/* General Explination: The research datum is the "folder" where all the research information is stored in a R&D console. It's also a holder for all the various procs used to manipulate it. It has four variables and seven procs: Variables: - possible_tech is a list of all the /datum/tech that can potentially be researched by the player. The RefreshResearch() proc (explained later) only goes through those when refreshing what you know. Generally, possible_tech contains ALL of the existing tech but it is possible to add tech to the game that DON'T start in it (example: Xeno tech). Generally speaking, you don't want to mess with these since they should be the default version of the datums. They're actually stored in a list rather then using typesof to refer to them since it makes it a bit easier to search through them for specific information. - know_tech is the companion list to possible_tech. It's the tech you can actually research and improve. Until it's added to this list, it can't be improved. All the tech in this list are visible to the player. - possible_designs is functionally identical to possbile_tech except it's for /datum/design. - known_designs is functionally identical to known_tech except it's for /datum/design Procs: - TechHasReqs: Used by other procs (specifically RefreshResearch) to see whether all of a tech's requirements are currently in known_tech and at a high enough level. - DesignHasReqs: Same as TechHasReqs but for /datum/design and known_design. - AddTech2Known: Adds a /datum/tech to known_tech. It checks to see whether it already has that tech (if so, it just replaces it). If it doesn't have it, it adds it. Note: It does NOT check possible_tech at all. So if you want to add something strange to it (like a player made tech?) you can. - AddDesign2Known: Same as AddTech2Known except for /datum/design and known_designs. - RefreshResearch: This is the workhorse of the R&D system. It updates the /datum/research holder and adds any unlocked tech paths and designs you have reached the requirements for. It only checks through possible_tech and possible_designs, however, so it won't accidentally add "secret" tech to it. - UpdateTech is used as part of the actual researching process. It takes an ID and finds techs with that same ID in known_tech. When it finds it, it checks to see whether it can improve it at all. If the known_tech's level is less then or equal to the inputted level, it increases the known tech's level to the inputted level -1 or know tech's level +1 (whichever is higher). The tech datums are the actual "tech trees" that you improve through researching. Each one has five variables: - Name: Pretty obvious. This is often viewable to the players. - Desc: Pretty obvious. Also player viewable. - ID: This is the unique ID of the tech that is used by the various procs to find and/or maniuplate it. - Level: This is the current level of the tech. All techs start at 1 and have a max of 20. Devices and some techs require a certain level in specific techs before you can produce them. - Req_tech: This is a list of the techs required to unlock this tech path. If left blank, it'll automatically be loaded into the research holder datum. */ /*************************************************************** ** Master Types ** ** Includes all the helper procs and basic tech processing. ** ***************************************************************/ /datum/research //Holder for all the existing, archived, and known tech. Individual to console. //Datum/tech go here. var/list/possible_tech = list() //List of all tech in the game that players have access to (barring special events). var/list/known_tech = list() //List of locally known tech. var/list/possible_designs = list() //List of all designs. var/list/known_designs = list() //List of available designs. /datum/research/New() //Insert techs into possible_tech here. Known_tech automatically updated. for(var/T in subtypesof(/datum/tech)) possible_tech += new T(src) for(var/D in subtypesof(/datum/design)) possible_designs += new D(src) RefreshResearch() //Checks to see if tech has all the required pre-reqs. //Input: datum/tech; Output: 0/1 (false/true) /datum/research/proc/TechHasReqs(datum/tech/T) if(T.req_tech.len == 0) return TRUE for(var/req in T.req_tech) var/datum/tech/known = known_tech[req] if(!known || known.level < T.req_tech[req]) return FALSE return TRUE //Checks to see if design has all the required pre-reqs. //Input: datum/design; Output: 0/1 (false/true) /datum/research/proc/DesignHasReqs(datum/design/D)//Heavily optimized -Sieve if(D.req_tech.len == 0) return TRUE for(var/req in D.req_tech) var/datum/tech/known = known_tech[req] if(!known || known.level < D.req_tech[req]) return FALSE return TRUE //Adds a tech to known_tech list. Checks to make sure there aren't duplicates and updates existing tech's levels if needed. //Input: datum/tech; Output: Null /datum/research/proc/AddTech2Known(datum/tech/T) if(!T) return if(known_tech[T.id]) var/datum/tech/known = known_tech[T.id] if(T.level > known.level) known.level = T.level return known_tech[T.id] = T.copy() /datum/research/proc/AddDesign2Known(datum/design/D) if(known_designs[D.id]) return known_designs[D.id] = D //Refreshes known_tech and known_designs list. //Input/Output: n/a /datum/research/proc/RefreshResearch() for(var/datum/tech/PT in possible_tech) if(TechHasReqs(PT)) AddTech2Known(PT) for(var/datum/design/PD in possible_designs) if(DesignHasReqs(PD)) AddDesign2Known(PD) for(var/v in known_tech) var/datum/tech/T = known_tech[v] T.level = Clamp(T.level, 0, 20) return //Refreshes the levels of a given tech. //Input: Tech's ID and Level; Output: null /datum/research/proc/UpdateTech(ID, level) var/datum/tech/KT = known_tech[ID] if(KT && KT.level <= level) KT.level = max(KT.level + 1, level) //Checks if the origin level can raise current tech levels //Input: Tech's ID and Level; Output: TRUE for yes, FALSE for no /datum/research/proc/IsTechHigher(ID, level) var/datum/tech/KT = known_tech[ID] if(KT) if(KT.level <= level) return TRUE else return FALSE /datum/research/proc/FindDesignByID(id) return known_designs[id] //Autolathe files /datum/research/autolathe/New() for(var/T in (subtypesof(/datum/tech))) possible_tech += new T(src) for(var/path in subtypesof(/datum/design)) var/datum/design/D = new path(src) possible_designs += D if((D.build_type & AUTOLATHE) && ("initial" in D.category)) //autolathe starts without hacked designs AddDesign2Known(D) //Limb Grower files /datum/research/limbgrower/New() for(var/T in (subtypesof(/datum/tech))) possible_tech += new T(src) for(var/path in subtypesof(/datum/design)) var/datum/design/D = new path(src) possible_designs += D if((D.build_type & LIMBGROWER) && ("initial" in D.category)) AddDesign2Known(D) /datum/research/autolathe/AddDesign2Known(datum/design/D) if(!(D.build_type & AUTOLATHE)) return ..() //Biogenerator files /datum/research/biogenerator/New() for(var/T in (subtypesof(/datum/tech))) possible_tech += new T(src) for(var/path in subtypesof(/datum/design)) var/datum/design/D = new path(src) possible_designs += D if((D.build_type & BIOGENERATOR) && ("initial" in D.category)) AddDesign2Known(D) /datum/research/biogenerator/AddDesign2Known(datum/design/D) if(!(D.build_type & BIOGENERATOR)) return ..() //Smelter files /datum/research/smelter/New() for(var/T in (subtypesof(/datum/tech))) possible_tech += new T(src) for(var/path in subtypesof(/datum/design)) var/datum/design/D = new path(src) possible_designs += D if((D.build_type & SMELTER) && ("initial" in D.category)) AddDesign2Known(D) /datum/research/smelter/AddDesign2Known(datum/design/D) if(!(D.build_type & SMELTER)) return ..() /*************************************************************** ** Technology Datums ** ** Includes all the various technoliges and what they make. ** ***************************************************************/ /datum/tech //Datum of individual technologies. var/name = "name" //Name of the technology. var/desc = "description" //General description of what it does and what it makes. var/id = "id" //An easily referenced ID. Must be alphanumeric, lower-case, and no symbols. var/level = 1 //A simple number scale of the research level. Level 0 = Secret tech. var/rare = 1 //How much CentCom wants to get that tech. Used in supply shuttle tech cost calculation. var/list/req_tech = list() //List of ids associated values of techs required to research this tech. "id" = # //Trunk Technologies (don't require any other techs and you start knowning them). /datum/tech/materials name = "Materials Research" desc = "Development of new and improved materials." id = "materials" /datum/tech/engineering name = "Engineering Research" desc = "Development of new and improved engineering parts and tools." id = "engineering" /datum/tech/plasmatech name = "Plasma Research" desc = "Research into the mysterious substance colloquially known as \"plasma\"." id = "plasmatech" rare = 3 /datum/tech/powerstorage name = "Power Manipulation Technology" desc = "The various technologies behind the storage and generation of electricity." id = "powerstorage" /datum/tech/bluespace name = "\"Blue-space\" Research" desc = "Research into the sub-reality known as \"blue-space\"." id = "bluespace" rare = 2 /datum/tech/biotech name = "Biological Technology" desc = "Research into the deeper mysteries of life and organic substances." id = "biotech" /datum/tech/combat name = "Combat Systems Research" desc = "The development of offensive and defensive systems." id = "combat" /datum/tech/magnets name = "Electromagnetic Spectrum Research" desc = "Research into the electromagnetic spectrum. No clue how they actually work, though." id = "magnets" /datum/tech/programming name = "Data Theory Research" desc = "The development of new computer and artificial intelligence and data storage systems." id = "programming" /datum/tech/syndicate name = "Illegal Technologies Research" desc = "The study of technologies that violate Nanotrasen regulations." id = "syndicate" rare = 4 //Secret Technologies (hidden by default, require rare items to reveal) /datum/tech/abductor name = "Alien Technologies Research" desc = "The study of technologies used by the advanced alien race known as Abductors." id = "abductor" rare = 5 level = 0 /datum/tech/arcane name = "Arcane Research" desc = "When sufficiently analyzed, any magic becomes indistinguishable from technology." id = "arcane" rare = 5 level = 0 /* //Branch Techs /datum/tech/explosives name = "Explosives Research" desc = "The creation and application of explosive materials." id = "explosives" req_tech = list("materials" = 3) /datum/tech/generators name = "Power Generation Technology" desc = "Research into more powerful and more reliable sources." id = "generators" req_tech = list("powerstorage" = 2) /datum/tech/robotics name = "Robotics Technology" desc = "The development of advanced automated, autonomous machines." id = "robotics" req_tech = list("materials" = 3, "programming" = 3) */ /datum/tech/proc/getCost(var/current_level = null) // Calculates tech disk's supply points sell cost if(!current_level) current_level = initial(level) if(current_level >= level) return 0 var/cost = 0 for(var/i=current_level+1, i<=level, i++) if(i == initial(level)) continue cost += i*rare return cost /datum/tech/proc/copy() var/datum/tech/T = new type() T.level = level return T /obj/item/weapon/disk/tech_disk name = "technology disk" desc = "A disk for storing technology data for further research." icon_state = "datadisk0" materials = list(MAT_METAL=300, MAT_GLASS=100) var/list/tech_stored = list() var/max_tech_stored = 1 /obj/item/weapon/disk/tech_disk/Initialize() . = ..() pixel_x = rand(-5, 5) pixel_y = rand(-5, 5) for(var/i in 1 to max_tech_stored) tech_stored += null /obj/item/weapon/disk/tech_disk/adv name = "advanced technology disk" desc = "A disk for storing technology data for further research. This one has extra storage space." materials = list(MAT_METAL=300, MAT_GLASS=100, MAT_SILVER=50) max_tech_stored = 5 /obj/item/weapon/disk/tech_disk/super_adv name = "quantum technology disk" desc = "A disk for storing technology data for further research. This one has extremely large storage space." materials = list(MAT_METAL=300, MAT_GLASS=100, MAT_SILVER=100, MAT_GOLD=100) max_tech_stored = 10 /obj/item/weapon/disk/tech_disk/debug name = "centcom technology disk" desc = "A debug item for research" materials = list() max_tech_stored = 0 /obj/item/weapon/disk/tech_disk/debug/Initialize() . = ..() var/list/techs = subtypesof(/datum/tech) max_tech_stored = techs.len for(var/V in techs) var/datum/tech/T = new V() tech_stored += T T.level = 8