/datum/component/personal_crafting/Initialize() if(!ismob(parent)) return COMPONENT_INCOMPATIBLE RegisterSignal(parent, COMSIG_MOB_CLIENT_LOGIN, .proc/create_mob_button) /datum/component/personal_crafting/proc/create_mob_button(mob/user, client/CL) var/datum/hud/H = user.hud_used var/atom/movable/screen/craft/C = new() C.icon = H.ui_style H.static_inventory += C CL.screen += C RegisterSignal(C, COMSIG_CLICK, .proc/component_ui_interact) /datum/component/personal_crafting var/busy var/viewing_category = 1 //typical powergamer starting on the Weapons tab var/viewing_subcategory = 1 var/list/categories = list( CAT_WEAPONRY = list( CAT_WEAPON, CAT_AMMO, ), CAT_TOOLS = CAT_NONE, CAT_ROBOT = CAT_NONE, CAT_MISC = CAT_NONE, CAT_PRIMAL = CAT_NONE, CAT_STRUCTURES = CAT_NONE, CAT_FOOD = list( CAT_BREAD, CAT_BURGER, CAT_CAKE, CAT_EGG, CAT_BAIT, //this is alphabetical in game CAT_MEAT, CAT_MISCFOOD, CAT_PASTRY, CAT_PIE, CAT_PIZZA, CAT_SALAD, CAT_SANDWICH, CAT_SOUP, CAT_SPAGHETTI, CAT_SEAFOOD, ), CAT_DRINK = CAT_NONE, CAT_APPAREL = list( CAT_CLOTHING, CAT_ARMOR, CAT_EQUIPMENT ), ) var/cur_category = CAT_NONE var/cur_subcategory = CAT_NONE var/display_craftable_only = FALSE var/display_compact = TRUE /* This is what procs do: get_environment - gets a list of things accessable for crafting by user get_surroundings - takes a list of things and makes a list of key-types to values-amounts of said type in the list check_contents - takes a recipe and a key-type list and checks if said recipe can be done with available stuff check_tools - takes recipe, a key-type list, and a user and checks if there are enough tools to do the stuff, checks bugs one level deep construct_item - takes a recipe and a user, call all the checking procs, calls do_after, checks all the things again, calls del_reqs, creates result, calls CheckParts of said result with argument being list returned by deel_reqs del_reqs - takes recipe and a user, loops over the recipes reqs var and tries to find everything in the list make by get_environment and delete it/add to parts list, then returns the said list */ /datum/component/personal_crafting/proc/check_contents(mob/user, datum/crafting_recipe/R, list/contents) var/list/item_instances = contents["instances"] contents = contents["other"] var/list/requirements_list = list() // Process all requirements for(var/requirement_path in R.reqs) // Check we have the appropriate ammount avalible in the contents list var/needed_amount = R.reqs[requirement_path] for(var/content_item_path in contents) // Right path and not blacklisted if(!ispath(content_item_path, requirement_path) || R.blacklist.Find(requirement_path)) continue needed_amount -= contents[content_item_path] if(needed_amount <= 0) break if(needed_amount > 0) return FALSE // Store the instances of what we will use for R.check_requirements() for requirement_path var/list/instances_list = list() for(var/instance_path in item_instances) if(ispath(instance_path in item_instances)) instances_list += item_instances[instance_path] requirements_list[requirement_path] = instances_list for(var/requirement_path in R.chem_catalysts) if(contents[requirement_path] < R.chem_catalysts[requirement_path]) return FALSE return R.check_requirements(user, requirements_list) /datum/component/personal_crafting/proc/get_environment(mob/user) . = list() for(var/obj/item/I in user.held_items) . += I if(!isturf(user.loc)) return var/list/L = block(get_step(user, SOUTHWEST), get_step(user, NORTHEAST)) for(var/A in L) var/turf/T = A if(T.Adjacent(user)) for(var/B in T) var/atom/movable/AM = B if(AM.flags_1 & HOLOGRAM_1) continue . += AM /datum/component/personal_crafting/proc/get_surroundings(mob/user) . = list() .["tool_behaviour"] = list() .["other"] = list() .["instances"] = list() for(var/obj/item/I in get_environment(user)) if(I.status_traits && HAS_TRAIT(I,TRAIT_NODROP) || I.flags_1 & HOLOGRAM_1) continue if(.["instances"][I.type]) .["instances"][I.type] += I else .["instances"][I.type] = list(I) if(istype(I, /obj/item/stack)) var/obj/item/stack/S = I .["other"][I.type] += S.amount else if(I.tool_behaviour) .["tool_behaviour"] += I.tool_behaviour .["other"][I.type] += 1 else if(istype(I, /obj/item/reagent_containers)) var/obj/item/reagent_containers/RC = I if(RC.is_drainable()) for(var/datum/reagent/A in RC.reagents.reagent_list) .["other"][A.type] += A.volume .["other"][I.type] += 1 /datum/component/personal_crafting/proc/check_tools(mob/user, datum/crafting_recipe/R, list/contents) if(!R.tools.len) return TRUE var/list/possible_tools = list() var/list/present_qualities = list() present_qualities |= contents["tool_behaviour"] for(var/obj/item/I in user.contents) if(istype(I, /obj/item/organ/cyberimp/arm/toolset)) var/obj/item/organ/cyberimp/arm/toolset/T = I if(T.owner == user) for(var/obj/item/implant_item in I.contents) possible_tools += implant_item.type if(implant_item.tool_behaviour) present_qualities.Add(implant_item.tool_behaviour) if(istype(I, /obj/item/storage)) for(var/obj/item/SI in I.contents) possible_tools += SI.type if(SI.tool_behaviour) present_qualities.Add(SI.tool_behaviour) possible_tools += I.type if(I.tool_behaviour) present_qualities.Add(I.tool_behaviour) possible_tools |= contents["other"] main_loop: for(var/A in R.tools) if(A in present_qualities) continue else for(var/I in possible_tools) if(ispath(I, A)) continue main_loop return FALSE return TRUE /datum/component/personal_crafting/proc/construct_item(mob/user, datum/crafting_recipe/R) var/list/contents = get_surroundings(user) var/send_feedback = 1 if(HAS_TRAIT(user, TRAIT_CRAFTY)) R.time *= 0.75 if(check_contents(user, R, contents)) if(check_tools(user, R, contents)) if(do_after(user, R.time, user)) contents = get_surroundings(user) if(!check_contents(user, R, contents)) return ", missing component." if(!check_tools(user, R, contents)) return ", missing tool." var/list/parts = del_reqs(R, user) var/atom/movable/I = new R.result (get_turf(user.loc)) I.CheckParts(parts, R) if(send_feedback) SSblackbox.record_feedback("tally", "object_crafted", 1, I.type) return 0 return "." return ", missing tool." return ", missing component." /*Del reqs works like this: Loop over reqs var of the recipe Set var amt to the value current cycle req is pointing to, its amount of type we need to delete Get var/surroundings list of things accessable to crafting by get_environment() Check the type of the current cycle req If its reagent then do a while loop, inside it try to locate() reagent containers, inside such containers try to locate needed reagent, if there isnt remove thing from surroundings If there is enough reagent in the search result then delete the needed amount, create the same type of reagent with the same data var and put it into deletion list If there isnt enough take all of that reagent from the container, put into deletion list, substract the amt var by the volume of reagent, remove the container from surroundings list and keep searching While doing above stuff check deletion list if it already has such reagnet, if yes merge instead of adding second one If its stack check if it has enough amount If yes create new stack with the needed amount and put in into deletion list, substract taken amount from the stack If no put all of the stack in the deletion list, substract its amount from amt and keep searching While doing above stuff check deletion list if it already has such stack type, if yes try to merge them instead of adding new one If its anything else just locate() in in the list in a while loop, each find --s the amt var and puts the found stuff in deletion loop Then do a loop over parts var of the recipe Do similar stuff to what we have done above, but now in deletion list, until the parts conditions are satisfied keep taking from the deletion list and putting it into parts list for return After its done loop over deletion list and delete all the shit that wasnt taken by parts loop del_reqs return the list of parts resulting object will receive as argument of CheckParts proc, on the atom level it will add them all to the contents, on all other levels it calls ..() and does whatever is needed afterwards but from contents list already */ /datum/component/personal_crafting/proc/del_reqs(datum/crafting_recipe/R, mob/user) var/list/surroundings var/list/Deletion = list() . = list() var/data var/amt main_loop: for(var/A in R.reqs) amt = R.reqs[A] surroundings = get_environment(user) surroundings -= Deletion if(ispath(A, /datum/reagent)) var/datum/reagent/RG = new A var/datum/reagent/RGNT while(amt > 0) var/obj/item/reagent_containers/RC = locate() in surroundings RG = RC.reagents?.get_reagent(A) if(RG) if(!locate(RG.type) in Deletion) Deletion += new RG.type() if(RG.volume > amt) RG.volume -= amt data = RG.data RC.reagents.conditional_update(RC) RG = locate(RG.type) in Deletion RG.volume = amt RG.data += data continue main_loop else surroundings -= RC amt -= RG.volume RC.reagents.reagent_list -= RG RC.reagents.conditional_update(RC) RGNT = locate(RG.type) in Deletion RGNT.volume += RG.volume RGNT.data += RG.data qdel(RG) RC.on_reagent_change() else surroundings -= RC else if(ispath(A, /obj/item/stack)) var/obj/item/stack/S var/obj/item/stack/SD while(amt > 0) S = locate(A) in surroundings if(S.amount >= amt) if(!locate(S.type) in Deletion) SD = new S.type() Deletion += SD S.use(amt) SD = locate(S.type) in Deletion SD.amount += amt continue main_loop else amt -= S.amount if(!locate(S.type) in Deletion) Deletion += S else data = S.amount S = locate(S.type) in Deletion S.add(data) surroundings -= S else var/atom/movable/I while(amt > 0) I = locate(A) in surroundings Deletion += I surroundings -= I amt-- var/list/partlist = list(R.parts.len) for(var/M in R.parts) partlist[M] = R.parts[M] for(var/A in R.parts) if(istype(A, /datum/reagent)) var/datum/reagent/RG = locate(A) in Deletion if(RG.volume > partlist[A]) RG.volume = partlist[A] . += RG Deletion -= RG continue else if(istype(A, /obj/item/stack)) var/obj/item/stack/ST = locate(A) in Deletion if(ST.amount > partlist[A]) ST.amount = partlist[A] . += ST Deletion -= ST continue else while(partlist[A] > 0) var/atom/movable/AM = locate(A) in Deletion . += AM Deletion -= AM partlist[A] -= 1 while(Deletion.len) var/DL = Deletion[Deletion.len] Deletion.Cut(Deletion.len) qdel(DL) /datum/component/personal_crafting/ui_state(mob/user) return GLOB.not_incapacitated_turf_state /datum/component/personal_crafting/proc/component_ui_interact(atom/movable/screen/craft/image, location, control, params, user) if(user == parent) ui_interact(user) /datum/component/personal_crafting/ui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) cur_category = categories[1] if(islist(categories[cur_category])) var/list/subcats = categories[cur_category] cur_subcategory = subcats[1] else cur_subcategory = CAT_NONE ui = new(user, src, "PersonalCrafting") ui.open() /datum/component/personal_crafting/ui_data(mob/user) var/list/data = list() data["busy"] = busy data["category"] = cur_category data["subcategory"] = cur_subcategory data["display_craftable_only"] = display_craftable_only data["display_compact"] = display_compact var/list/surroundings = get_surroundings(user) var/list/craftability = list() for(var/rec in GLOB.crafting_recipes) var/datum/crafting_recipe/R = rec if(!R.always_available && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this. continue if((R.category != cur_category) || (R.subcategory != cur_subcategory)) continue craftability["[REF(R)]"] = check_contents(user, R, surroundings) data["craftability"] = craftability return data /datum/component/personal_crafting/ui_static_data(mob/user) var/list/data = list() var/list/crafting_recipes = list() for(var/rec in GLOB.crafting_recipes) var/datum/crafting_recipe/R = rec if(R.name == "") //This is one of the invalid parents that sneaks in continue if(!R.always_available && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this. continue if(isnull(crafting_recipes[R.category])) crafting_recipes[R.category] = list() if(R.subcategory == CAT_NONE) crafting_recipes[R.category] += list(build_recipe_data(R)) else if(isnull(crafting_recipes[R.category][R.subcategory])) crafting_recipes[R.category][R.subcategory] = list() crafting_recipes[R.category]["has_subcats"] = TRUE crafting_recipes[R.category][R.subcategory] += list(build_recipe_data(R)) data["crafting_recipes"] = crafting_recipes return data /datum/component/personal_crafting/ui_act(action, params) if(..()) return switch(action) if("make") var/datum/crafting_recipe/TR = locate(params["recipe"]) in GLOB.crafting_recipes busy = TRUE ui_interact(usr) var/fail_msg = construct_item(usr, TR) if(!fail_msg) to_chat(usr, span_notice("[TR.name] constructed.")) else to_chat(usr, span_warning("Construction failed[fail_msg]")) busy = FALSE if("toggle_recipes") display_craftable_only = !display_craftable_only . = TRUE if("toggle_compact") display_compact = !display_compact . = TRUE if("set_category") cur_category = params["category"] cur_subcategory = params["subcategory"] || "" . = TRUE /datum/component/personal_crafting/proc/build_recipe_data(datum/crafting_recipe/R) var/list/data = list() data["name"] = R.name data["ref"] = "[REF(R)]" var/req_text = "" var/tool_text = "" var/catalyst_text = "" for(var/a in R.reqs) //We just need the name, so cheat-typecast to /atom for speed (even tho Reagents are /datum they DO have a "name" var) //Also these are typepaths so sadly we can't just do "[a]" var/atom/A = a req_text += " [R.reqs[A]] [initial(A.name)]," req_text = replacetext(req_text,",","",-1) data["req_text"] = req_text for(var/a in R.chem_catalysts) var/atom/A = a //cheat-typecast catalyst_text += " [R.chem_catalysts[A]] [initial(A.name)]," catalyst_text = replacetext(catalyst_text,",","",-1) data["catalyst_text"] = catalyst_text for(var/a in R.tools) if(ispath(a, /obj/item)) var/obj/item/b = a tool_text += " [initial(b.name)]," else tool_text += " [a]," tool_text = replacetext(tool_text,",","",-1) data["tool_text"] = tool_text return data //Mind helpers /datum/mind/proc/teach_crafting_recipe(R) if(!learned_recipes) learned_recipes = list() learned_recipes |= R