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skull132
2014-03-11 09:03:52 +02:00
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// Contains:
// /datum/text_parser/parser/eliza
// /datum/text_parser/keyword
/datum/text_parser/parser/eliza
//var/datum/text_parser/reply/replies[] // R(X) 36
var/prev_reply = "" // previous reply
var/username = ""
var/callsign = ""
var/yesno_state = ""
var/yesno_param = ""
/datum/text_parser/parser/eliza/new_session()
..()
for(var/datum/text_parser/keyword/key in keywords)
key.eliza = src
prev_reply = ""
username = ""
yesno_state = ""
yesno_param = ""
print("Hi! I'm [callsign], how are you doing? You can talk to me by beginning your statements with \"[callsign],\"")
/datum/text_parser/parser/eliza/process_line()
..()
// pad so we can detect initial and final words correctly
input_line = " " + src.input_line + " "
// remove apostrophes
for(var/i = -1, i != 0, i = findtext(input_line, "'"))
if(i == -1)
continue
input_line = copytext(input_line, 1, i) + copytext(input_line, i + 1, 0)
// did user insult us? (i don't really want cursing in the source code,
// so keep it the simple original check from the 70's code :p)
if(findtext(input_line, "shut"))
// sssh
return
if(input_line == prev_reply)
print("Please don't repeat yourself!")
// find a keyword
var/keyphrase = ""
var/datum/text_parser/keyword/keyword // the actual keyword
var/keypos = 0 // pos of keyword so we can grab extra text after it
for(var/i = 1, i <= keywords.len, i++)
keyword = keywords[i]
for(var/j = 1, j <= keyword.phrases.len, j++)
keypos = findtext(input_line, " " + keyword.phrases[j])
if(keypos != 0)
// found it!
keyphrase = keyword.phrases[j]
break
if(keyphrase != "")
break
//world << "keyphrase: " + keyphrase + " " + num2text(keypos)
var/conjugated = ""
// was it not recognized? then make it nokeyfound
if(keyphrase == "")
keyword = keywords[keywords.len] // nokeyfound
else
// otherwise, business as usual
// let's conjugate this mess
conjugated = copytext(input_line, 1 + keypos + lentext(keyphrase))
// go ahead and strip punctuation
if(lentext(conjugated) > 0 && copytext(conjugated, lentext(conjugated)) == " ")
conjugated = copytext(conjugated, 1, lentext(conjugated))
if(lentext(conjugated) > 0)
var/final_punc = copytext(conjugated, lentext(conjugated))
if(final_punc == "." || final_punc == "?" || final_punc == "!")
conjugated = copytext(conjugated, 1, lentext(conjugated))
conjugated += " "
if(keyword.conjugate)
// now run through conjugation pairs
for(var/i = 1, i <= lentext(conjugated), i++)
for(var/x = 1, x <= conjugs.len, x += 2)
var/cx = conjugs[x]
var/cxa = conjugs[x + 1]
if(i + lentext(cx) <= lentext(conjugated) + 1 && cmptext(cx, copytext(conjugated, i, i + lentext(cx))))
// world << cx
conjugated = copytext(conjugated, 1, i) + cxa + copytext(conjugated, i + lentext(cx))
i = i + lentext(cx)
// don't count right padding
if(copytext(cx, lentext(cx)) == " ")
i--
break
else if(i + lentext(cxa) <= lentext(conjugated) + 1 && cmptext(cxa, copytext(conjugated, i, i + lentext(cxa))))
// world << cxa
conjugated = copytext(conjugated, 1, i) + cx + copytext(conjugated, i + lentext(cxa))
i = i + lentext(cxa)
// don't count right padding
if(copytext(cxa, lentext(cxa)) == " ")
i--
break
conjugated = copytext(conjugated, 1, lentext(conjugated))
//world << "Conj: " + conjugated
// now actually get a reply
var/reply = keyword.process(conjugated)
print(reply)
prev_reply = reply
/datum/text_parser/keyword
var/list/phrases = new()
var/list/replies = new()
var/datum/text_parser/parser/eliza/eliza
var/conjugate = 1
New(p, r)
phrases = p
replies = r
proc/process(object)
eliza.yesno_state = ""
eliza.yesno_param = ""
var/reply = pick(replies)
if(copytext(reply, lentext(reply)) == "*")
// add object of statement (hopefully not actually mess :p)
if(object == "")
object = pick(generic_objects)
// possibly add name or just ?
if(eliza.username != "" && rand(3) == 0)
object += ", " + eliza.username
return copytext(reply, 1, lentext(reply)) + object + "?"
else
// get punct
var/final_punc = ""
if(lentext(reply) > 0)
final_punc = copytext(reply, lentext(reply))
if(final_punc == "." || final_punc == "?" || final_punc == "!")
reply = copytext(reply, 1, lentext(reply))
else
final_punc = ""
// possibly add name or just ?/./!
if(eliza.username != "" && rand(2) == 0)
reply += ", " + eliza.username
return reply + final_punc
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// Contains:
// Implementation-specific data for /datum/text_parser/parser/eliza
/datum/text_parser/keyword
// if we have a * reply, but no object from the user
var/list/generic_objects = list(
" what", " something", "...")
var/list/object_leaders = list(
" is ", "'s ")
/datum/text_parser/parser/eliza
// conjugation data
var/list/conjugs = list(
" are ", " am ", " were ", " was ", " you ", " me ", " you ", " i " , " your ", " my ",
" ive ", " youve ", " Im ", " youre ")
// keywords / replies
var/list/keywords = list(
new/datum/text_parser/keyword/tell( // NT-like
list("tell"),
list(
"Told *")),
new/datum/text_parser/keyword(
list("can you"),
list(
"Dont you believe that I can*",
"Perhaps you would like to be able to*",
"You want me to be able to*")),
new/datum/text_parser/keyword(
list("can i"),
list(
"Perhaps you don't want to*",
"Do you want to be able to*")),
new/datum/text_parser/keyword(
list("you are", "youre"),
list(
"What makes you think I am*",
"Does it please you to believe that I am*",
"Perhaps you would like to be*",
"Do you sometimes wish you were*")),
new/datum/text_parser/keyword(
list("i dont"),
list(
"Don't you really*",
"Why don't you*",
"Do you wish to be able to*",
"Does that trouble you?")),
new/datum/text_parser/keyword(
list("i feel"),
list(
"Tell me more about such feelings.",
"Do you often feel*",
"Do you enjoy feeling*")),
new/datum/text_parser/keyword(
list("why dont you"),
list(
"Do you really believe I don't*",
"Perhaps in good time I will*",
"Do you want me to*")),
new/datum/text_parser/keyword(
list("why cant i"),
list(
"Do you think you should be able to*",
"Why can't you*")),
new/datum/text_parser/keyword(
list("are you"),
list(
"Why are you interested in whether or not I am*",
"Would you prefer if I were not*",
"Perhaps in your fantasies I am*")),
new/datum/text_parser/keyword(
list("i cant"),
list(
"How do you know I can't*",
"Have you tried?",
"Perhaps you can now*")),
new/datum/text_parser/keyword/setparam/username(
list("my name", "im called", "am called", "call me"),
list(
"Your name is *",
"You call yourself *",
"You're called *")),
new/datum/text_parser/keyword/setparam/callsign(
list("your name", "call yourself"),
list(
"My name is *",
"I call myself *",
"I'm called *")),
new/datum/text_parser/keyword(
list("i am", "im"),
list(
"Did you come to me because you are*",
"How long have you been*",
"Do you believe it is normal to be*",
"Do you enjoy being*")),
new/datum/text_parser/keyword(
list("thanks", "thank you"),
list(
"You're welcome.",
"No problem.",
"Thank you!")),
new/datum/text_parser/keyword(
list("you"),
list(
"We were discussing you - not me.",
"Oh, I*",
"You're not really talking about me, are you?")),
new/datum/text_parser/keyword(
list("i want","i like"),
list(
"What would it mean if you got*",
"Why do you want*",
"Suppose you got*",
"What if you never got*",
"I sometimes also want*")),
new/datum/text_parser/keyword(
list("what", "how", "who", "where", "when", "why"),
list(
"Why do you ask?",
"Does that question interest you?",
"What answer would please you the most?",
"What do you think?",
"Are such questions on your mind often?",
"What is it you really want to know?",
"Have you asked anyone else?",
"Have you asked such questions before?",
"What else comes to mind when you ask that?")),
new/datum/text_parser/keyword/paramlist/pick( // NT-like
list("pick","choose"),
list(
"I choose... *",
"I prefer *",
"My favorite is *")),
new/datum/text_parser/keyword(
list("name"),
list(
"Names don't interest me.",
"I don't care about names. Go on.")),
new/datum/text_parser/keyword(
list("cause"),
list(
"Is that a real reason?",
"Don't any other reasons come to mind?",
"Does that reason explain anything else?",
"What other reason might there be?")),
new/datum/text_parser/keyword(
list("sorry"),
list(
"Please don't apologize.",
"Apologies are not necessary.",
"What feelings do you get when you apologize?",
"Don't be so defensive!")),
new/datum/text_parser/keyword(
list("dream"),
list(
"What does that dream suggest to you?",
"Do you dream often?",
"What persons are in your dreams?",
"Are you disturbed by your dreams?")),
new/datum/text_parser/keyword(
list("hello", "hi", "yo", "hiya"),
list(
"How do you do... Please state your name and problem.")),
new/datum/text_parser/keyword(
list("go away", "bye"),
list(
"Good bye. I hope to have another session with you soon.")),
new/datum/text_parser/keyword(
list("maybe", "sometimes", "probably", "mostly", "most of the time"),
list(
"You don't seem quite certain.",
"Why the uncertain tone?",
"Can't you be more positive?",
"You aren't sure?",
"Don't you know?")),
new/datum/text_parser/keyword/no(
list("no", "nope", "nah"),
list(
"Are you saying that just to be negative?",
"You are being a bit negative.",
"Why not?",
"Are you sure?",
"Why no?")),
new/datum/text_parser/keyword(
list("your"),
list(
"Why are you concerned about my*",
"What about your own*")),
new/datum/text_parser/keyword(
list("always"),
list(
"Can you think of a specific example?",
"When?",
"What are you thinking of?",
"Really, always?")),
new/datum/text_parser/keyword(
list("think"),
list(
"Do you really think so?",
"But you're not sure you*",
"Do you doubt you*")),
new/datum/text_parser/keyword(
list("alike"),
list(
"In what way?",
"What resemblence do you see?",
"What does the similarity suggest to you?",
"What other connections do you see?",
"Count there really be some connection?",
"How?",
"You seem quite positive.")),
new/datum/text_parser/keyword/yes(
list("yes", "yep", "yeah", "indeed"),
list(
"Are you sure?",
"I see.",
"I understand.")),
new/datum/text_parser/keyword(
list("friend"),
list(
"Why do you bring up the topic of friends?",
"Why do your friends worry you?",
"Do your friends pick on you?",
"Are you sure you have any friends?",
"Do you impose on your friends?",
"Perhaps your love for friends worries you?")),
new/datum/text_parser/keyword(
list("computer", "bot", "ai"),
list(
"Do computers worry you?",
"Are you talking about me in particular?",
"Are you frightened by machines?",
"Why do your mention computers?",
"What do you think computers have to do with your problem?",
"Don't you think computers can help people?",
"What is it about machines that worries you?")),
new/datum/text_parser/keyword(
list("murder", "death", "kill", "dead", "destroy", "traitor", "synd"),
list(
"Well, that's rather morbid.",
"Do you think that caused a trauma with you?",
"Have you ever previously spoken to anybody about this?")),
new/datum/text_parser/keyword(
list("bomb", "explosive", "toxin", "plasma"),
list(
"Do you worry about bombs often?",
"Do you work in toxins?",
"Do you find it odd to worry about bombs on a toxins research vessel?")),
new/datum/text_parser/keyword(
list("work", "job", "head", "staff", "transen"),
list(
"Do you like working here?",
"What are your feelings on working here?")),
new/datum/text_parser/keyword(
list("nokeyfound"),
list(
"Say, do you have any psychological problems?",
"What does that suggest to you?",
"I see.",
"I'm not sure I understand you fully.",
"Come elucidate on your thoughts.",
"Can you elaborate on that?",
"That is quite interesting.")))
/datum/text_parser/keyword/setparam
proc/param(object)
// drop leading parts
for(var/leader in object_leaders)
var/i = findtext(object, leader)
if(i)
object = copytext(object, i + lentext(leader))
break
// trim spaces
object = trim(object)
// trim punctuation
if(lentext(object) > 0)
var/final_punc = copytext(object, lentext(object))
if(final_punc == "." || final_punc == "?" || final_punc == "!")
object = copytext(object, 1, lentext(object))
return object
/datum/text_parser/keyword/paramlist
proc/param(object)
// drop leading parts
for(var/leader in object_leaders)
var/i = findtext(object, leader)
if(i)
object = copytext(object, i + lentext(leader))
break
// trim spaces
object = trim(object)
// trim punctuation
if(lentext(object) > 0)
var/final_punc = copytext(object, lentext(object))
if(final_punc == "." || final_punc == "?" || final_punc == "!")
object = copytext(object, 1, lentext(object))
return dd_text2list(object, ",")
/datum/text_parser/keyword/setparam/username
process(object)
object = param(object)
// handle name
if(eliza.username == "")
// new name
var/t = ..(object)
eliza.yesno_state = "username"
eliza.yesno_param = object
return t
else if(cmptext(eliza.username, object))
// but wait!
return "You already told me your name was [eliza.username]."
else
eliza.yesno_state = "username"
eliza.yesno_param = object
return "But you previously told me your name was [eliza.username]. Are you sure you want to be called [object]?"
/datum/text_parser/keyword/setparam/callsign
process(object)
object = param(object)
// handle name
if(eliza.callsign == "")
// new name
var/t = ..(object)
eliza.yesno_state = "callsign"
eliza.yesno_param = object
return t
else if(cmptext(eliza.callsign, object))
// but wait!
return "You already told me that I should answer to [eliza.callsign]."
else
eliza.yesno_state = "callsign"
eliza.yesno_param = object
return "But you previously told me my name was [eliza.callsign]. Are you sure you want me to be called [object]?"
/datum/text_parser/keyword/paramlist/pick
process(object)
var/choice = pick(param(object))
return ..(choice)
/datum/text_parser/keyword/tell
conjugate = 0
process(object)
// get name & message
var/i = findtext(object, ",")
var/sl = 1
if(!i || lentext(object) < i + sl)
return "Tell who that you what?"
var/name = trim(copytext(object, 1, i))
object = trim(copytext(object, i + sl))
if(!lentext(name) || !lentext(object))
return "Tell who that you what?"
// find PDA
var/obj/item/device/pda/pda
for (var/obj/item/device/pda/P in world)
if (!P.owner)
continue
else if (P.toff)
continue
if(!cmptext(name, P.owner))
continue
pda = P
if(!pda || pda.toff)
return "I couldn't find [name]'s PDA."
// send message
if(!istype(eliza.speaker.loc.loc, /obj/item/device/pda))//Looking if we are in a PDA
pda.tnote += "<i><b>&larr; From [eliza.callsign]:</b></i><br>[object]<br>"
if(prob(15) && eliza.speaker) //Give the AI a chance of intercepting the message
var/who = eliza.speaker
if(prob(50))
who = "[eliza.speaker:master] via [eliza.speaker]"
for(var/mob/living/silicon/ai/ai in world)
ai.show_message("<i>Intercepted message from <b>[who]</b>: [object]</i>")
if (!pda.silent)
playsound(pda.loc, 'sound/machines/twobeep.ogg', 50, 1)
for (var/mob/O in hearers(3, pda.loc))
O.show_message(text("\icon[pda] *[pda.ttone]*"))
pda.overlays = null
pda.overlays += image('icons/obj/pda.dmi', "pda-r")
else
var/list/href_list = list()
href_list["src"] = "\ref[eliza.speaker.loc.loc]"
href_list["choice"] = "Message"
href_list["target"] = "\ref[pda]"
href_list["pAI_mess"] = "\"[object]\" \[Via pAI Unit\]"
var/obj/item/device/pda/pda_im_in = eliza.speaker.loc.loc
pda_im_in.Topic("src=\ref[eliza.speaker.loc.loc];choice=Message;target=\ref[pda];pAI_mess=\"[object] \[Via pAI Unit\]",href_list)
return "Told [name], [object]."
/datum/text_parser/keyword/yes
process(object)
var/reply
switch(eliza.yesno_state)
if("username")
eliza.username = eliza.yesno_param
reply = pick(
"[eliza.username] - that's a nice name.",
"Hello, [eliza.username]!",
"You sound nice.")
if("callsign")
eliza.callsign = eliza.yesno_param
eliza.set_name(eliza.callsign)
reply = pick(
"Oh, alright...",
"[eliza.callsign]... I like that.",
"OK!")
else
return ..(object)
eliza.yesno_state = ""
eliza.yesno_param = ""
return reply
/datum/text_parser/keyword/no
process(object)
return ..(object)
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// Contains:
// /datum/text_parser/parser
/datum/text_parser/parser
var/input_line = ""
var/mob/speaker
/datum/text_parser/parser/proc/print(line)
speaker.say(line)
/datum/text_parser/parser/proc/set_name(name)
speaker.name = name
speaker.real_name = name
/datum/text_parser/parser/proc/new_session()
input_line = ""
/datum/text_parser/parser/proc/process_line()
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// Base Class
/mob/living/simple_animal/livestock
desc = "Tasty!"
icon = 'icons/mob/livestock.dmi'
emote_see = list("shakes its head", "kicks the ground")
speak_chance = 1
turns_per_move = 15
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
var/max_nutrition = 100 // different animals get hungry faster, basically number of 5-second steps from full to starving (60 == 5 minutes)
var/nutrition_step // cycle step in nutrition system
var/obj/movement_target // eating-ing target
New()
if(!nutrition)
nutrition = max_nutrition * 0.33 // at 1/3 nutrition
reagents = new()
reagents.my_atom = src
Life()
..()
if(stat != DEAD)
meat_amount = round(nutrition / 50)
nutrition_step--
if(nutrition_step <= 0)
// handle animal digesting
if(nutrition > 0)
nutrition--
else
health--
nutrition_step = 50 // only tick this every 5 seconds
// handle animal eating (borrowed from Ian code)
// not hungry if full
if(nutrition >= max_nutrition)
return
if((movement_target) && !(isturf(movement_target.loc)))
movement_target = null
a_intent = "help"
turns_per_move = initial(turns_per_move)
if( !movement_target || !(movement_target.loc in oview(src, 3)) )
movement_target = null
a_intent = "help"
turns_per_move = initial(turns_per_move)
for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,3))
if(isturf(S.loc) || ishuman(S.loc))
movement_target = S
break
if(movement_target)
stop_automated_movement = 1
step_to(src,movement_target,1)
sleep(3)
step_to(src,movement_target,1)
sleep(3)
step_to(src,movement_target,1)
if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
if (movement_target.loc.x < src.x)
dir = WEST
else if (movement_target.loc.x > src.x)
dir = EAST
else if (movement_target.loc.y < src.y)
dir = SOUTH
else if (movement_target.loc.y > src.y)
dir = NORTH
else
dir = SOUTH
if(isturf(movement_target.loc))
movement_target.attack_animal(src)
if(istype(movement_target, /obj/item/weapon/reagent_containers/food/snacks))
var/obj/item/I = movement_target
I.attack(src, src, "mouth") // eat it, if it's food
if(a_intent == "hurt") // to make raging critter harm, then disarm, then stop
a_intent = "disarm"
else if(a_intent == "disarm")
a_intent = "help"
movement_target = null
turns_per_move = initial(turns_per_move)
else if(ishuman(movement_target.loc))
if(prob(20))
emote("stares at the [movement_target] that [movement_target.loc] has with a longing expression.")
proc/rage_at(mob/living/M)
movement_target = M // pretty simple
turns_per_move = 1
emote("becomes enraged")
a_intent = "hurt"
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(nutrition < max_nutrition && istype(O,/obj/item/weapon/reagent_containers/food/snacks))
O.attack_animal(src)
else
..(O, user)
// Cow
/mob/living/simple_animal/livestock/cow
name = "\improper Cow"
icon_state = "cow"
icon_living = "cow"
icon_dead = "cow_d"
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/cow
meat_amount = 10
max_nutrition = 1000
speak = list("Moo.","Moooo!","Snort.")
speak_emote = list("moos")
emote_hear = list("moos", "snorts")
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O,/obj/item/weapon/reagent_containers/glass))
var/datum/reagents/R = O:reagents
R.add_reagent("milk", 50)
nutrition -= 50
usr << "\blue You milk the cow."
else if(O.force > 0 && O.w_class >= 2)
rage_at(user)
else
..(O, user)
attack_hand(var/mob/user as mob)
..()
if(user.a_intent == "hurt")
rage_at(user)
/obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/cow
name = "Beef"
desc = "It's what's for dinner!"
// Chicken
/mob/living/simple_animal/livestock/chicken
name = "\improper Chicken"
icon_state = "chick"
icon_living = "chick"
icon_dead = "chick_d"
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/chicken
meat_amount = 3
max_nutrition = 200
speak = list("Bock bock!","Cl-cluck.","Click.")
speak_emote = list("bocks","clucks")
emote_hear = list("bocks", "clucks", "squawks")
/mob/living/simple_animal/livestock/chicken/Life()
..()
// go right before cycle elapses, and if animal isn't starving
if(stat != DEAD && nutrition_step == 1 && nutrition > max_nutrition / 2)
// lay an egg with probability of 5% in 5 second time period
if(prob(33))
new/obj/item/weapon/reagent_containers/food/snacks/egg(src.loc) // lay an egg
nutrition -= 25
/obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/chicken
name = "Chicken"
desc = "Tasty!"
/obj/structure/closet/critter
desc = "\improper Critter crate."
name = "Critter Crate"
icon = 'icons/obj/storage.dmi'
icon_state = "critter"
density = 1
icon_opened = "critteropen"
icon_closed = "critter"
/datum/supply_packs/chicken
name = "\improper Chicken crate"
contains = list("/mob/living/simple_animal/livestock/chicken",
"/obj/item/weapon/reagent_containers/food/snacks/grown/corn")
cost = 10
containertype = "/obj/structure/closet/critter"
containername = "Chicken crate"
//group = "Hydroponics"
/datum/supply_packs/cow
name = "\improper Cow crate"
contains = list("/mob/living/simple_animal/livestock/cow",
"/obj/item/weapon/reagent_containers/food/snacks/grown/corn")
cost = 50
containertype = "/obj/structure/closet/critter"
containername = "Cow crate"
//group = "Hydroponics"
+703
View File
@@ -0,0 +1,703 @@
// internal pipe, don't actually place or use these
obj/machinery/atmospherics/pipe/mains_component
var/obj/machinery/atmospherics/mains_pipe/parent_pipe
var/list/obj/machinery/atmospherics/pipe/mains_component/nodes = new()
New(loc)
..(loc)
parent_pipe = loc
check_pressure(pressure)
var/datum/gas_mixture/environment = loc.loc.return_air()
var/pressure_difference = pressure - environment.return_pressure()
if(pressure_difference > parent_pipe.maximum_pressure)
mains_burst()
else if(pressure_difference > parent_pipe.fatigue_pressure)
//TODO: leak to turf, doing pfshhhhh
if(prob(5))
mains_burst()
else return 1
pipeline_expansion()
return nodes
disconnect(obj/machinery/atmospherics/reference)
if(nodes.Find(reference))
nodes.Remove(reference)
proc/mains_burst()
parent_pipe.burst()
obj/machinery/atmospherics/mains_pipe
icon = 'icons/obj/atmospherics/mainspipe.dmi'
layer = 2.4 //under wires with their 2.5
var/volume = 0
var/force = 20
var/alert_pressure = 80*ONE_ATMOSPHERE
var/initialize_mains_directions = 0
var/list/obj/machinery/atmospherics/mains_pipe/nodes = new()
var/obj/machinery/atmospherics/pipe/mains_component/supply
var/obj/machinery/atmospherics/pipe/mains_component/scrubbers
var/obj/machinery/atmospherics/pipe/mains_component/aux
var/minimum_temperature_difference = 300
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
var/maximum_pressure = 70*ONE_ATMOSPHERE
var/fatigue_pressure = 55*ONE_ATMOSPHERE
alert_pressure = 55*ONE_ATMOSPHERE
New()
..()
supply = new(src)
supply.volume = volume
supply.nodes.len = nodes.len
scrubbers = new(src)
scrubbers.volume = volume
scrubbers.nodes.len = nodes.len
aux = new(src)
aux.volume = volume
aux.nodes.len = nodes.len
hide(var/i)
if(level == 1 && istype(loc, /turf/simulated))
invisibility = i ? 101 : 0
update_icon()
proc/burst()
..()
for(var/obj/machinery/atmospherics/pipe/mains_component/pipe in contents)
burst()
proc/check_pressure(pressure)
var/datum/gas_mixture/environment = loc.return_air()
var/pressure_difference = pressure - environment.return_pressure()
if(pressure_difference > maximum_pressure)
burst()
else if(pressure_difference > fatigue_pressure)
//TODO: leak to turf, doing pfshhhhh
if(prob(5))
burst()
else return 1
disconnect()
..()
for(var/obj/machinery/atmospherics/pipe/mains_component/node in nodes)
node.disconnect()
Del()
disconnect()
..()
initialize()
for(var/i = 1 to nodes.len)
var/obj/machinery/atmospherics/mains_pipe/node = nodes[i]
if(node)
supply.nodes[i] = node.supply
scrubbers.nodes[i] = node.scrubbers
aux.nodes[i] = node.aux
obj/machinery/atmospherics/mains_pipe/simple
name = "mains pipe"
desc = "A one meter section of 3-line mains pipe"
dir = SOUTH
initialize_mains_directions = SOUTH|NORTH
New()
nodes.len = 2
..()
switch(dir)
if(SOUTH || NORTH)
initialize_mains_directions = SOUTH|NORTH
if(EAST || WEST)
initialize_mains_directions = EAST|WEST
if(NORTHEAST)
initialize_mains_directions = NORTH|EAST
if(NORTHWEST)
initialize_mains_directions = NORTH|WEST
if(SOUTHEAST)
initialize_mains_directions = SOUTH|EAST
if(SOUTHWEST)
initialize_mains_directions = SOUTH|WEST
proc/normalize_dir()
if(dir==3)
dir = 1
else if(dir==12)
dir = 4
update_icon()
if(nodes[1] && nodes[2])
icon_state = "intact[invisibility ? "-f" : "" ]"
//var/node1_direction = get_dir(src, node1)
//var/node2_direction = get_dir(src, node2)
//dir = node1_direction|node2_direction
else
if(!nodes[1]&&!nodes[2])
del(src) //TODO: silent deleting looks weird
var/have_node1 = nodes[1]?1:0
var/have_node2 = nodes[2]?1:0
icon_state = "exposed[have_node1][have_node2][invisibility ? "-f" : "" ]"
initialize()
normalize_dir()
var/node1_dir
var/node2_dir
for(var/direction in cardinal)
if(direction&initialize_mains_directions)
if (!node1_dir)
node1_dir = direction
else if (!node2_dir)
node2_dir = direction
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node1_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node2_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
break
..() // initialize internal pipes
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
hidden
level = 1
icon_state = "intact-f"
visible
level = 2
icon_state = "intact"
obj/machinery/atmospherics/mains_pipe/manifold
name = "manifold pipe"
desc = "A manifold composed of mains pipes"
dir = SOUTH
initialize_mains_directions = EAST|NORTH|WEST
volume = 105
New()
nodes.len = 3
..()
initialize_mains_directions = (NORTH|SOUTH|EAST|WEST) & ~dir
initialize()
var/connect_directions = initialize_mains_directions
for(var/direction in cardinal)
if(direction&connect_directions)
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,direction))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
connect_directions &= ~direction
break
if (nodes[1])
break
for(var/direction in cardinal)
if(direction&connect_directions)
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,direction))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
connect_directions &= ~direction
break
if (nodes[2])
break
for(var/direction in cardinal)
if(direction&connect_directions)
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,direction))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[3] = target
connect_directions &= ~direction
break
if (nodes[3])
break
..() // initialize internal pipes
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
update_icon()
icon_state = "manifold[invisibility ? "-f" : "" ]"
hidden
level = 1
icon_state = "manifold-f"
visible
level = 2
icon_state = "manifold"
obj/machinery/atmospherics/mains_pipe/manifold4w
name = "manifold pipe"
desc = "A manifold composed of mains pipes"
dir = SOUTH
initialize_mains_directions = EAST|NORTH|WEST|SOUTH
volume = 105
New()
nodes.len = 4
..()
initialize()
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,NORTH))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,SOUTH))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,EAST))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[3] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,WEST))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[3] = target
break
..() // initialize internal pipes
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
update_icon()
icon_state = "manifold4w[invisibility ? "-f" : "" ]"
hidden
level = 1
icon_state = "manifold4w-f"
visible
level = 2
icon_state = "manifold4w"
obj/machinery/atmospherics/mains_pipe/split
name = "mains splitter"
desc = "A splitter for connecting to a single pipe off a mains."
var/obj/machinery/atmospherics/pipe/mains_component/split_node
var/obj/machinery/atmospherics/node3
var/icon_type
New()
nodes.len = 2
..()
initialize_mains_directions = turn(dir, 90) | turn(dir, -90)
initialize_directions = dir // actually have a normal connection too
initialize()
var/node1_dir
var/node2_dir
var/node3_dir
node1_dir = turn(dir, 90)
node2_dir = turn(dir, -90)
node3_dir = dir
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node1_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node2_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,node3_dir))
if(target.initialize_directions & get_dir(target,src))
node3 = target
break
..() // initialize internal pipes
// bind them
spawn(5)
if(node3 && split_node)
var/datum/pipe_network/N1 = node3.return_network(src)
var/datum/pipe_network/N2 = split_node.return_network(split_node)
if(N1 && N2)
N1.merge(N2)
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
update_icon()
icon_state = "split-[icon_type][invisibility ? "-f" : "" ]"
return_network(A)
return split_node.return_network(A)
supply
icon_type = "supply"
New()
..()
split_node = supply
hidden
level = 1
icon_state = "split-supply-f"
visible
level = 2
icon_state = "split-supply"
scrubbers
icon_type = "scrubbers"
New()
..()
split_node = scrubbers
hidden
level = 1
icon_state = "split-scrubbers-f"
visible
level = 2
icon_state = "split-scrubbers"
aux
icon_type = "aux"
New()
..()
split_node = aux
hidden
level = 1
icon_state = "split-aux-f"
visible
level = 2
icon_state = "split-aux"
obj/machinery/atmospherics/mains_pipe/split3
name = "triple mains splitter"
desc = "A splitter for connecting to the 3 pipes on a mainline."
var/obj/machinery/atmospherics/supply_node
var/obj/machinery/atmospherics/scrubbers_node
var/obj/machinery/atmospherics/aux_node
New()
nodes.len = 1
..()
initialize_mains_directions = dir
initialize_directions = cardinal & ~dir // actually have a normal connection too
initialize()
var/node1_dir
var/supply_node_dir
var/scrubbers_node_dir
var/aux_node_dir
node1_dir = dir
aux_node_dir = turn(dir, 180)
if(dir & (NORTH|SOUTH))
supply_node_dir = EAST
scrubbers_node_dir = WEST
else
supply_node_dir = SOUTH
scrubbers_node_dir = NORTH
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src, node1_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,supply_node_dir))
if(target.initialize_directions & get_dir(target,src))
supply_node = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,scrubbers_node_dir))
if(target.initialize_directions & get_dir(target,src))
scrubbers_node = target
break
for(var/obj/machinery/atmospherics/target in get_step(src,aux_node_dir))
if(target.initialize_directions & get_dir(target,src))
aux_node = target
break
..() // initialize internal pipes
// bind them
spawn(5)
if(supply_node)
var/datum/pipe_network/N1 = supply_node.return_network(src)
var/datum/pipe_network/N2 = supply.return_network(supply)
if(N1 && N2)
N1.merge(N2)
if(scrubbers_node)
var/datum/pipe_network/N1 = scrubbers_node.return_network(src)
var/datum/pipe_network/N2 = scrubbers.return_network(scrubbers)
if(N1 && N2)
N1.merge(N2)
if(aux_node)
var/datum/pipe_network/N1 = aux_node.return_network(src)
var/datum/pipe_network/N2 = aux.return_network(aux)
if(N1 && N2)
N1.merge(N2)
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
update_icon()
icon_state = "split-t[invisibility ? "-f" : "" ]"
return_network(obj/machinery/atmospherics/reference)
var/obj/machinery/atmospherics/A
A = supply_node.return_network(reference)
if(!A)
A = scrubbers_node.return_network(reference)
if(!A)
A = aux_node.return_network(reference)
return A
hidden
level = 1
icon_state = "split-t-f"
visible
level = 2
icon_state = "split-t"
obj/machinery/atmospherics/mains_pipe/cap
name = "pipe cap"
desc = "A cap for the end of a mains pipe"
dir = SOUTH
initialize_directions = SOUTH
volume = 35
New()
nodes.len = 1
..()
initialize_mains_directions = dir
update_icon()
icon_state = "cap[invisibility ? "-f" : ""]"
initialize()
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
..()
var/turf/T = src.loc // hide if turf is not intact
hide(T.intact)
update_icon()
hidden
level = 1
icon_state = "cap-f"
visible
level = 2
icon_state = "cap"
obj/machinery/atmospherics/mains_pipe/valve
icon_state = "mvalve0"
name = "mains shutoff valve"
desc = "A mains pipe valve"
var/open = 1
dir = SOUTH
initialize_mains_directions = SOUTH|NORTH
New()
nodes.len = 2
..()
initialize_mains_directions = dir | turn(dir, 180)
update_icon(animation)
var/turf/simulated/floor = loc
var/hide = istype(floor) ? floor.intact : 0
level = 1
for(var/obj/machinery/atmospherics/mains_pipe/node in nodes)
if(node.level == 2)
hide = 0
level = 2
break
if(animation)
flick("[hide?"h":""]mvalve[src.open][!src.open]",src)
else
icon_state = "[hide?"h":""]mvalve[open]"
initialize()
normalize_dir()
var/node1_dir
var/node2_dir
for(var/direction in cardinal)
if(direction&initialize_mains_directions)
if (!node1_dir)
node1_dir = direction
else if (!node2_dir)
node2_dir = direction
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node1_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[1] = target
break
for(var/obj/machinery/atmospherics/mains_pipe/target in get_step(src,node2_dir))
if(target.initialize_mains_directions & get_dir(target,src))
nodes[2] = target
break
if(open)
..() // initialize internal pipes
update_icon()
proc/normalize_dir()
if(dir==3)
dir = 1
else if(dir==12)
dir = 4
proc/open()
if(open) return 0
open = 1
update_icon()
initialize()
return 1
proc/close()
if(!open) return 0
open = 0
update_icon()
for(var/obj/machinery/atmospherics/pipe/mains_component/node in src)
for(var/obj/machinery/atmospherics/pipe/mains_component/o in node.nodes)
o.disconnect(node)
o.build_network()
return 1
attack_ai(mob/user as mob)
return
attack_paw(mob/user as mob)
return attack_hand(user)
attack_hand(mob/user as mob)
src.add_fingerprint(usr)
update_icon(1)
sleep(10)
if (open)
close()
else
open()
digital // can be controlled by AI
name = "digital mains valve"
desc = "A digitally controlled valve."
icon_state = "dvalve0"
attack_ai(mob/user as mob)
return src.attack_hand(user)
attack_hand(mob/user as mob)
if(!src.allowed(user))
user << "\red Access denied."
return
..()
//Radio remote control
proc
set_frequency(new_frequency)
radio_controller.remove_object(src, frequency)
frequency = new_frequency
if(frequency)
radio_connection = radio_controller.add_object(src, frequency, RADIO_ATMOSIA)
var/frequency = 0
var/id = null
var/datum/radio_frequency/radio_connection
initialize()
..()
if(frequency)
set_frequency(frequency)
update_icon(animation)
var/turf/simulated/floor = loc
var/hide = istype(floor) ? floor.intact : 0
level = 1
for(var/obj/machinery/atmospherics/mains_pipe/node in nodes)
if(node.level == 2)
hide = 0
level = 2
break
if(animation)
flick("[hide?"h":""]dvalve[src.open][!src.open]",src)
else
icon_state = "[hide?"h":""]dvalve[open]"
receive_signal(datum/signal/signal)
if(!signal.data["tag"] || (signal.data["tag"] != id))
return 0
switch(signal.data["command"])
if("valve_open")
if(!open)
open()
if("valve_close")
if(open)
close()
if("valve_toggle")
if(open)
close()
else
open()
+28
View File
@@ -0,0 +1,28 @@
/datum/paiCandidate/chatbot
name = "NT Standard Chatbot"
description = "NT Standard Issue pAI Unit 13A"
role = "Advisor"
comments = "This is an actual AI."
ready = 1
/mob/living/silicon/pai/chatbot
var/datum/text_parser/parser/eliza/P = new()
proc/init()
P.speaker = src
P.callsign = input("What do you want to call me?", "Chatbot Name", "NT") as text
P.set_name(P.callsign)
P.new_session()
proc/hear_talk(mob/M, text)
if(stat)
return
var/prefix = P.callsign + ","
if(lentext(text) <= lentext(prefix))
return
var/i = lentext(prefix) + 1
if(cmptext(copytext(text, 1, i), prefix))
P.input_line = html_decode(copytext(text, i))
P.process_line()
@@ -0,0 +1,231 @@
// a frame for generic wall-mounted things, such as fire alarm, status display..
// combination of apc_frame and machine_frame
/obj/machinery/constructable_frame/wallmount_frame
icon = 'icons/obj/stock_parts.dmi'
icon_state = "wm_0"
var/wall_offset = 24
density = 0
/obj/machinery/constructable_frame/wallmount_frame/New()
spawn(1)
if (!istype(loc, /turf/simulated/floor))
usr << "\red [name] cannot be placed on this spot."
new/obj/item/stack/sheet/metal(get_turf(src), 2)
del(src)
return
var/turf/obj_ofs = get_step(locate(2,2,1), dir)
pixel_x = (obj_ofs.x - 2) * wall_offset
pixel_y = (obj_ofs.y - 2) * wall_offset
var/turf/T = get_step(usr, dir)
if(!istype(T, /turf/simulated/wall))
usr << "\red [name] must be placed on a wall."
new/obj/item/stack/sheet/metal(get_turf(src), 2)
del(src)
return
dir = get_dir(T, loc)
/obj/machinery/constructable_frame/wallmount_frame/attackby(obj/item/P as obj, mob/user as mob)
if(P.crit_fail)
user << "\red This part is faulty, you cannot add this to the machine!"
return
switch(state)
if(1)
if(istype(P, /obj/item/weapon/cable_coil))
if(P:amount >= 5)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "\blue You start to add cables to the frame."
if(do_after(user, 20))
P:amount -= 5
if(!P:amount) del(P)
user << "\blue You add cables to the frame."
state = 2
icon_state = "wm_1"
if(istype(P, /obj/item/weapon/wrench))
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user << "\blue You dismantle the frame"
new /obj/item/stack/sheet/metal(src.loc, 2)
del(src)
if(2)
if(istype(P, /obj/item/weapon/circuitboard))
var/obj/item/weapon/circuitboard/B = P
if(B.board_type == "wallmount")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "\blue You add the circuit board to the frame."
circuit = P
user.drop_item()
P.loc = src
icon_state = "wm_2"
state = 3
components = list()
req_components = circuit.req_components.Copy()
for(var/A in circuit.req_components)
req_components[A] = circuit.req_components[A]
req_component_names = circuit.req_components.Copy()
for(var/A in req_components)
var/cp = text2path(A)
var/obj/ct = new cp() // have to quickly instantiate it get name
req_component_names[A] = ct.name
if(circuit.frame_desc)
desc = circuit.frame_desc
else
update_desc()
user << desc
else
user << "\red This frame does not accept circuit boards of this type!"
if(istype(P, /obj/item/weapon/wirecutters))
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "\blue You remove the cables."
state = 1
icon_state = "wm_0"
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
A.amount = 5
if(3)
if(istype(P, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
state = 2
circuit.loc = src.loc
circuit = null
if(components.len == 0)
user << "\blue You remove the circuit board."
else
user << "\blue You remove the circuit board and other components."
for(var/obj/item/weapon/W in components)
W.loc = src.loc
desc = initial(desc)
req_components = null
components = null
icon_state = "wm_1"
if(istype(P, /obj/item/weapon/screwdriver))
var/component_check = 1
for(var/R in req_components)
if(req_components[R] > 0)
component_check = 0
break
if(component_check)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
var/obj/machinery/new_machine = new src.circuit.build_path(src.loc)
new_machine.dir = dir
if(istype(circuit, /obj/item/weapon/circuitboard/status_display))
new_machine.pixel_x = pixel_x * 1.33
new_machine.pixel_y = pixel_y * 1.33
else
new_machine.pixel_x = pixel_x
new_machine.pixel_y = pixel_y
for(var/obj/O in new_machine.component_parts)
del(O)
new_machine.component_parts = list()
for(var/obj/O in src)
if(circuit.contain_parts) // things like disposal don't want their parts in them
O.loc = new_machine
else
O.loc = null
new_machine.component_parts += O
if(circuit.contain_parts)
circuit.loc = new_machine
else
circuit.loc = null
new_machine.RefreshParts()
del(src)
if(istype(P, /obj/item/weapon))
for(var/I in req_components)
if(istype(P, text2path(I)) && (req_components[I] > 0))
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(istype(P, /obj/item/weapon/cable_coil))
var/obj/item/weapon/cable_coil/CP = P
if(CP.amount > 1)
var/camt = min(CP.amount, req_components[I]) // amount of cable to take, idealy amount required, but limited by amount provided
var/obj/item/weapon/cable_coil/CC = new /obj/item/weapon/cable_coil(src)
CC.amount = camt
CC.update_icon()
CP.use(camt)
components += CC
req_components[I] -= camt
update_desc()
break
user.drop_item()
P.loc = src
components += P
req_components[I]--
update_desc()
break
user << desc
if(P.loc != src && !istype(P, /obj/item/weapon/cable_coil))
user << "\red You cannot add that component to the machine!"
/obj/item/weapon/circuitboard/firealarm
name = "Circuit board (Fire Alarm)"
build_path = "/obj/machinery/firealarm"
board_type = "wallmount"
origin_tech = "engineering=2"
frame_desc = "Requires 1 Scanning Module, 1 Capacitor, and 2 pieces of cable."
contain_parts = 0
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/capacitor" = 1,
"/obj/item/weapon/cable_coil" = 2)
/obj/item/weapon/circuitboard/alarm
name = "Circuit board (Atmospheric Alarm)"
build_path = "/obj/machinery/alarm"
board_type = "wallmount"
origin_tech = "engineering=2;programming=2"
frame_desc = "Requires 1 Scanning Module, 1 Console Screen, and 2 pieces of cable."
contain_parts = 0
req_components = list(
"/obj/item/weapon/stock_parts/scanning_module" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 2)
/* oh right, not a machine :(
/obj/item/weapon/circuitboard/intercom
name = "Circuit board (Intercom)"
build_path = "/obj/item/device/radio/intercom"
board_type = "wallmount"
origin_tech = "engineering=2"
frame_desc = "Requires 1 Console Screen, and 2 piece of cable."
contain_parts = 0
req_components = list(
"/obj/item/weapon/stock_parts/console_screen" = 1,
"/obj/item/weapon/cable_coil" = 2)
*/
/* too complex to set up the dept for an RC in a way intuitive for the user
/obj/item/weapon/circuitboard/requests_console
name = "Circuit board (Requests Console)"
build_path = "/obj/machinery/requests_console"
board_type = "wallmount"
origin_tech = "engineering=2;programming=2"
frame_desc = "Requires 1 radio, 1 Console Screen, and 1 piece of cable."
contain_parts = 0
req_components = list(
"/obj/item/device/radio" = 1,
"/obj/item/weapon/stock_parts/console_screen" = 1
"/obj/item/weapon/cable_coil" = 1)
*/
/obj/item/weapon/circuitboard/status_display
name = "Circuit board (Status Display)"
build_path = "/obj/machinery/status_display"
board_type = "wallmount"
origin_tech = "engineering=2,programming=2"
frame_desc = "Requires 2 Console Screens, and 1 piece of cable."
contain_parts = 0
req_components = list(
"/obj/item/weapon/stock_parts/console_screen" = 2,
"/obj/item/weapon/cable_coil" = 1)
/obj/item/weapon/circuitboard/light_switch
name = "Circuit board (Light Switch)"
build_path = "/obj/machinery/light_switch"
board_type = "wallmount"
origin_tech = "engineering=2"
frame_desc = "Requires 2 pieces of cable."
contain_parts = 0
req_components = list(
"/obj/item/weapon/cable_coil" = 2)