/* Protolathe 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 it creates. All the menus and other manipulation commands are in the R&D console. Note: Must be placed west/left of and R&D console to function. */ /obj/machinery/r_n_d/protolathe name = "Protolathe" desc = "Converts raw materials into useful objects." icon_state = "protolathe" flags = OPENCONTAINER var/max_material_storage = 100000 //All this could probably be done better with a list but meh. var/m_amount = 0.0 var/g_amount = 0.0 var/gold_amount = 0.0 var/silver_amount = 0.0 var/plasma_amount = 0.0 var/uranium_amount = 0.0 var/diamond_amount = 0.0 var/clown_amount = 0.0 var/adamantine_amount = 0.0 var/efficiency_coeff var/list/categories = list( "Power Designs", "Medical Designs", "Bluespace Designs", "Stock Parts", "Equipement", "Mining Designs", "Electronics", "Weapons", "Ammo", "Firing Pins" ) reagents = new() /obj/machinery/r_n_d/protolathe/New() ..() component_parts = list() component_parts += new /obj/item/weapon/circuitboard/protolathe(src) component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src) component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src) RefreshParts() reagents.my_atom = src /obj/machinery/r_n_d/protolathe/proc/TotalMaterials() //returns the total of all the stored materials. Makes code neater. return m_amount + g_amount + gold_amount + silver_amount + plasma_amount + uranium_amount + diamond_amount + clown_amount /obj/machinery/r_n_d/protolathe/RefreshParts() var/T = 0 for(var/obj/item/weapon/reagent_containers/glass/G in component_parts) G.reagents.trans_to(src, G.reagents.total_volume) for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts) T += M.rating max_material_storage = T * 75000 T = 0 for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) T += (M.rating/3) efficiency_coeff = max(T, 1) /obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, var/M) // now returns how many times the item can be built with the material var/A = 0 switch(M) if("$metal") A = m_amount if("$glass") A = g_amount if("$gold") A = gold_amount if("$silver") A = silver_amount if("$plasma") A = plasma_amount if("$uranium") A = uranium_amount if("$diamond") A = diamond_amount if("$bananium") A = clown_amount else A = reagents.get_reagent_amount(M) A = A / max(1, (being_built.materials[M]/efficiency_coeff)) return A /obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob, params) if (shocked) shock(user,50) if (default_deconstruction_screwdriver(user, "protolathe_t", "protolathe", O)) if(linked_console) linked_console.linked_lathe = null linked_console = null return if(exchange_parts(user, O)) return if (panel_open) if(istype(O, /obj/item/weapon/crowbar)) for(var/obj/item/weapon/reagent_containers/glass/G in component_parts) reagents.trans_to(G, G.reagents.maximum_volume) if(m_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc) G.amount = round(m_amount / G.perunit) if(g_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc) G.amount = round(g_amount / G.perunit) if(plasma_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/mineral/plasma/G = new /obj/item/stack/sheet/mineral/plasma(src.loc) G.amount = round(plasma_amount / G.perunit) if(silver_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/mineral/silver/G = new /obj/item/stack/sheet/mineral/silver(src.loc) G.amount = round(silver_amount / G.perunit) if(gold_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc) G.amount = round(gold_amount / G.perunit) if(uranium_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc) G.amount = round(uranium_amount / G.perunit) if(diamond_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc) G.amount = round(diamond_amount / G.perunit) if(clown_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/mineral/bananium/G = new /obj/item/stack/sheet/mineral/bananium(src.loc) G.amount = round(clown_amount / G.perunit) if(adamantine_amount >= MINERAL_MATERIAL_AMOUNT) var/obj/item/stack/sheet/mineral/adamantine/G = new /obj/item/stack/sheet/mineral/adamantine(src.loc) G.amount = round(adamantine_amount / G.perunit) default_deconstruction_crowbar(O) return 1 else user << "You can't load the [src.name] while it's opened." return 1 if (disabled) return if (!linked_console) user << " The [src.name] must be linked to an R&D console first!" return 1 if (busy) user << "The [src.name] is busy. Please wait for completion of previous operation." return 1 if (O.is_open_container()) return if (!istype(O, /obj/item/stack/sheet) || istype(O, /obj/item/stack/sheet/mineral/wood)) user << "You cannot insert this item into the [src.name]!" return 1 if (stat) return 1 if(istype(O,/obj/item/stack/sheet)) var/obj/item/stack/sheet/S = O if (TotalMaterials() + S.perunit > max_material_storage) user << "The [src.name]'s material bin is full. Please remove material before adding more." return 1 var/obj/item/stack/sheet/stack = O var/amount = round(input("How many sheets do you want to add?") as num)//No decimals if(!stack || stack.amount <= 0 || amount <= 0) return if(amount > stack.amount) amount = stack.amount if(max_material_storage - TotalMaterials() < (amount*stack.perunit))//Can't overfill amount = min(stack.amount, round((max_material_storage-TotalMaterials())/stack.perunit)) icon_state = "protolathe" busy = 1 use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount/10))) user << "You add [amount] sheets to the [src.name]." icon_state = "protolathe" if(istype(stack, /obj/item/stack/sheet/metal)) m_amount += amount * MINERAL_MATERIAL_AMOUNT else if(istype(stack, /obj/item/stack/sheet/glass)) g_amount += amount * MINERAL_MATERIAL_AMOUNT else if(istype(stack, /obj/item/stack/sheet/mineral/gold)) gold_amount += amount * MINERAL_MATERIAL_AMOUNT else if(istype(stack, /obj/item/stack/sheet/mineral/silver)) silver_amount += amount * MINERAL_MATERIAL_AMOUNT else if(istype(stack, /obj/item/stack/sheet/mineral/plasma)) plasma_amount += amount * MINERAL_MATERIAL_AMOUNT else if(istype(stack, /obj/item/stack/sheet/mineral/uranium)) uranium_amount += amount * MINERAL_MATERIAL_AMOUNT else if(istype(stack, /obj/item/stack/sheet/mineral/diamond)) diamond_amount += amount * MINERAL_MATERIAL_AMOUNT else if(istype(stack, /obj/item/stack/sheet/mineral/bananium)) clown_amount += amount * MINERAL_MATERIAL_AMOUNT else if(istype(stack, /obj/item/stack/sheet/mineral/adamantine)) adamantine_amount += amount * MINERAL_MATERIAL_AMOUNT stack.use(amount) busy = 0 src.updateUsrDialog() src.overlays += "protolathe_[stack.name]" sleep(10) src.overlays -= "protolathe_[stack.name]" return