Reapplies material componets
This commit is contained in:
+95
-99
@@ -1,107 +1,103 @@
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/**********************Mint**************************/
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/obj/machinery/mineral/mint
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name = "coin press"
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icon = 'icons/obj/economy.dmi'
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icon_state = "coinpress0"
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/**********************Mint**************************/
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/obj/machinery/mineral/mint
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name = "coin press"
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icon = 'icons/obj/economy.dmi'
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icon_state = "coinpress0"
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density = TRUE
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anchored = TRUE
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var/datum/material_container/materials
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var/newCoins = 0 //how many coins the machine made in it's last load
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var/newCoins = 0 //how many coins the machine made in it's last load
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var/processing = FALSE
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var/chosen = MAT_METAL //which material will be used to make coins
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var/coinsToProduce = 10
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speed_process = 1
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var/chosen = MAT_METAL //which material will be used to make coins
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var/coinsToProduce = 10
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speed_process = 1
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/obj/machinery/mineral/mint/Initialize()
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. = ..()
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materials = new /datum/material_container(src,
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list(MAT_METAL, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_URANIUM, MAT_DIAMOND, MAT_BANANIUM),
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max_amt = MINERAL_MATERIAL_AMOUNT*50)
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/obj/machinery/mineral/mint/Destroy()
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QDEL_NULL(materials)
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return ..()
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/obj/machinery/mineral/mint/process()
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var/turf/T = get_step(src, input_dir)
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if(!T)
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return
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for(var/obj/item/stack/sheet/O in T)
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materials.insert_stack(O, O.amount)
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/obj/machinery/mineral/mint/attack_hand(mob/user)
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var/dat = "<b>Coin Press</b><br>"
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for(var/mat_id in materials.materials)
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var/datum/material/M = materials.materials[mat_id]
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if(!M.amount && chosen != mat_id)
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continue
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dat += "<br><b>[M.name] amount:</b> [M.amount] cm<sup>3</sup> "
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if (chosen == mat_id)
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dat += "<b>Chosen</b>"
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else
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dat += "<A href='?src=\ref[src];choose=[mat_id]'>Choose</A>"
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var/datum/material/M = materials.materials[chosen]
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dat += "<br><br>Will produce [coinsToProduce] [lowertext(M.name)] coins if enough materials are available.<br>"
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dat += "<A href='?src=\ref[src];chooseAmt=-10'>-10</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=-5'>-5</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=-1'>-1</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=1'>+1</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=5'>+5</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=10'>+10</A> "
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dat += "<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins."
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dat += "<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>"
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user << browse(dat, "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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to_chat(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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if(materials.materials[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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AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_URANIUM, MAT_DIAMOND, MAT_BANANIUM), MINERAL_MATERIAL_AMOUNT * 50)
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/obj/machinery/mineral/mint/process()
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var/turf/T = get_step(src, input_dir)
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if(!T)
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return
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GET_COMPONENT(materials, /datum/component/material_container)
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for(var/obj/item/stack/sheet/O in T)
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materials.insert_stack(O, O.amount)
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/obj/machinery/mineral/mint/attack_hand(mob/user)
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var/dat = "<b>Coin Press</b><br>"
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GET_COMPONENT(materials, /datum/component/material_container)
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for(var/mat_id in materials.materials)
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var/datum/material/M = materials.materials[mat_id]
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if(!M.amount && chosen != mat_id)
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continue
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dat += "<br><b>[M.name] amount:</b> [M.amount] cm<sup>3</sup> "
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if (chosen == mat_id)
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dat += "<b>Chosen</b>"
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else
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dat += "<A href='?src=\ref[src];choose=[mat_id]'>Choose</A>"
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var/datum/material/M = materials.materials[chosen]
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dat += "<br><br>Will produce [coinsToProduce] [lowertext(M.name)] coins if enough materials are available.<br>"
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dat += "<A href='?src=\ref[src];chooseAmt=-10'>-10</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=-5'>-5</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=-1'>-1</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=1'>+1</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=5'>+5</A> "
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dat += "<A href='?src=\ref[src];chooseAmt=10'>+10</A> "
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dat += "<br><br>In total this machine produced <font color='green'><b>[newCoins]</b></font> coins."
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dat += "<br><A href='?src=\ref[src];makeCoins=[1]'>Make coins</A>"
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user << browse(dat, "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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to_chat(usr, "<span class='notice'>The machine is processing.</span>")
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return
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GET_COMPONENT(materials, /datum/component/material_container)
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if(href_list["choose"])
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if(materials.materials[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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processing = TRUE
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icon_state = "coinpress1"
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var/coin_mat = MINERAL_MATERIAL_AMOUNT * 0.2
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var/datum/material/M = materials.materials[chosen]
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if(!M || !M.coin_type)
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updateUsrDialog()
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return
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while(coinsToProduce > 0 && materials.use_amount_type(coin_mat, chosen))
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create_coins(M.coin_type)
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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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icon_state = "coinpress1"
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var/coin_mat = MINERAL_MATERIAL_AMOUNT * 0.2
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var/datum/material/M = materials.materials[chosen]
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if(!M || !M.coin_type)
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updateUsrDialog()
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return
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while(coinsToProduce > 0 && materials.use_amount_type(coin_mat, chosen))
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create_coins(M.coin_type)
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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 = FALSE
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coinsToProduce = temp_coins
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src.updateUsrDialog()
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return
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/obj/machinery/mineral/mint/proc/create_coins(P)
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var/turf/T = get_step(src,output_dir)
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if(T)
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var/obj/item/O = new P(src)
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var/obj/item/storage/bag/money/M = locate(/obj/item/storage/bag/money, T)
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if(!M)
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M = new /obj/item/storage/bag/money(src)
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unload_mineral(M)
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coinsToProduce = temp_coins
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src.updateUsrDialog()
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return
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/obj/machinery/mineral/mint/proc/create_coins(P)
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var/turf/T = get_step(src,output_dir)
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if(T)
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var/obj/item/O = new P(src)
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var/obj/item/storage/bag/money/M = locate(/obj/item/storage/bag/money, T)
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if(!M)
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M = new /obj/item/storage/bag/money(src)
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unload_mineral(M)
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O.loc = M
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