mirror of
https://github.com/vgstation-coders/vgstation13.git
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259 lines
8.4 KiB
Plaintext
259 lines
8.4 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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*/
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/datum/protolathe_queue_item
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var/key
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var/datum/design/thing
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New(var/K,var/datum/design/D)
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key=K
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thing=D
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/obj/machinery/r_n_d/protolathe
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name = "Protolathe"
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icon_state = "protolathe"
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flags = OPENCONTAINER
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var/max_material_storage = 100000 //All this could probably be done better with a list but meh.
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var/list/production_queue = list()
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var/list/datum/materials = list()
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var/stopped=1
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var/obj/output=null
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/obj/machinery/r_n_d/protolathe/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/protolathe(src)
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
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component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
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component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src)
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RefreshParts()
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for(var/oredata in typesof(/datum/material) - /datum/material)
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var/datum/material/ore_datum = new oredata
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materials[ore_datum.id]=ore_datum
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output=src
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for(var/direction in cardinal)
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var/O = locate(/obj/machinery/mineral/output) in get_turf(src, direction)
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if(O)
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output=O
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break
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/obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater.
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var/total=0
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for(var/id in materials)
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var/datum/material/material=materials[id]
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total += material.stored
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return total
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/obj/machinery/r_n_d/protolathe/RefreshParts()
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var/T = 0
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for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
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T += G.reagents.maximum_volume
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var/datum/reagents/R = new/datum/reagents(T) //Holder for the reagents used as materials.
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reagents = R
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R.my_atom = src
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T = 0
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for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
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T += M.rating
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max_material_storage = T * 75000
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/obj/machinery/r_n_d/protolathe/proc/enqueue(var/key, var/datum/design/thing_to_build)
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production_queue.Add(new /datum/protolathe_queue_item(key,thing_to_build))
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//stopped=0
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/obj/machinery/r_n_d/protolathe/proc/queue_pop()
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var/datum/protolathe_queue_item/I = production_queue[1]
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production_queue.Remove(I)
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return I
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/obj/machinery/r_n_d/protolathe/process()
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if(busy || stopped)
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return
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if(production_queue.len==0)
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stopped=1
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return
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busy=1
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spawn(0)
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var/datum/protolathe_queue_item/I = queue_pop()
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if(!build_thing(I))
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production_queue.Add(I)
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busy=0
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/obj/machinery/r_n_d/protolathe/proc/build_thing(var/datum/protolathe_queue_item/I)
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var/key=I.key
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var/datum/design/being_built=I.thing
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flick("protolathe_n",src)
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for(var/M in being_built.materials)
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if(!check_mat(being_built, M))
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src.visible_message("<font color='blue'>The [src.name] beeps, \"Not enough materials to complete prototype.\"</font>")
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stopped=1
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return 0
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if(copytext(M,1,2) == "$")
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var/matID=copytext(M,2)
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var/datum/material/material=materials[matID]
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material.stored = max(0, (material.stored-being_built.materials[M]))
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materials[matID]=material
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else
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reagents.remove_reagent(M, being_built.materials[M])
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if(being_built.build_path)
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var/obj/new_item = new being_built.build_path(src)
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if( new_item.type == /obj/item/weapon/storage/backpack/holding )
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new_item.investigate_log("built by [key]","singulo")
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new_item.reliability = being_built.reliability
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if(hacked)
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being_built.reliability = max((reliability / 2), 0)
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if(being_built.locked)
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var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(output.loc)
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new_item.loc = L
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L.name += " ([new_item.name])"
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else
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new_item.loc = output.loc
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return 1
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return 0
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/obj/machinery/r_n_d/protolathe/proc/check_mat(var/datum/design/being_built, var/M, var/num_requested=1)
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if(copytext(M,1,2) == "$")
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var/matID=copytext(M,2)
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var/datum/material/material=materials[matID]
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for(var/n=num_requested,n>=1,n--)
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if ((material.stored-(being_built.materials[M]*n)) >= 0)
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return n
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else
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for(var/n=num_requested,n>=1,n--)
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if (reagents.has_reagent(M, being_built.materials[M]))
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return n
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return 0
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/obj/machinery/r_n_d/protolathe/update_icon()
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overlays.Cut()
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if(linked_console)
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overlays += "protolathe_link"
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/obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if (shocked)
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shock(user,50)
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if (O.is_open_container())
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return 1
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if (istype(O, /obj/item/weapon/screwdriver))
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if (!opened)
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opened = 1
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if(linked_console)
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linked_console.linked_lathe = null
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linked_console = null
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icon_state = "protolathe_t"
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user << "You open the maintenance hatch of [src]."
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else
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opened = 0
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icon_state = "protolathe"
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user << "You close the maintenance hatch of [src]."
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if (istype(O, /obj/item/device/multitool))
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if(!opened)
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var/result = input("Set your location as output?") in list("Yes","No","Machine Location")
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switch(result)
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if("Yes")
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var/found=0
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for(var/direction in cardinal)
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if(locate(user) in get_step(src,direction))
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found=1
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if(!found)
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user << "\red Cannot set this as the output location; You're too far away."
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return
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if(istype(output,/obj/machinery/mineral/output))
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del(output)
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output=new /obj/machinery/mineral/output(usr.loc)
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user << "\blue Output set."
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if("No")
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return
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if("Machine Location")
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if(istype(output,/obj/machinery/mineral/output))
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del(output)
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output=src
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user << "\blue Output set."
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return
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if (opened)
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if(istype(O, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker))
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reagents.trans_to(I, reagents.total_volume)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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for(var/id in materials)
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var/datum/material/material=materials[id]
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if(material.stored >= material.cc_per_sheet)
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var/obj/item/stack/sheet/S=new material.sheettype(src.loc)
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S.amount = round(material.stored / material.cc_per_sheet)
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del(src)
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return 1
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else
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user << "\red You can't load the [src.name] while it's opened."
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return 1
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if (disabled)
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return
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if (!linked_console)
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user << "\The protolathe must be linked to an R&D console first!"
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return 1
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if (busy)
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user << "\red The protolathe is busy. Please wait for completion of previous operation."
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return 1
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if (!istype(O, /obj/item/stack/sheet))
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user << "\red You cannot insert this item into the protolathe!"
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return 1
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if (stat)
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return 1
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if(istype(O,/obj/item/stack/sheet))
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var/obj/item/stack/sheet/S = O
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if (TotalMaterials() + S.perunit > max_material_storage)
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user << "\red The protolathe's material bin is full. Please remove material before adding more."
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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(!O)
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return
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if(amount < 0)//No negative numbers
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amount = 0
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if(amount == 0)
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return
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if(amount > stack.amount)
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amount = stack.amount
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if(max_material_storage - TotalMaterials() < (amount*stack.perunit))//Can't overfill
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amount = min(stack.amount, round((max_material_storage-TotalMaterials())/stack.perunit))
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src.overlays += "protolathe_[stack.name]"
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sleep(10)
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src.overlays -= "protolathe_[stack.name]"
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icon_state = "protolathe"
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busy = 1
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use_power(max(1000, (3750*amount/10)))
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var/stacktype = stack.type
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stack.use(amount)
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if (do_after(user, 16))
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user << "\blue You add [amount] sheets to the [src.name]."
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icon_state = "protolathe"
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for(var/id in materials)
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var/datum/material/material=materials[id]
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if(stacktype == material.sheettype)
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material.stored += (amount * material.cc_per_sheet)
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materials[id]=material
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else
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new stacktype(src.loc, amount)
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busy = 0
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src.updateUsrDialog()
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return |