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kiwistation/code/modules/research/protolathe.dm
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Cyberboss 56a6eaa8e6 Overlay queuing (#23922)
* Overlay queuing

* Fix SS flags

* Don't copy on assignment

* Flags processing

* Fix icon_smoothing

* MSO's helper proc

* Legacy detection

* Make it work

* Fixes shitcode

* Fix the flag

* |= -> +=

* OK, how did I fuck that up?

* shitcode

* Conditional assoc queue while initializing

* Cleanup everything

* Orange meme

* This isn't perfect, but its the best byond will give us.

* forgot about dir

* oh ya

* This was litterally the last thing i did last night before heading to bed

You can tell can't you?

* Fixes various shit

* Let's not ever pause

* Fix the flag

* Cleaned up some missing shit. Added image dummys

* Remove the one usage of FPRINT

* Jesus get rid of this
2017-02-22 21:44:55 +13:00

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/*
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"
container_type = OPENCONTAINER
var/datum/material_container/materials
var/efficiency_coeff
var/list/categories = list(
"Power Designs",
"Medical Designs",
"Bluespace Designs",
"Stock Parts",
"Equipment",
"Mining Designs",
"Electronics",
"Weapons",
"Ammo",
"Firing Pins",
"Computer Parts"
)
/obj/machinery/r_n_d/protolathe/New()
..()
create_reagents(0)
materials = new(src, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE))
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/protolathe(null)
B.apply_default_parts(src)
/obj/item/weapon/circuitboard/machine/protolathe
name = "Protolathe (Machine Board)"
build_path = /obj/machinery/r_n_d/protolathe
origin_tech = "engineering=2;programming=2"
req_components = list(
/obj/item/weapon/stock_parts/matter_bin = 2,
/obj/item/weapon/stock_parts/manipulator = 2,
/obj/item/weapon/reagent_containers/glass/beaker = 2)
/obj/machinery/r_n_d/protolathe/Destroy()
qdel(materials)
return ..()
/obj/machinery/r_n_d/protolathe/RefreshParts()
reagents.maximum_volume = 0
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
reagents.maximum_volume += G.volume
G.reagents.trans_to(src, G.reagents.total_volume)
materials.max_amount = 0
for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts)
materials.max_amount += M.rating * 75000
var/T = 1.2
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
T -= M.rating/10
efficiency_coeff = min(max(0, T), 1)
/obj/machinery/r_n_d/protolathe/proc/check_mat(datum/design/being_built, M) // now returns how many times the item can be built with the material
var/list/all_materials = being_built.reagents_list + being_built.materials
var/A = materials.amount(M)
if(!A)
A = reagents.get_reagent_amount(M)
return round(A / max(1, (all_materials[M]*efficiency_coeff)))
//we eject the materials upon deconstruction.
/obj/machinery/r_n_d/protolathe/on_deconstruction()
for(var/obj/item/weapon/reagent_containers/glass/G in component_parts)
reagents.trans_to(G, G.reagents.maximum_volume)
materials.retrieve_all()
..()
/obj/machinery/r_n_d/protolathe/disconnect_console()
linked_console.linked_lathe = null
..()
/obj/machinery/r_n_d/protolathe/Insert_Item(obj/item/O, mob/user)
if(istype(O, /obj/item/stack/sheet))
. = 1
if(!is_insertion_ready(user))
return
var/sheet_material = materials.get_item_material_amount(O)
if(!sheet_material)
return
if(!materials.has_space(sheet_material))
user << "<span class='warning'>The [src.name]'s material bin is full! Please remove material before adding more.</span>"
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(!in_range(src, stack) || !user.Adjacent(src))
return
var/amount_inserted = materials.insert_stack(O,amount)
if(!amount_inserted)
return 1
else
var/stack_name = stack.name
busy = TRUE
use_power(max(1000, (MINERAL_MATERIAL_AMOUNT*amount_inserted/10)))
user << "<span class='notice'>You add [amount_inserted] sheets to the [src.name].</span>"
add_overlay("protolathe_[stack_name]")
sleep(10)
cut_overlay("protolathe_[stack_name]")
busy = FALSE
updateUsrDialog()
else if(istype(O, /obj/item/weapon/ore/bluespace_crystal)) //Bluespace crystals can be either a stack or an item
. = 1
if(!is_insertion_ready(user))
return
var/bs_material = materials.get_item_material_amount(O)
if(!bs_material)
return
if(!materials.has_space(bs_material))
user << "<span class='warning'>The [src.name]'s material bin is full! Please remove material before adding more.</span>"
return 1
materials.insert_item(O)
busy = TRUE
use_power(MINERAL_MATERIAL_AMOUNT/10)
user << "<span class='notice'>You add [O] to the [src.name].</span>"
qdel(O)
add_overlay("protolathe_bluespace")
sleep(10)
cut_overlay("protolathe_bluespace")
busy = FALSE
updateUsrDialog()
else if(user.a_intent != INTENT_HARM)
user << "<span class='warning'>You cannot insert this item into the [name]!</span>"
return 1
else
return 0