Files
vgstation13/code/modules/research/mechanic/mechanic_fabs.dm
BarneyGumball 9c3edf9f30 Bug fixes (#12038)
* Fixes #11582

* Fixes #11465

* Fixes #10308

* Fixes #9756

* Fixes #9314

* Fixes #9506

* Removed my dumbfuck copypaste and cleared up more runtimes in throwing foods.

* Fixed camera naming and blueprint runtimes.
2016-09-30 02:56:36 -05:00

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#define GEN_FAB_WIDTH 850 //Gen fab stands for General Fabricator
#define GEN_FAB_HEIGHT 500
#define GEN_FAB_BASETIME 5
#define GEN_FAB_BASESTORAGE 225000
#define PLASTIC_FRACTION 0.1
/obj/machinery/r_n_d/fabricator/mechanic_fab
name = "General Fabricator"
desc = "A machine used to produce items from blueprint designs."
icon = 'icons/obj/machines/mechanic.dmi'
icon_state = "genfab"
max_material_storage = GEN_FAB_BASESTORAGE
nano_file = "genfab.tmpl"
var/list/design_types = GENFAB | IMPRINTER | PROTOLATHE | AUTOLATHE | MECHFAB | PODFAB
var/removable_designs = 1
var/plastic_added = 1 //if plastic costs are added for designs - the autolathe doesn't have this
build_time = GEN_FAB_BASETIME
idle_power_usage = 20
active_power_usage = 5000
research_flags = NANOTOUCH | TAKESMATIN | HASOUTPUT | IGNORE_CHEMS //we don't need chems to make boards
var/one_part_set_only = 1 //Lump up all items into the same category. Only true for the Genfab.
part_sets = list("Generic" = list())
/obj/machinery/r_n_d/fabricator/mechanic_fab/setup_part_sets()
for(var/name_set in part_sets)
var/list/part_set = part_sets[name_set]
if(!istype(part_set) || !part_set.len)
continue
for(var/i = 1; i <= part_set.len; i++)
var/obj/item/I = part_set[i]
part_set[i] = getScanDesign(I)
for(var/name_set in part_sets)
var/list/part_set = part_sets[name_set]
for(var/element in part_set)
if(!istype(element, /datum/design))
warning("[element] was left over in setting up parts.")
part_set.Remove(element)
/obj/machinery/r_n_d/fabricator/mechanic_fab/New()
..()
component_parts = newlist(
/obj/item/weapon/circuitboard/generalfab,
/obj/item/weapon/stock_parts/matter_bin,
/obj/item/weapon/stock_parts/matter_bin,
/obj/item/weapon/stock_parts/manipulator,
/obj/item/weapon/stock_parts/manipulator,
/obj/item/weapon/stock_parts/micro_laser,
/obj/item/weapon/stock_parts/micro_laser
)
RefreshParts()
////PLASTIC COSTS///
//We add the plastic cost to this output so people can see it
/obj/machinery/r_n_d/fabricator/mechanic_fab/output_part_cost(var/datum/design/part)
var/output = ..()
if(plastic_added && !(MAT_PLASTIC in part.materials))
output += " | [get_resource_cost_w_coeff(part, MAT_PLASTIC)] Plastic"
return output
/obj/machinery/r_n_d/fabricator/mechanic_fab/get_resource_cost_w_coeff(var/datum/design/part as obj,var/resource as text, var/roundto=1)
if(resource == MAT_PLASTIC && !(MAT_PLASTIC in part.materials)) //output the extra 0.1 plastic we need
return round(part.MatTotal() * PLASTIC_FRACTION * resource_coeff, roundto)
return round(part.materials[resource]*resource_coeff, roundto)
/obj/machinery/r_n_d/fabricator/mechanic_fab/remove_materials(var/datum/design/part)
if(plastic_added)
if(!(MAT_PLASTIC in part.materials) && !(research_flags & IGNORE_MATS))
if(materials.getAmount(MAT_PLASTIC) < get_resource_cost_w_coeff(part, MAT_PLASTIC))
return 0
if(..()) //we passed the tests for the parent, and took resources
if(plastic_added)
if(!(MAT_PLASTIC in part.materials) && !(research_flags & IGNORE_MATS))
materials.removeAmount(MAT_PLASTIC, get_resource_cost_w_coeff(part, MAT_PLASTIC))
return 1
return 0
///END PLASTIC COST///
/obj/machinery/r_n_d/fabricator/mechanic_fab/attackby(var/obj/O, var/mob/user)
if(..())
return 1
if(istype(O, /obj/item/research_blueprint))
var/obj/item/research_blueprint/RB = O
if(!(design_types & RB.build_type))
to_chat(user, "<span class='warning'>This isn't the right machine for that kind of blueprint!</span>")
return 0
else if(RB.stored_design)
if(src.AddBlueprint(RB, user))
if(src.AddMechanicDesign(RB.stored_design, user))
overlays += image(icon = icon, icon_state = "[base_state]-bp")
to_chat(user, "<span class='notice'>You successfully load \the [RB.name] into \the [src].</span>")
if(RB.delete_on_use)
qdel(RB) //we delete if the thing is set to delete. Always set to 1 right now
spawn(10)
overlays -= image(icon = icon, icon_state = "[base_state]-bp")
return 1
/obj/machinery/r_n_d/fabricator/mechanic_fab/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null)
if(stat & (BROKEN|NOPOWER))
return
if((user.stat && !isobserver(user)) || user.restrained() || !allowed(user))
return
var/data[0]
var/queue_list[0]
for(var/i=1;i<=queue.len;i++)
var/datum/design/part = queue[i]
queue_list.Add(list(list("name" = part.name, "cost" = output_part_cost(part), "commands" = list("remove_from_queue" = i))))
data["queue"] = queue_list
data["screen"] = screen
data["hacked"] = hacked
var/materials_list[0]
//Get the material names
for(var/matID in materials.storage)
var/datum/material/material = materials.getMaterial(matID) // get the ID of the materials
if(material && materials.storage[matID] > 0)
materials_list.Add(list(list("name" = material.processed_name, "storage" = materials.storage[matID], "commands" = list("eject" = matID)))) // get the amount of the materials
data["materials"] = materials_list
data["removableDesigns"] = removable_designs
var/parts_list[0] // setup a list to get all the information for parts
for(var/set_name in part_sets)
//message_admins("Assiging parts to [set_name]")
var/list/parts = part_sets[set_name]
var/list/set_name_list = list()
var/i = 0
for(var/datum/design/part in parts)
//message_admins("Adding the [part.name] to the list")
i++
set_name_list.Add(list(list("name" = part.name, "cost" = output_part_cost(part), "time" = get_construction_time_w_coeff(part)/10, "command1" = list("add_to_queue" = "[i][set_name]"), "command2" = list("build" = "[i][set_name]"), "command3" = list("remove_design" = "[i][set_name]"))))
parts_list[set_name] = set_name_list
data["parts"] = parts_list // assigning the parts data to the data sent to UI
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data)
if (!ui)
ui = new(user, src, ui_key, nano_file, name, GEN_FAB_WIDTH, GEN_FAB_HEIGHT)
ui.set_initial_data(data)
ui.open()
/obj/machinery/r_n_d/fabricator/mechanic_fab/Topic(href, href_list)
if(..()) // critical exploit prevention, do not remove unless you replace it -walter0o
return 1
if(href_list["remove_design"] && removable_designs)
var/datum/design/part = getTopicDesign(href_list["remove_design"])
remove_part_from_set(copytext(href_list["remove_design"], 2), part)
return 1
/obj/machinery/r_n_d/fabricator/mechanic_fab/proc/AddBlueprint(var/obj/item/research_blueprint/blueprint, mob/user)
if(!istype(blueprint) || !user) //sanity, yeah
return
var/datum/design/BPdesign = blueprint.stored_design
for(var/list in src.part_sets)
for(var/datum/design/MD in part_sets[list])
if(MD == BPdesign) //because they're the same design, they make exactly the same thing
to_chat(user, "You can't add that design, as it's already loaded into the machine!")
return 0 //can't add to an infinite design
return 1 //let's add the new design, since we haven't found it
/obj/machinery/r_n_d/fabricator/mechanic_fab/proc/AddMechanicDesign(var/datum/design/design)
if(istype(design))
if(!design.materials.len)
return 0
if(add_part_to_set(src.one_part_set_only ? "Generic" : design.category, design))
return 1
else
return 0
return 0