item.matter.len > 0) + for(var/i in new_item.matter) + new_item.matter[i] = Ceiling(new_item.matter[i] * mat_efficiency) + +// 0 amount = 0 means ejecting a full stack; -1 means eject everything +/obj/machinery/partslathe/proc/eject_materials(var/material, var/amount) + var/recursive = amount == -1 ? 1 : 0 + material = lowertext(material) + var/mattype + switch(material) + if(DEFAULT_WALL_MATERIAL) + mattype = /obj/item/stack/material/steel + if("glass") + mattype = /obj/item/stack/material/glass + else + return + var/obj/item/stack/material/S = new mattype(loc) + if(amount <= 0) + amount = S.max_amount + var/ejected = min(round(materials[material] / S.perunit), amount) + S.amount = min(ejected, amount) + if(S.amount <= 0) + qdel(S) + return + materials[material] -= ejected * S.perunit + if(recursive && materials[material] >= S.perunit) + eject_materials(material, -1) + +/obj/machinery/partslathe/attack_ai(mob/user) + src.attack_hand(user) + +/obj/machinery/partslathe/attack_hand(mob/user) + if(..()) + return + ui_interact(user) + +/obj/machinery/partslathe/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) + user.set_machine(src) + + var/data[0] + data["panelOpen"] = panel_open + + var/materials_ui[0] + for(var/M in materials) + materials_ui[++materials_ui.len] = list( + "name" = M, + "display" = material_display_name(M), + "qty" = materials[M], + "max" = storage_capacity[M], + "percent" = (materials[M] / storage_capacity[M] * 100)) + data["materials"] = materials_ui + + if(istype(copy_board)) + data["copyBoard"] = copy_board.name + var/req_components_ui[0] + for(var/CP in (copy_board.req_components || list())) + var/obj/comp_path = CP + var/comp_amt = copy_board.req_components[comp_path] + if(comp_amt && (comp_path in partslathe_recipies)) + req_components_ui[++req_components_ui.len] = list("name" = initial(comp_path.name), "qty" = comp_amt) + data["copyBoardReqComponents"] = req_components_ui + + data["queue"] = list() + for(var/datum/category_item/partslathe/Q in queue) + data["queue"] += Q.name + + if(busy && queue.len > 0) + var/datum/category_item/partslathe/current = queue[1] + data["building"] = current.name + data["buildProgress"] = progress + data["buildTime"] = current.time + data["buildPercent"] = (progress / current.time * 100) + if(queue.len > 0 && !canBuild(queue[1])) + data["error"] = getLackingMaterials(queue[1]) + + var/recipies_ui[0] + for(var/T in partslathe_recipies) + var/datum/category_item/partslathe/R = partslathe_recipies[T] + recipies_ui[++recipies_ui.len] = list("name" = R.name, "type" = "[T]") + data["recipies"] = recipies_ui + + ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open) + if (!ui) + ui = new(user, src, ui_key, "partslathe.tmpl", "Parts Lathe UI", 500, 450) + ui.set_initial_data(data) + ui.open() + ui.set_auto_update(5) + +/obj/machinery/partslathe/Topic(href, href_list) + if(..()) + return 1 + usr.set_machine(src) + add_fingerprint(usr) + + // Queue management can be done even while busy + if(href_list["queue"]) + var/type_to_build = text2path(href_list["queue"]) + var/datum/category_item/partslathe/to_build = partslathe_recipies[type_to_build] + if(to_build) + addToQueue(to_build) + updateUsrDialog() + return + + if(href_list["queueBoard"]) + if(!istype(copy_board) || !copy_board.req_components) + return + for(var/comp_path in copy_board.req_components) + var/comp_amt = copy_board.req_components[comp_path] + if(!comp_amt) + continue + var/datum/category_item/partslathe/to_build = partslathe_recipies[comp_path] + if(!to_build) + continue // We don't support building whatever this is + for(var/i in 1 to comp_amt) + addToQueue(to_build) + return + + if(href_list["cancel"]) + var/index = text2num(href_list["cancel"]) + if(index < 1 || index > queue.len) + return + if(busy && index == 1) + return + removeFromQueue(index) + return + + if(busy) + usr << "\The [src]is busy. Please wait for completion of previous operation." + return + + if(href_list["ejectBoard"]) + if(copy_board) + visible_message("\The [copy_board] is ejected from \the [src]'s circuit reader.") + copy_board.forceMove(src.loc) + copy_board = null + updateUsrDialog() + return + + if(href_list["ejectMaterial"]) + var/matName = href_list["ejectMaterial"] + if(!(matName in materials)) + return + eject_materials(matName, 0) + updateUsrDialog() + return + +/** Build list of recipies to include all tech level 1 stock parts. */ +/obj/machinery/partslathe/proc/update_recipe_list() + if(!partslathe_recipies) + partslathe_recipies = list() + var/list/paths = typesof(/obj/item/weapon/stock_parts)-/obj/item/weapon/stock_parts + for(var/type in paths) + var/obj/item/weapon/stock_parts/I = new type() + if(getHighestOriginTechLevel(I) > 1) + qdel(I) + continue // Ignore high-tech parts + if(!I.matter) + qdel(I) + continue // Ignore parts we can't build + + var/datum/category_item/partslathe/recipie = new() + recipie.name = I.name + recipie.path = type + recipie.resources = list() + for(var/material in I.matter) + recipie.resources[material] = I.matter[material]*1.25 // More expensive to produce than they are to recycle. + partslathe_recipies[type] = recipie + qdel(I) + +/*************************** +* Parts Lathe Recipie Type * +***************************/ + +/datum/category_item/partslathe + var/path + var/list/resources + var/time = 2 // In machine controller ticks, so about 4 seconds. + +/datum/category_item/partslathe/dd_SortValue() + return name + +/datum/category_item/partslathe/proc/build(var/loc) + return new path(loc) diff --git a/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm b/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm index ad3788720a8..2f51602746f 100644 --- a/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm +++ b/code/game/objects/items/weapons/circuitboards/circuitboards_vr.dm @@ -8,3 +8,14 @@ /obj/item/weapon/circuitboard/jukebox/vore name = T_BOARD("VORE jukebox") build_path = /obj/machinery/media/jukebox/vore + +// Board for the parts lathe in partslathe.dm +/obj/item/weapon/circuitboard/partslathe + name = T_BOARD("parts lathe") + build_path = /obj/machinery/partslathe + board_type = new /datum/frame/frame_types/machine + origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2) + req_components = list( + /obj/item/weapon/stock_parts/matter_bin = 2, + /obj/item/weapon/stock_parts/manipulator = 2, + /obj/item/weapon/stock_parts/console_screen = 1) diff --git a/code/modules/research/designs_vr.dm b/code/modules/research/designs_vr.dm index 89a99dcfe6d..017715aa18c 100644 --- a/code/modules/research/designs_vr.dm +++ b/code/modules/research/designs_vr.dm @@ -74,3 +74,10 @@ req_tech = list(TECH_DATA = 5) build_path = /obj/item/weapon/circuitboard/resleeving_control sort_string = "HAADE" + +/datum/design/circuit/partslathe + name = "parts lathe" + id = "partslathe" + req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2) + build_path = /obj/item/weapon/circuitboard/partslathe + sort_string = "HABAD" diff --git a/icons/obj/partslathe_vr.dmi b/icons/obj/partslathe_vr.dmi new file mode 100644 index 00000000000..d4dea2d7855 Binary files /dev/null and b/icons/obj/partslathe_vr.dmi differ diff --git a/nano/templates/partslathe.tmpl b/nano/templates/partslathe.tmpl new file mode 100644 index 00000000000..1438e36c020 --- /dev/null +++ b/nano/templates/partslathe.tmpl @@ -0,0 +1,76 @@ + +{{if data.error }} +
Missing Materials: {{:data.error}}

+{{/if}} + +

Materials

+
+ {{for data.materials }} +
+
{{:value.display.toTitleCase()}}
+
{{:helper.displayBar(value.percent, 0, 100, + (value.percent < 25) ? 'bad' : (value.percent < 50) ? 'average' : 'good', + value.qty + "/" + value.max )}}
+
{{:helper.link("Eject", 'eject', {'ejectMaterial' : value.name })}}
+
+ {{/for}} +
+ +{{if data.copyBoard }} +

Circuit Reader

+
+
+
Loaded Circuit
+
{{:data.copyBoard.toTitleCase()}} 
+
{{:helper.link("Eject", 'eject', {'ejectBoard' : 1})}}
+
+ {{if !data.copyBoardReqComponents || data.copyBoardReqComponents.length == 0 }} +
Board has no required components.
+ {{else}} + {{for data.copyBoardReqComponents }} +
+
{{:value.qty}}x
+
{{:value.name.toTitleCase()}}
+
+ {{/for}} +
{{:helper.link("Build All", 'wrench', {'queueBoard' : 1})}}
+ {{/if}} +
+{{/if}} + +{{if data.building }} +

Currently Building

+
+
Currently Building:
+
{{:data.building.toTitleCase()}}
+
+
+
{{:helper.displayBar(data.buildPercent, 0, 100, 'good')}}
+
+{{/if}} + +

Queue

+
+ {{if data.queue.length == 0}} +
Queue Empty
+ {{else}} + {{for data.queue}} +
+
#{{:index+1}} {{:value.toTitleCase()}}
+ {{if index > 0 || !data.building}} +
{{:helper.link("Cancel", 'close', {'cancel' : index+1})}}
+ {{/if}} +
+ {{/for}} + {{/if}} +
+ +

Recipies

+{{for data.recipies}} +
+ {{:helper.link(value.name.toTitleCase(), 'plus', {'queue' : value.type})}} +
+{{/for}} diff --git a/vorestation.dme b/vorestation.dme index 2a329b2b3e9..e895b001967 100644 --- a/vorestation.dme +++ b/vorestation.dme @@ -572,6 +572,7 @@ #include "code\game\machinery\nuclear_bomb.dm" #include "code\game\machinery\OpTable.dm" #include "code\game\machinery\overview.dm" +#include "code\game\machinery\partslathe_vr.dm" #include "code\game\machinery\pda_multicaster.dm" #include "code\game\machinery\portable_turret.dm" #include "code\game\machinery\recharger.dm"