diff --git a/code/modules/cargo/exports/research.dm b/code/modules/cargo/exports/research.dm index 8dfd08913c..6601e5cb87 100644 --- a/code/modules/cargo/exports/research.dm +++ b/code/modules/cargo/exports/research.dm @@ -22,4 +22,4 @@ if(!V) continue var/datum/tech/tech = V - techLevels[tech.id] = tech.level + techLevels[tech.id] = max(techLevels[tech.id], tech.level) diff --git a/code/modules/research/research.dm b/code/modules/research/research.dm index dfd64c3101..827cce162f 100644 --- a/code/modules/research/research.dm +++ b/code/modules/research/research.dm @@ -1,180 +1,180 @@ -/* -General Explination: -The research datum is the "folder" where all the research information is stored in a R&D console. It's also a holder for all the -various procs used to manipulate it. It has four variables and seven procs: - -Variables: -- possible_tech is a list of all the /datum/tech that can potentially be researched by the player. The RefreshResearch() proc -(explained later) only goes through those when refreshing what you know. Generally, possible_tech contains ALL of the existing tech -but it is possible to add tech to the game that DON'T start in it (example: Xeno tech). Generally speaking, you don't want to mess -with these since they should be the default version of the datums. They're actually stored in a list rather then using typesof to -refer to them since it makes it a bit easier to search through them for specific information. -- know_tech is the companion list to possible_tech. It's the tech you can actually research and improve. Until it's added to this -list, it can't be improved. All the tech in this list are visible to the player. -- possible_designs is functionally identical to possbile_tech except it's for /datum/design. -- known_designs is functionally identical to known_tech except it's for /datum/design - -Procs: -- TechHasReqs: Used by other procs (specifically RefreshResearch) to see whether all of a tech's requirements are currently in -known_tech and at a high enough level. -- DesignHasReqs: Same as TechHasReqs but for /datum/design and known_design. -- AddTech2Known: Adds a /datum/tech to known_tech. It checks to see whether it already has that tech (if so, it just replaces it). If -it doesn't have it, it adds it. Note: It does NOT check possible_tech at all. So if you want to add something strange to it (like -a player made tech?) you can. -- AddDesign2Known: Same as AddTech2Known except for /datum/design and known_designs. -- RefreshResearch: This is the workhorse of the R&D system. It updates the /datum/research holder and adds any unlocked tech paths -and designs you have reached the requirements for. It only checks through possible_tech and possible_designs, however, so it won't -accidentally add "secret" tech to it. -- UpdateTech is used as part of the actual researching process. It takes an ID and finds techs with that same ID in known_tech. When -it finds it, it checks to see whether it can improve it at all. If the known_tech's level is less then or equal to -the inputted level, it increases the known tech's level to the inputted level -1 or know tech's level +1 (whichever is higher). - -The tech datums are the actual "tech trees" that you improve through researching. Each one has five variables: -- Name: Pretty obvious. This is often viewable to the players. -- Desc: Pretty obvious. Also player viewable. -- ID: This is the unique ID of the tech that is used by the various procs to find and/or maniuplate it. -- Level: This is the current level of the tech. All techs start at 1 and have a max of 20. Devices and some techs require a certain -level in specific techs before you can produce them. -- Req_tech: This is a list of the techs required to unlock this tech path. If left blank, it'll automatically be loaded into the -research holder datum. - -*/ -/*************************************************************** -** Master Types ** -** Includes all the helper procs and basic tech processing. ** -***************************************************************/ - -/datum/research //Holder for all the existing, archived, and known tech. Individual to console. - - //Datum/tech go here. - var/list/possible_tech = list() //List of all tech in the game that players have access to (barring special events). - var/list/known_tech = list() //List of locally known tech. - var/list/possible_designs = list() //List of all designs. - var/list/known_designs = list() //List of available designs. - -/datum/research/New() //Insert techs into possible_tech here. Known_tech automatically updated. - for(var/T in subtypesof(/datum/tech)) - possible_tech += new T(src) - for(var/D in subtypesof(/datum/design)) - possible_designs += new D(src) - RefreshResearch() - -//Checks to see if tech has all the required pre-reqs. -//Input: datum/tech; Output: 0/1 (false/true) -/datum/research/proc/TechHasReqs(datum/tech/T) - if(T.req_tech.len == 0) - return TRUE - for(var/req in T.req_tech) - var/datum/tech/known = known_tech[req] - if(!known || known.level < T.req_tech[req]) - return FALSE - return TRUE - -//Checks to see if design has all the required pre-reqs. -//Input: datum/design; Output: 0/1 (false/true) -/datum/research/proc/DesignHasReqs(datum/design/D)//Heavily optimized -Sieve - if(D.req_tech.len == 0) - return TRUE - for(var/req in D.req_tech) - var/datum/tech/known = known_tech[req] - if(!known || known.level < D.req_tech[req]) - return FALSE - return TRUE - -//Adds a tech to known_tech list. Checks to make sure there aren't duplicates and updates existing tech's levels if needed. -//Input: datum/tech; Output: Null -/datum/research/proc/AddTech2Known(datum/tech/T) - if(!T) - return - if(known_tech[T.id]) - var/datum/tech/known = known_tech[T.id] - if(T.level > known.level) - known.level = T.level - return - known_tech[T.id] = T.copy() - -/datum/research/proc/AddDesign2Known(datum/design/D) - if(known_designs[D.id]) - return - known_designs[D.id] = D - -//Refreshes known_tech and known_designs list. -//Input/Output: n/a -/datum/research/proc/RefreshResearch() - for(var/datum/tech/PT in possible_tech) - if(TechHasReqs(PT)) - AddTech2Known(PT) - - for(var/datum/design/PD in possible_designs) - if(DesignHasReqs(PD)) - AddDesign2Known(PD) - - for(var/v in known_tech) - var/datum/tech/T = known_tech[v] - T.level = Clamp(T.level, 0, 20) - return - -//Refreshes the levels of a given tech. -//Input: Tech's ID and Level; Output: null -/datum/research/proc/UpdateTech(ID, level) - var/datum/tech/KT = known_tech[ID] - if(KT && KT.level <= level) - KT.level = max(KT.level + 1, level) - -//Checks if the origin level can raise current tech levels -//Input: Tech's ID and Level; Output: TRUE for yes, FALSE for no -/datum/research/proc/IsTechHigher(ID, level) - var/datum/tech/KT = known_tech[ID] - if(KT) - if(KT.level <= level) - return TRUE - else - return FALSE - -/datum/research/proc/FindDesignByID(id) - return known_designs[id] - - -//Autolathe files -/datum/research/autolathe/New() - for(var/T in (subtypesof(/datum/tech))) - possible_tech += new T(src) - for(var/path in subtypesof(/datum/design)) - var/datum/design/D = new path(src) - possible_designs += D - if((D.build_type & AUTOLATHE) && ("initial" in D.category)) //autolathe starts without hacked designs - AddDesign2Known(D) - -//Limb Grower files -/datum/research/limbgrower/New() - for(var/T in (subtypesof(/datum/tech))) - possible_tech += new T(src) - for(var/path in subtypesof(/datum/design)) - var/datum/design/D = new path(src) - possible_designs += D - if((D.build_type & LIMBGROWER) && ("initial" in D.category)) - AddDesign2Known(D) - -/datum/research/autolathe/AddDesign2Known(datum/design/D) - if(!(D.build_type & AUTOLATHE)) - return - ..() - -//Biogenerator files -/datum/research/biogenerator/New() - for(var/T in (subtypesof(/datum/tech))) - possible_tech += new T(src) - for(var/path in subtypesof(/datum/design)) - var/datum/design/D = new path(src) - possible_designs += D - if((D.build_type & BIOGENERATOR) && ("initial" in D.category)) - AddDesign2Known(D) - -/datum/research/biogenerator/AddDesign2Known(datum/design/D) - if(!(D.build_type & BIOGENERATOR)) - return - ..() - +/* +General Explination: +The research datum is the "folder" where all the research information is stored in a R&D console. It's also a holder for all the +various procs used to manipulate it. It has four variables and seven procs: + +Variables: +- possible_tech is a list of all the /datum/tech that can potentially be researched by the player. The RefreshResearch() proc +(explained later) only goes through those when refreshing what you know. Generally, possible_tech contains ALL of the existing tech +but it is possible to add tech to the game that DON'T start in it (example: Xeno tech). Generally speaking, you don't want to mess +with these since they should be the default version of the datums. They're actually stored in a list rather then using typesof to +refer to them since it makes it a bit easier to search through them for specific information. +- know_tech is the companion list to possible_tech. It's the tech you can actually research and improve. Until it's added to this +list, it can't be improved. All the tech in this list are visible to the player. +- possible_designs is functionally identical to possbile_tech except it's for /datum/design. +- known_designs is functionally identical to known_tech except it's for /datum/design + +Procs: +- TechHasReqs: Used by other procs (specifically RefreshResearch) to see whether all of a tech's requirements are currently in +known_tech and at a high enough level. +- DesignHasReqs: Same as TechHasReqs but for /datum/design and known_design. +- AddTech2Known: Adds a /datum/tech to known_tech. It checks to see whether it already has that tech (if so, it just replaces it). If +it doesn't have it, it adds it. Note: It does NOT check possible_tech at all. So if you want to add something strange to it (like +a player made tech?) you can. +- AddDesign2Known: Same as AddTech2Known except for /datum/design and known_designs. +- RefreshResearch: This is the workhorse of the R&D system. It updates the /datum/research holder and adds any unlocked tech paths +and designs you have reached the requirements for. It only checks through possible_tech and possible_designs, however, so it won't +accidentally add "secret" tech to it. +- UpdateTech is used as part of the actual researching process. It takes an ID and finds techs with that same ID in known_tech. When +it finds it, it checks to see whether it can improve it at all. If the known_tech's level is less then or equal to +the inputted level, it increases the known tech's level to the inputted level -1 or know tech's level +1 (whichever is higher). + +The tech datums are the actual "tech trees" that you improve through researching. Each one has five variables: +- Name: Pretty obvious. This is often viewable to the players. +- Desc: Pretty obvious. Also player viewable. +- ID: This is the unique ID of the tech that is used by the various procs to find and/or maniuplate it. +- Level: This is the current level of the tech. All techs start at 1 and have a max of 20. Devices and some techs require a certain +level in specific techs before you can produce them. +- Req_tech: This is a list of the techs required to unlock this tech path. If left blank, it'll automatically be loaded into the +research holder datum. + +*/ +/*************************************************************** +** Master Types ** +** Includes all the helper procs and basic tech processing. ** +***************************************************************/ + +/datum/research //Holder for all the existing, archived, and known tech. Individual to console. + + //Datum/tech go here. + var/list/possible_tech = list() //List of all tech in the game that players have access to (barring special events). + var/list/known_tech = list() //List of locally known tech. + var/list/possible_designs = list() //List of all designs. + var/list/known_designs = list() //List of available designs. + +/datum/research/New() //Insert techs into possible_tech here. Known_tech automatically updated. + for(var/T in subtypesof(/datum/tech)) + possible_tech += new T(src) + for(var/D in subtypesof(/datum/design)) + possible_designs += new D(src) + RefreshResearch() + +//Checks to see if tech has all the required pre-reqs. +//Input: datum/tech; Output: 0/1 (false/true) +/datum/research/proc/TechHasReqs(datum/tech/T) + if(T.req_tech.len == 0) + return TRUE + for(var/req in T.req_tech) + var/datum/tech/known = known_tech[req] + if(!known || known.level < T.req_tech[req]) + return FALSE + return TRUE + +//Checks to see if design has all the required pre-reqs. +//Input: datum/design; Output: 0/1 (false/true) +/datum/research/proc/DesignHasReqs(datum/design/D)//Heavily optimized -Sieve + if(D.req_tech.len == 0) + return TRUE + for(var/req in D.req_tech) + var/datum/tech/known = known_tech[req] + if(!known || known.level < D.req_tech[req]) + return FALSE + return TRUE + +//Adds a tech to known_tech list. Checks to make sure there aren't duplicates and updates existing tech's levels if needed. +//Input: datum/tech; Output: Null +/datum/research/proc/AddTech2Known(datum/tech/T) + if(!T) + return + if(known_tech[T.id]) + var/datum/tech/known = known_tech[T.id] + if(T.level > known.level) + known.level = T.level + return + known_tech[T.id] = T.copy() + +/datum/research/proc/AddDesign2Known(datum/design/D) + if(known_designs[D.id]) + return + known_designs[D.id] = D + +//Refreshes known_tech and known_designs list. +//Input/Output: n/a +/datum/research/proc/RefreshResearch() + for(var/datum/tech/PT in possible_tech) + if(TechHasReqs(PT)) + AddTech2Known(PT) + + for(var/datum/design/PD in possible_designs) + if(DesignHasReqs(PD)) + AddDesign2Known(PD) + + for(var/v in known_tech) + var/datum/tech/T = known_tech[v] + T.level = Clamp(T.level, 0, 20) + return + +//Refreshes the levels of a given tech. +//Input: Tech's ID and Level; Output: null +/datum/research/proc/UpdateTech(ID, level) + var/datum/tech/KT = known_tech[ID] + if(KT && KT.level <= level) + KT.level = max(KT.level + 1, level) + +//Checks if the origin level can raise current tech levels +//Input: Tech's ID and Level; Output: TRUE for yes, FALSE for no +/datum/research/proc/IsTechHigher(ID, level) + var/datum/tech/KT = known_tech[ID] + if(KT) + if(KT.level <= level) + return TRUE + else + return FALSE + +/datum/research/proc/FindDesignByID(id) + return known_designs[id] + + +//Autolathe files +/datum/research/autolathe/New() + for(var/T in (subtypesof(/datum/tech))) + possible_tech += new T(src) + for(var/path in subtypesof(/datum/design)) + var/datum/design/D = new path(src) + possible_designs += D + if((D.build_type & AUTOLATHE) && ("initial" in D.category)) //autolathe starts without hacked designs + AddDesign2Known(D) + +//Limb Grower files +/datum/research/limbgrower/New() + for(var/T in (subtypesof(/datum/tech))) + possible_tech += new T(src) + for(var/path in subtypesof(/datum/design)) + var/datum/design/D = new path(src) + possible_designs += D + if((D.build_type & LIMBGROWER) && ("initial" in D.category)) + AddDesign2Known(D) + +/datum/research/autolathe/AddDesign2Known(datum/design/D) + if(!(D.build_type & AUTOLATHE)) + return + ..() + +//Biogenerator files +/datum/research/biogenerator/New() + for(var/T in (subtypesof(/datum/tech))) + possible_tech += new T(src) + for(var/path in subtypesof(/datum/design)) + var/datum/design/D = new path(src) + possible_designs += D + if((D.build_type & BIOGENERATOR) && ("initial" in D.category)) + AddDesign2Known(D) + +/datum/research/biogenerator/AddDesign2Known(datum/design/D) + if(!(D.build_type & BIOGENERATOR)) + return + ..() + //Smelter files /datum/research/smelter/New() for(var/T in (subtypesof(/datum/tech))) @@ -190,175 +190,175 @@ research holder datum. return ..() - -/*************************************************************** -** Technology Datums ** -** Includes all the various technoliges and what they make. ** -***************************************************************/ - -/datum/tech //Datum of individual technologies. - var/name = "name" //Name of the technology. - var/desc = "description" //General description of what it does and what it makes. - var/id = "id" //An easily referenced ID. Must be alphanumeric, lower-case, and no symbols. - var/level = 1 //A simple number scale of the research level. Level 0 = Secret tech. - var/rare = 1 //How much CentCom wants to get that tech. Used in supply shuttle tech cost calculation. - var/list/req_tech = list() //List of ids associated values of techs required to research this tech. "id" = # - - -//Trunk Technologies (don't require any other techs and you start knowning them). - -/datum/tech/materials - name = "Materials Research" - desc = "Development of new and improved materials." - id = "materials" - -/datum/tech/engineering - name = "Engineering Research" - desc = "Development of new and improved engineering parts and tools." - id = "engineering" - -/datum/tech/plasmatech - name = "Plasma Research" - desc = "Research into the mysterious substance colloqually known as \"plasma\"." - id = "plasmatech" - rare = 3 - -/datum/tech/powerstorage - name = "Power Manipulation Technology" - desc = "The various technologies behind the storage and generation of electicity." - id = "powerstorage" - -/datum/tech/bluespace - name = "\"Blue-space\" Research" - desc = "Research into the sub-reality known as \"blue-space\"." - id = "bluespace" - rare = 2 - -/datum/tech/biotech - name = "Biological Technology" - desc = "Research into the deeper mysteries of life and organic substances." - id = "biotech" - -/datum/tech/combat - name = "Combat Systems Research" - desc = "The development of offensive and defensive systems." - id = "combat" - -/datum/tech/magnets - name = "Electromagnetic Spectrum Research" - desc = "Research into the electromagnetic spectrum. No clue how they actually work, though." - id = "magnets" - -/datum/tech/programming - name = "Data Theory Research" - desc = "The development of new computer and artificial intelligence and data storage systems." - id = "programming" - -/datum/tech/syndicate - name = "Illegal Technologies Research" - desc = "The study of technologies that violate Nanotrassen regulations." - id = "syndicate" - rare = 4 - - -//Secret Technologies (hidden by default, require rare items to reveal) - -/datum/tech/abductor - name = "Alien Technologies Research" - desc = "The study of technologies used by the advanced alien race known as Abductors." - id = "abductor" - rare = 5 - level = 0 - -/datum/tech/arcane - name = "Arcane Research" - desc = "When sufficiently analyzed, any magic becomes indistinguishable from technology." - id = "arcane" - rare = 5 - level = 0 - -/* -//Branch Techs -/datum/tech/explosives - name = "Explosives Research" - desc = "The creation and application of explosive materials." - id = "explosives" - req_tech = list("materials" = 3) - -/datum/tech/generators - name = "Power Generation Technology" - desc = "Research into more powerful and more reliable sources." - id = "generators" - req_tech = list("powerstorage" = 2) - -/datum/tech/robotics - name = "Robotics Technology" - desc = "The development of advanced automated, autonomous machines." - id = "robotics" - req_tech = list("materials" = 3, "programming" = 3) -*/ - - -/datum/tech/proc/getCost(var/current_level = null) - // Calculates tech disk's supply points sell cost - if(!current_level) - current_level = initial(level) - - if(current_level >= level) - return 0 - - var/cost = 0 - for(var/i=current_level+1, i<=level, i++) - if(i == initial(level)) - continue - cost += i*rare - - return cost - -/datum/tech/proc/copy() - var/datum/tech/T = new type() - T.level = level - return T - -/obj/item/weapon/disk/tech_disk - name = "technology disk" - desc = "A disk for storing technology data for further research." - icon_state = "datadisk0" - materials = list(MAT_METAL=300, MAT_GLASS=100) - var/list/tech_stored = list() - var/max_tech_stored = 1 - + +/*************************************************************** +** Technology Datums ** +** Includes all the various technoliges and what they make. ** +***************************************************************/ + +/datum/tech //Datum of individual technologies. + var/name = "name" //Name of the technology. + var/desc = "description" //General description of what it does and what it makes. + var/id = "id" //An easily referenced ID. Must be alphanumeric, lower-case, and no symbols. + var/level = 1 //A simple number scale of the research level. Level 0 = Secret tech. + var/rare = 1 //How much CentCom wants to get that tech. Used in supply shuttle tech cost calculation. + var/list/req_tech = list() //List of ids associated values of techs required to research this tech. "id" = # + + +//Trunk Technologies (don't require any other techs and you start knowning them). + +/datum/tech/materials + name = "Materials Research" + desc = "Development of new and improved materials." + id = "materials" + +/datum/tech/engineering + name = "Engineering Research" + desc = "Development of new and improved engineering parts and tools." + id = "engineering" + +/datum/tech/plasmatech + name = "Plasma Research" + desc = "Research into the mysterious substance colloqually known as \"plasma\"." + id = "plasmatech" + rare = 3 + +/datum/tech/powerstorage + name = "Power Manipulation Technology" + desc = "The various technologies behind the storage and generation of electicity." + id = "powerstorage" + +/datum/tech/bluespace + name = "\"Blue-space\" Research" + desc = "Research into the sub-reality known as \"blue-space\"." + id = "bluespace" + rare = 2 + +/datum/tech/biotech + name = "Biological Technology" + desc = "Research into the deeper mysteries of life and organic substances." + id = "biotech" + +/datum/tech/combat + name = "Combat Systems Research" + desc = "The development of offensive and defensive systems." + id = "combat" + +/datum/tech/magnets + name = "Electromagnetic Spectrum Research" + desc = "Research into the electromagnetic spectrum. No clue how they actually work, though." + id = "magnets" + +/datum/tech/programming + name = "Data Theory Research" + desc = "The development of new computer and artificial intelligence and data storage systems." + id = "programming" + +/datum/tech/syndicate + name = "Illegal Technologies Research" + desc = "The study of technologies that violate Nanotrassen regulations." + id = "syndicate" + rare = 4 + + +//Secret Technologies (hidden by default, require rare items to reveal) + +/datum/tech/abductor + name = "Alien Technologies Research" + desc = "The study of technologies used by the advanced alien race known as Abductors." + id = "abductor" + rare = 5 + level = 0 + +/datum/tech/arcane + name = "Arcane Research" + desc = "When sufficiently analyzed, any magic becomes indistinguishable from technology." + id = "arcane" + rare = 5 + level = 0 + +/* +//Branch Techs +/datum/tech/explosives + name = "Explosives Research" + desc = "The creation and application of explosive materials." + id = "explosives" + req_tech = list("materials" = 3) + +/datum/tech/generators + name = "Power Generation Technology" + desc = "Research into more powerful and more reliable sources." + id = "generators" + req_tech = list("powerstorage" = 2) + +/datum/tech/robotics + name = "Robotics Technology" + desc = "The development of advanced automated, autonomous machines." + id = "robotics" + req_tech = list("materials" = 3, "programming" = 3) +*/ + + +/datum/tech/proc/getCost(var/current_level = null) + // Calculates tech disk's supply points sell cost + if(!current_level) + current_level = initial(level) + + if(current_level >= level) + return 0 + + var/cost = 0 + for(var/i=current_level+1, i<=level, i++) + if(i == initial(level)) + continue + cost += i*rare + + return cost + +/datum/tech/proc/copy() + var/datum/tech/T = new type() + T.level = level + return T + +/obj/item/weapon/disk/tech_disk + name = "technology disk" + desc = "A disk for storing technology data for further research." + icon_state = "datadisk0" + materials = list(MAT_METAL=300, MAT_GLASS=100) + var/list/tech_stored = list() + var/max_tech_stored = 1 + /obj/item/weapon/disk/tech_disk/Initialize() . = ..() pixel_x = rand(-5, 5) pixel_y = rand(-5, 5) - for(var/i in 1 to max_tech_stored) - tech_stored += null - - -/obj/item/weapon/disk/tech_disk/adv - name = "advanced technology disk" - desc = "A disk for storing technology data for further research. This one has extra storage space." - materials = list(MAT_METAL=300, MAT_GLASS=100, MAT_SILVER=50) - max_tech_stored = 5 - -/obj/item/weapon/disk/tech_disk/super_adv - name = "quantum technology disk" - desc = "A disk for storing technology data for further research. This one has extremely large storage space." - materials = list(MAT_METAL=300, MAT_GLASS=100, MAT_SILVER=100, MAT_GOLD=100) - max_tech_stored = 10 - -/obj/item/weapon/disk/tech_disk/debug - name = "centcomm technology disk" - desc = "A debug item for research" - materials = list() - max_tech_stored = 0 - + for(var/i in 1 to max_tech_stored) + tech_stored += null + + +/obj/item/weapon/disk/tech_disk/adv + name = "advanced technology disk" + desc = "A disk for storing technology data for further research. This one has extra storage space." + materials = list(MAT_METAL=300, MAT_GLASS=100, MAT_SILVER=50) + max_tech_stored = 5 + +/obj/item/weapon/disk/tech_disk/super_adv + name = "quantum technology disk" + desc = "A disk for storing technology data for further research. This one has extremely large storage space." + materials = list(MAT_METAL=300, MAT_GLASS=100, MAT_SILVER=100, MAT_GOLD=100) + max_tech_stored = 10 + +/obj/item/weapon/disk/tech_disk/debug + name = "centcomm technology disk" + desc = "A debug item for research" + materials = list() + max_tech_stored = 0 + /obj/item/weapon/disk/tech_disk/debug/Initialize() . = ..() - var/list/techs = subtypesof(/datum/tech) - max_tech_stored = techs.len - for(var/V in techs) - var/datum/tech/T = new V() - tech_stored += T - T.level = 8 + var/list/techs = subtypesof(/datum/tech) + max_tech_stored = techs.len + for(var/V in techs) + var/datum/tech/T = new V() + tech_stored += T + T.level = 8