/**********************Mint**************************/
/obj/machinery/mineral/mint
name = "coin press"
icon = 'icons/obj/economy.dmi'
icon_state = "coinpress0"
density = TRUE
var/newCoins = 0 //how many coins the machine made in it's last load
var/processing = FALSE
var/chosen = /datum/material/iron //which material will be used to make coins
var/coinsToProduce = 10
speed_process = TRUE
/obj/machinery/mineral/mint/Initialize()
. = ..()
AddComponent(/datum/component/material_container, list(
/datum/material/iron,
/datum/material/plasma,
/datum/material/silver,
/datum/material/gold,
/datum/material/uranium,
/datum/material/titanium,
/datum/material/diamond,
/datum/material/bananium,
/datum/material/adamantine,
/datum/material/mythril,
/datum/material/plastic,
/datum/material/runite
), MINERAL_MATERIAL_AMOUNT * 50, FALSE, /obj/item/stack)
chosen = SSmaterials.GetMaterialRef(chosen)
/obj/machinery/mineral/mint/process()
var/turf/T = get_step(src, input_dir)
if(!T)
return
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
for(var/obj/item/stack/sheet/O in T)
var/inserted = materials.insert_item(O)
if(inserted)
qdel(O)
/obj/machinery/mineral/mint/attack_hand(mob/user)
. = ..()
if(.)
return
var/dat = "Coin Press
"
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
for(var/datum/material/M in materials.materials)
var/amount = materials.get_material_amount(M)
if(!amount && chosen != M)
continue
dat += "
[M.name] amount: [amount] cm3 "
if (chosen == M)
dat += "Chosen"
else
dat += "Choose"
var/datum/material/M = chosen
dat += "
Will produce [coinsToProduce] [lowertext(M.name)] coins if enough materials are available.
"
dat += "-10 "
dat += "-5 "
dat += "-1 "
dat += "+1 "
dat += "+5 "
dat += "+10 "
dat += "
In total this machine produced [newCoins] coins."
dat += "
Make coins"
user << browse(dat, "window=mint")
/obj/machinery/mineral/mint/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
src.add_fingerprint(usr)
if(processing==1)
to_chat(usr, "The machine is processing.")
return
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
if(href_list["choose"])
var/datum/material/new_material = locate(href_list["choose"])
if(istype(new_material))
chosen = new_material
if(href_list["chooseAmt"])
coinsToProduce = clamp(coinsToProduce + text2num(href_list["chooseAmt"]), 0, 1000)
updateUsrDialog()
if(href_list["makeCoins"])
var/temp_coins = coinsToProduce
processing = TRUE
icon_state = "coinpress1"
var/coin_mat = MINERAL_MATERIAL_AMOUNT * 0.2
var/datum/material/M = chosen
if(!M)
updateUsrDialog()
return
while(coinsToProduce > 0 && materials.use_amount_mat(coin_mat, chosen))
create_coins()
coinsToProduce--
newCoins++
src.updateUsrDialog()
sleep(5)
icon_state = "coinpress0"
processing = FALSE
coinsToProduce = temp_coins
src.updateUsrDialog()
return
/obj/machinery/mineral/mint/proc/create_coins()
var/turf/T = get_step(src,output_dir)
var/temp_list = list()
temp_list[chosen] = 400
if(T)
var/obj/item/O = new /obj/item/coin(src)
var/obj/item/storage/bag/money/B = locate(/obj/item/storage/bag/money, T)
O.set_custom_materials(temp_list)
if(!B)
B = new /obj/item/storage/bag/money(src)
unload_mineral(B)
O.forceMove(B)