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https://github.com/vgstation-coders/vgstation13.git
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Material datum functionality changed to mimic that of reagents etc. by using a global datum list and an assoc value list. Material datums added at the atom level. starting_materials var added - on New(), the materials in the list are added to a datum. An empty list generates an empty datum, a null means no datum. m_amt, g_amt, and where applicable gold_amt, etc. completely removed, replaced with starting_materials where applicable. Fabricators Fixed a bug with fabricators taking design cost, not shown cost. Fixed a bug with fabricators taking costs before a design was shown completable. Fabricators now transfer the materials they use in the design to the atom produced's material datum. Designs are now world-consistent : scanning the same atom will ref the same design, and scanning an atom with a design will fetch it. Mechanic fabs now add plastic cost on top of the design, not to it. Mechanic designs no longer require random extra materials. Mechanic designs are now material-specific, not type-specific. Mechanic blueprint uses have been removed, in favour of a consumable system. RnD wires moved to the datum system. Autolathe moved under fabricators. It preserves as much functionality as possible. Framework added for plastic costs on mechanic fabs to be toggled, and for removal of designs to be toggled also.
189 lines
4.6 KiB
Plaintext
189 lines
4.6 KiB
Plaintext
/**********************Mint**************************/
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/obj/machinery/mineral/mint
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name = "Coin press"
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "coinpress0"
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density = 1
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anchored = 1
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var/obj/machinery/mineral/input = null
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var/obj/machinery/mineral/output = null
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starting_materials = list() //makes the new empty datum
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var/newCoins = 0 //how many coins the machine made in it's last load
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var/processing = 0
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var/chosen = "iron" //which material will be used to make coins
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var/coinsToProduce = 10
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/obj/machinery/mineral/mint/New()
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..()
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spawn( 5 )
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for (var/dir in cardinal)
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src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
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if(src.input) break
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for (var/dir in cardinal)
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src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
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if(src.output) break
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return
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return
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/obj/machinery/mineral/mint/process()
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if ( src.input)
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var/obj/item/stack/sheet/O
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O = locate(/obj/item/stack/sheet, input.loc)
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if(O)
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for(var/ore_id in materials.storage)
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var/datum/material/po = materials.getMaterial(ore_id)
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if (po.cointype && istype(O,po.sheettype))
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materials.addAmount(ore_id, 5 * O.amount) // 100/20 = 5 coins per sheet.
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qdel(O)
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break
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/obj/machinery/mineral/mint/attack_hand(user as mob)
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var/html = {"<html>
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<head>
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<title>Mint</title>
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<style type="text/css">
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html,body {
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font-family:sans-serif,verdana;
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font-size:smaller;
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color:#666;
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}
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h1 {
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border-bottom:1px solid maroon;
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}
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table {
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border-spacing: 0;
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border-collapse: collapse;
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}
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td, th {
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margin: 0;
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font-size: small;
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border-bottom: 1px solid #ccc;
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padding: 3px;
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}
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tr:nth-child(even) {
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background: #efefef;
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}
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a.smelting {
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color:white;
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font-weight:bold;
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text-decoration:none;
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background-color:green;
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}
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a.notsmelting {
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color:white;
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font-weight:bold;
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text-decoration:none;
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background-color:maroon;
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}
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</style>
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</head>
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<body>
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<h1>Mint</h1>
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<p><b>Current Status:</b> (<a href='?src=\ref[user];mach_close=recyk_furnace'>Close</a>)</p>"}
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if (!input)
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html += "<p style='color:red;font-weight:bold;'>INPUT NOT SET</p>"
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if (!output)
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html += "<p style='color:red;font-weight:bold;'>OUTPUT NOT SET</p>"
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html+={"
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<table>
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<tr>
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<th>Material</th>
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<th># Coins</th>
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<th>Controls</th>
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</tr>"}
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var/nloaded=0
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for(var/ore_id in materials.storage)
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var/datum/material/ore_info = materials.getMaterial(ore_id)
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if(materials.storage[ore_id] && ore_info.cointype)
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html += {"
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<tr>
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<td class="clmName">[ore_info.processed_name]</td>
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<td>[materials.storage[ore_id]]</td>
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<td>
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<a href="?src=\ref[src];choose=[ore_id]" "}
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if (chosen==ore_id)
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html += "class=\"smelting\">Selected"
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else
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html += "class=\"notsmelting\">Select"
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html += "</a></td></tr>"
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nloaded++
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else
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if(chosen==ore_id)
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chosen=null
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if(nloaded)
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html += {"
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</table>"}
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else
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html+="<tr><td colspan=\"3\"><em>No Materials Loaded</em></td></tr></table>"
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html += "<p>Will produce [coinsToProduce] [chosen] coins if enough materials are available.</p>"
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html += {"
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<p>
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\[
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<A href='?src=\ref[src];chooseAmt=-10'>-10</A>
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<A href='?src=\ref[src];chooseAmt=-5'>-5</A>
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<A href='?src=\ref[src];chooseAmt=-1'>-1</A>
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<A href='?src=\ref[src];chooseAmt=1'>+1</A>
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<A href='?src=\ref[src];chooseAmt=5'>+5</A>
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<A href='?src=\ref[src];chooseAmt=10'>+10</A>
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\]
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</p>
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<p>In total, this machine produced <font color='green'><b>[newCoins]</b></font> coins.</p>
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<p><A href="?src=\ref[src];makeCoins=[1]">Make coins</A></p>
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</body>
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</html>
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"}
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user << browse(html, "window=mint")
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/obj/machinery/mineral/mint/Topic(href, href_list)
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if(..())
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return
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usr.set_machine(src)
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src.add_fingerprint(usr)
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if(processing==1)
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usr << "<span class='notice'>The machine is processing.</span>"
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return
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if(href_list["choose"])
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chosen = href_list["choose"]
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if(href_list["chooseAmt"])
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coinsToProduce = Clamp(coinsToProduce + text2num(href_list["chooseAmt"]), 0, 1000)
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if(href_list["makeCoins"])
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var/temp_coins = coinsToProduce
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if (src.output)
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processing = 1
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icon_state = "coinpress1"
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var/obj/item/weapon/moneybag/M
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var/datum/material/po=materials.getMaterial(chosen)
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if(!po)
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chosen=null
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processing=0
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return
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while(materials.storage[chosen] > 0 && coinsToProduce > 0)
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if (locate(/obj/item/weapon/moneybag,output.loc))
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M = locate(/obj/item/weapon/moneybag,output.loc)
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else
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M = new/obj/item/weapon/moneybag(output.loc)
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new po.cointype(M)
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materials.removeAmount(chosen, 1)
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coinsToProduce--
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newCoins++
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src.updateUsrDialog()
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sleep(5)
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icon_state = "coinpress0"
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processing = 0
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coinsToProduce = temp_coins
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src.updateUsrDialog()
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return |