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150 lines
4.8 KiB
Plaintext
150 lines
4.8 KiB
Plaintext
/*
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Protolathe
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Similar to an autolathe, you load glass and metal sheets (but not other objects) into it to be used as raw materials for the stuff
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it creates. All the menus and other manipulation commands are in the R&D console.
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Note: Must be placed west/left of and R&D console to function.
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*/
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/obj/machinery/r_n_d/protolathe
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name = "Protolathe"
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desc = "Converts raw materials into useful objects."
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icon_state = "protolathe"
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container_type = OPENCONTAINER
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var/datum/material_container/materials
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var/efficiency_coeff
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var/list/categories = list(
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"Power Designs",
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"Medical Designs",
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"Bluespace Designs",
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"Stock Parts",
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"Equipment",
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"Mining Designs",
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"Electronics",
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"Weapons",
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"Ammo",
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"Firing Pins",
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"Computer Parts"
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)
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/obj/machinery/r_n_d/protolathe/New()
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..()
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create_reagents(0)
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materials = new(src, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE))
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var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/protolathe(null)
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B.apply_default_parts(src)
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/obj/item/weapon/circuitboard/machine/protolathe
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name = "Protolathe (Machine Board)"
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build_path = /obj/machinery/r_n_d/protolathe
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origin_tech = "engineering=2;programming=2"
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req_components = list(
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/obj/item/weapon/stock_parts/matter_bin = 2,
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/obj/item/weapon/stock_parts/manipulator = 2,
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/obj/item/weapon/reagent_containers/glass/beaker = 2)
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/obj/machinery/r_n_d/protolathe/Destroy()
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qdel(materials)
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return ..()
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/obj/machinery/r_n_d/protolathe/RefreshParts()
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reagents.maximum_volume = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
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reagents.maximum_volume += G.volume
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G.reagents.trans_to(src, G.reagents.total_volume)
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materials.max_amount = 0
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for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
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materials.max_amount += M.rating * 75000
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var/T = 1.2
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for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
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T -= M.rating/10
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efficiency_coeff = min(max(0, T), 1)
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/obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, M) // now returns how many times the item can be built with the material
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var/list/all_materials = being_built.reagents_list + being_built.materials
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var/A = materials.amount(M)
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if(!A)
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A = reagents.get_reagent_amount(M)
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return round(A / max(1, (all_materials[M]*efficiency_coeff)))
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//we eject the materials upon deconstruction.
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/obj/machinery/r_n_d/protolathe/on_deconstruction()
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for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
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reagents.trans_to(G, G.reagents.maximum_volume)
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materials.retrieve_all()
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..()
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/obj/machinery/r_n_d/protolathe/disconnect_console()
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linked_console.linked_lathe = null
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..()
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/obj/machinery/r_n_d/protolathe/Insert_Item(obj/item/O, mob/user)
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if(istype(O, /obj/item/stack/sheet))
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. = 1
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if(!is_insertion_ready(user))
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return
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var/sheet_material = materials.get_item_material_amount(O)
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if(!sheet_material)
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return
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if(!materials.has_space(sheet_material))
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to_chat(user, "<span class='warning'>The [src.name]'s material bin is full! Please remove material before adding more.</span>")
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return 1
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var/obj/item/stack/sheet/stack = O
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var/amount = round(input("How many sheets do you want to add?") as num)//No decimals
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if(!in_range(src, stack) || !user.Adjacent(src))
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return
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var/amount_inserted = materials.insert_stack(O,amount)
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if(!amount_inserted)
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return 1
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else
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var/stack_name = stack.name
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busy = TRUE
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use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount_inserted/10)))
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to_chat(user, "<span class='notice'>You add [amount_inserted] sheets to the [src.name].</span>")
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add_overlay("protolathe_[stack_name]")
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sleep(10)
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cut_overlay("protolathe_[stack_name]")
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busy = FALSE
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updateUsrDialog()
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else if(istype(O, /obj/item/weapon/ore/bluespace_crystal)) //Bluespace crystals can be either a stack or an item
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. = 1
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if(!is_insertion_ready(user))
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return
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var/bs_material = materials.get_item_material_amount(O)
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if(!bs_material)
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return
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if(!materials.has_space(bs_material))
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to_chat(user, "<span class='warning'>The [src.name]'s material bin is full! Please remove material before adding more.</span>")
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return 1
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materials.insert_item(O)
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busy = TRUE
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use_power(MINERAL_MATERIAL_AMOUNT/10)
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to_chat(user, "<span class='notice'>You add [O] to the [src.name].</span>")
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qdel(O)
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add_overlay("protolathe_bluespace")
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sleep(10)
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cut_overlay("protolathe_bluespace")
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busy = FALSE
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updateUsrDialog()
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else if(user.a_intent != INTENT_HARM)
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to_chat(user, "<span class='warning'>You cannot insert this item into the [name]!</span>")
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return 1
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else
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return 0
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