Wires Panel and Signaler Expansion (#22846)

Fleshes out wire panel skill behavior and signaler management.

Electrical Engineering 4 was very OP for revealing all wire labels of
all machines, and it was super fun while it lasted.

Wire panels now have associated skills with their use, and increased
skill ranks will increase the proportion of wires (chosen at random)
that are easily recognizable on sight for certain types of wiring
panels.
**Professional:** 75% revealed
**Trained:** 50% revealed
**Familiar:** 30% revealed
_(note: having both Electrical and Mechanical engineering at least
Trained gives you that baseline 30%, reflecting how your knowledge can
probably translate to decent guesswork.)_

The following wire panels are affected:
**Electrical Engineering:**
- APCs
- Cameras
- IFF Beacons
- Radios
- Smartfridges
- SMES Units

**Mechanical Engineering**
- Airlocks
- Disposal Units
- Fabricators
- Vending Machines

**Atmospherics Systems**
- Air Alarms

**Reactor Systems**
- Particle Accelerator Control Boxes (lol)

**Robotics**
- Hardsuits
- Suit Storage Units (sharing the love is all)
- Robots
- Tag Scanners

**Xenobiology**
- Stasis Cages

Also, I made it possible to blow out all the lights in an APC's area by
snipping the power regulator cable and then pulsing the lights wire.
Great for signalers.

Speaking of signalers, new app deployed to all Engineering, Research,
and Robotics personal modular computers:
<img width="816" height="722" alt="Screenshot 2026-07-14 144049"
src="https://github.com/user-attachments/assets/3d588712-ebfd-47ac-b699-7cdac2c04907"
/>

Self-explanatory. Please only use corporate-provided software for
behavior within your contract regulations.
This commit is contained in:
Batrachophreno
2026-07-26 18:05:15 +00:00
committed by GitHub
parent 80ace1682c
commit c92d909534
42 changed files with 858 additions and 130 deletions
+25 -9
View File
@@ -10,10 +10,13 @@
skill_level_descriptions = alist(
SKILL_LEVEL_UNFAMILIAR = "You have little to no experience working with electrical systems.",
SKILL_LEVEL_FAMILIAR = "You have some experience working with electrical systems, though are not formally trained.<br>" \
+ " - You can use a power cell to attempt emergency power bypasses on piloting consoles when they're unpowered.",
SKILL_LEVEL_TRAINED = "You have formal training in electrical engineering concepts, equivalent to a Bachelor's Degree.",
+ " - You can use a power cell to attempt emergency power bypasses on piloting consoles when they're unpowered.<br>" \
+ " - You can recognize what a few wires do in electrical devices by sight.",
SKILL_LEVEL_TRAINED = "You have formal training in electrical engineering concepts, equivalent to a Bachelor's Degree.<br>" \
+ " - You can use a power cell to attempt emergency power bypasses on piloting consoles when they're unpowered.<br>" \
+ " - You can recognize what several wires do in electrical devices by sight.",
SKILL_LEVEL_PROFESSIONAL = "You have many years of training in electrical related Engineering concepts, equivalent to a Master's Degree or better.<br>" \
+ " - You can tell what most machinery and airlock wires do just by looking at them." \
+ " - You can recognize what many wires do in electrical devices by sight." \
)
/singleton/skill/mechanical_engineering
@@ -35,14 +38,17 @@
SKILL_LEVEL_FAMILIAR = "You have some experience working with physical machinery, though are not formally trained.<br>" \
+ " - Items you craft will be of slightly lower than average quality.<br>" \
+ " - You take 50% longer to craft anything.<br>" \
+ " - You can interact with some Engineering-related machinery.",
+ " - You can interact with some Engineering-related machinery.<br>" \
+ " - You can recognize what a few wires do in mechanical devices by sight.",
SKILL_LEVEL_TRAINED = "You have formal training in general Engineering concepts, equivalent to a Bachelor's Degree. <br>" \
+ " - You can craft items at the standard speed.<br>" \
+ " - Items you craft are generally at average quality.<br>" \
+ " - You can interact with most if not all Engineering equipment.",
+ " - You can craft a wider variety of items.<br>" \
+ " - You can interact with most if not all Engineering equipment.<br>" \
+ " - You can recognize what several wires do in mechanical devices by sight.",
SKILL_LEVEL_PROFESSIONAL = "You have many years of training in general Engineering concepts, equivalent to a Master's Degree or better.<br>" \
+ " - You can craft items 50% faster.<br>" \
+ " - Items you craft are of much higher quality on average.<br>" \
+ " - You can craft a much wider variety of items.<br>" \
+ " - You can recognize what many wires do in mechanical devices by sight.",
)
/singleton/skill/atmospherics_systems
@@ -54,6 +60,16 @@
subcategory = SKILL_SUBCATEGORY_ENGINEERING
required = TRUE
component_type = ATMOSPHERICS_SYSTEMS_SKILL_COMPONENT
skill_level_descriptions = alist(
SKILL_LEVEL_UNFAMILIAR = "You have little to no experience working with atmospherics systems.<br>" \
+ " - No mechanical changes implemented at this skill level.",
SKILL_LEVEL_FAMILIAR = "You have some experience working with atmospherics systems, though are not formally trained.<br>" \
+ " - You can recognize what a few wires do in atmospherics devices by sight.",
SKILL_LEVEL_TRAINED = "You have formal training in general Engineering concepts, equivalent to a Bachelor's Degree. <br>" \
+ " - You can recognize what some wires do in atmospherics devices by sight.",
SKILL_LEVEL_PROFESSIONAL = "You have many years of training in general Engineering concepts, equivalent to a Master's Degree or better.<br>" \
+ " - You can recognize what many wires do in atmospherics devices by sight." \
)
/singleton/skill/reactor_systems
name = "Reactor Systems"
@@ -66,9 +82,9 @@
required = TRUE
component_type = REACTOR_SYSTEMS_SKILL_COMPONENT
skill_level_descriptions = alist(
SKILL_LEVEL_UNFAMILIAR = "You have little to no experience working with Reactor systems.<br>" \
SKILL_LEVEL_UNFAMILIAR = "You have little to no experience working with reactor systems.<br>" \
+ " - You cannot interact with Reactor computers such as the INDRA controllers.",
SKILL_LEVEL_FAMILIAR = "You have some experience working with physical machinery, though are not formally trained.<br>" \
SKILL_LEVEL_FAMILIAR = "You have some experience working with reactor systems, though are not formally trained.<br>" \
+ " - You cannot interact with Reactor computers such as the INDRA controller.",
SKILL_LEVEL_TRAINED = "You have formal training in general Engineering concepts, equivalent to a Bachelor's Degree. <br>" \
+ " - This is the minimum skill level required to operate the INDRA.",
@@ -15,12 +15,14 @@
SKILL_LEVEL_UNFAMILIAR = "You have zero training or experience with synthetics.<br>" \
+ " - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.",
SKILL_LEVEL_FAMILIAR = "You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.<br>" \
+ " - You can recognize what a few wires do in mechatronic devices by sight.<br>" \
+ "You can perform the following procedures without penalties: <br>" \
+ " - Opening or closing external maintenance panels to make superficial repairs.<br>" \
+ " - Repairing basic damage with a welder or cables.<br>" \
+ " - Repairing external damage to mechanical limbs.<br>" \
+ " - Cutting someone out of a hardsuit.",
SKILL_LEVEL_TRAINED = "You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor's degree in Robotics.<br>" \
+ " - You can recognize what several wires do in mechatronic devices by sight.<br>" \
+ "You can perform the following procedures without penalties:<br>" \
+ " - Opening or closing external maintenance panels to make superficial repairs.<br>" \
+ " - Repairing basic damage with a welder or cables.<br>" \
@@ -33,7 +35,8 @@
+ " - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.<br>" \
+ " - Perform all forms of internal repairs to IPCs.<br>" \
+ " - Prepare an MMI for cyborgification.",
SKILL_LEVEL_PROFESSIONAL = "Not currently implemented, functions exactly as per Trained.<br>" \
SKILL_LEVEL_PROFESSIONAL = "You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Master's degree in Robotics or better.<br>" \
+ " - You can recognize what many wires do in mechatronic devices by sight.<br>" \
+ "You can perform the following procedures without penalties:<br>" \
+ " - Opening or closing external maintenance panels to make superficial repairs.<br>" \
+ " - Repairing basic damage with a welder or cables.<br>" \
@@ -39,16 +39,19 @@
skill_level_descriptions = alist(
SKILL_LEVEL_UNFAMILIAR = "You have little to no knowledge of Xenobiology",
SKILL_LEVEL_FAMILIAR = "You have a passing experience with Xenobiology.<br>" \
+ " - You can recognize what a few wires do in xenobiological sciences hardware by sight.<br>" \
+ " - Your melee attacks made against Xenofauna such as Space Carp deal 10% more damage.<br>" \
+ " - You harvest one additional part when butchering Xenofauna.<br>" \
+ " - You are +2.5% more likely to succeed when performing surgery on a patient that is a different species than your own.<br>" \
+ " - You can perform surgeries 5% faster on a patient that is a different species than your own.",
SKILL_LEVEL_TRAINED = "You have a moderate experience with Xenobiology.<br>" \
+ " - You can recognize what several wires do in xenobiological sciences hardware by sight.<br>" \
+ " - Your melee attacks made against Xenofauna such as Space Carp deal 15% more damage.<br>" \
+ " - You harvest two additional parts when butchering Xenofauna.<br>" \
+ " - You are +5% more likely to succeed when performing surgery on a patient that is a different species than your own. <br>" \
+ " - You can perform surgeries 10% faster on a patient that is a different species than your own.",
SKILL_LEVEL_PROFESSIONAL = "You have extensive experience with Xenobiology.<br>" \
+ " - You can recognize what many wires do in xenobiological sciences hardware by sight.<br>" \
+ " - Your melee attacks made against Xenofauna such as Space Carp deal 20% more damage.<br>" \
+ " - You harvest three additional parts when butchering Xenofauna.<br>" \
+ " - You are +7.5% more likely to succeed when performing surgery on a patient that is a different species than your own.<br>" \
+2 -1
View File
@@ -3,6 +3,7 @@
/datum/wires/airlock
proper_name = "Airlock"
holder_type = /obj/structure/machinery/door/airlock
associated_skill = MECHANICAL_ENGINEERING_SKILL_COMPONENT
/datum/wires/airlock/New(atom/holder)
wires = list(
@@ -200,6 +201,6 @@
continue
dat += "<font color='[color]'>[capitalize(color)]</font>: [get_wire(color)]<br>"
var/datum/browser/wire_win = new(user, "airlockwires", "Airlock Wires", 450, 500)
var/datum/browser/wire_win = new(user, "airlockwires", "Airlock Wires", 450, 720)
wire_win.set_content(dat)
wire_win.open()
+4 -3
View File
@@ -1,8 +1,9 @@
/datum/wires/alarm
proper_name = "Air Alarm"
holder_type = /obj/structure/machinery/alarm
associated_skill = ATMOSPHERICS_SYSTEMS_SKILL_COMPONENT
/datum/wires/airalarm/New(atom/holder)
/datum/wires/alarm/New(atom/holder)
wires = list(
WIRE_POWER,
WIRE_IDSCAN, WIRE_AI,
@@ -12,7 +13,7 @@
add_duds(3)
..()
/datum/wires/airalarm/interactable(mob/user)
/datum/wires/alarm/interactable(mob/user)
if(!..())
return FALSE
var/obj/structure/machinery/alarm/A = holder
@@ -23,7 +24,7 @@
var/obj/structure/machinery/alarm/A = holder
. = ..()
. += A.locked ? "The air alarm is locked." : "The air alarm is unlocked."
. += (A.shorted || (A.stat & (NOPOWER|BROKEN))) ? "The Air Alarm is offline." : "The Air Alarm is working properly!"
. += (A.shorted || (A.stat & (NOPOWER|BROKEN))) ? "The air alarm is offline." : "The air alarm is working properly!"
. += A.aidisabled ? "The 'AI control allowed' light is off." : "The 'AI control allowed' light is on."
. += A.rcon_setting ? "The remote control link is enabled." : "The remote control link is disabled."
+12 -9
View File
@@ -5,7 +5,8 @@
/datum/wires/apc/New(atom/holder)
wires = list(
WIRE_POWER1, WIRE_POWER2,
WIRE_IDSCAN, WIRE_AI
WIRE_IDSCAN, WIRE_AI,
WIRE_POWER_LIMIT, WIRE_LIGHT
)
add_duds(6)
..()
@@ -14,8 +15,9 @@
var/obj/structure/machinery/power/apc/A = holder
. = ..()
. += A.locked ? "The APC is locked." : "The APC is unlocked."
. += A.shorted ? "The APCs power has been shorted." : "The APC is working properly!"
. += A.shorted ? "The APCs power has been shorted!" : "The APC is working properly."
. += A.aidisabled ? "The 'AI control allowed' light is off." : "The 'AI control allowed' light is on."
. += A.light_explosion_safety ? "The low-voltage regulator telltale is on." : "The low-voltage regulator telltale is off."
/datum/wires/apc/interactable(mob/user)
if(!..())
@@ -24,23 +26,21 @@
return A?.panel_open
/datum/wires/apc/on_pulse(wire)
var/obj/structure/machinery/power/apc/A = holder
switch(wire)
if(WIRE_IDSCAN)
set_locked(A, FALSE)
addtimer(CALLBACK(src, PROC_REF(set_locked), A, TRUE), 30 SECONDS)
if (WIRE_POWER1, WIRE_POWER2)
if(WIRE_POWER1, WIRE_POWER2)
set_short_out(A, TRUE)
addtimer(CALLBACK(src, PROC_REF(set_short_out), A, FALSE), 120 SECONDS)
if (WIRE_AI)
if(WIRE_AI)
set_ai_control(A, TRUE)
addtimer(CALLBACK(src, PROC_REF(set_ai_control), A, FALSE), 1 SECONDS)
if(WIRE_LIGHT)
if(!A.light_explosion_safety)
A.overload_lighting()
/datum/wires/apc/proc/set_locked(var/obj/structure/machinery/power/apc/A, var/setting)
if(A)
@@ -74,3 +74,6 @@
if(WIRE_AI)
A.aidisabled = !mend
if(WIRE_POWER_LIMIT)
A.light_explosion_safety = mend
+1 -1
View File
@@ -1,7 +1,7 @@
/datum/wires/disposal
proper_name = "Disposals"
random = TRUE
holder_type = /obj/structure/machinery/disposal
associated_skill = MECHANICAL_ENGINEERING_SKILL_COMPONENT
/datum/wires/disposal/New(atom/holder)
wires = list(
+4
View File
@@ -1,3 +1,7 @@
/datum/wires/explosive
// If we ever get an explosives or similar skill...
associated_skill = null
/datum/wires/explosive/New()
wires = list(
WIRE_EXPLODE
+1
View File
@@ -1,6 +1,7 @@
/datum/wires/fabricator
proper_name = "Fabricator"
holder_type = /obj/structure/machinery/fabricator
associated_skill = MECHANICAL_ENGINEERING_SKILL_COMPONENT
/datum/wires/fabricator/New(atom/holder)
wires = list(
+82
View File
@@ -0,0 +1,82 @@
/*
* Rig security can be snipped to disable ID access checks on rig.
* Rig AI override can be pulsed to toggle whether or not the AI can take control of the suit.
* System control can be pulsed to toggle some malfunctions.
* Interface lock can be pulsed to toggle whether or not the interface can be accessed.
*/
#define RIG_SECURITY BITFLAG(1)
#define RIG_AI_OVERRIDE BITFLAG(2)
#define RIG_SYSTEM_CONTROL BITFLAG(3)
#define RIG_INTERFACE_LOCK BITFLAG(4)
#define RIG_INTERFACE_SHOCK BITFLAG(5)
/datum/wires/rig
holder_type = /obj/item/rig
associated_skill = ROBOTICS_SKILL_COMPONENT
/datum/wires/rig/New(atom/holder)
wires = list(
RIG_SECURITY,
RIG_AI_OVERRIDE,
RIG_SYSTEM_CONTROL,
RIG_INTERFACE_LOCK,
RIG_INTERFACE_SHOCK
)
add_duds(3)
. = ..()
/datum/wires/rig/on_cut(wire, mend, source)
var/obj/item/rig/rig = holder
switch(wire)
if(RIG_SECURITY)
if(mend)
rig.req_access = initial(rig.req_access)
rig.req_one_access = initial(rig.req_one_access)
if(RIG_INTERFACE_SHOCK)
rig.electrified = mend ? 0 : -1
rig.shock(usr,100)
if(RIG_SYSTEM_CONTROL)
if(mend)
rig.malfunctioning = 0
rig.malfunction_delay = 0
else
rig.malfunctioning += 10
rig.malfunction_delay = 10000000000
/datum/wires/rig/on_pulse(wire)
var/obj/item/rig/rig = holder
switch(wire)
if(RIG_SECURITY)
rig.security_check_enabled = !rig.security_check_enabled
rig.visible_message("\The [rig] twitches as several suit locks [rig.security_check_enabled?"close":"open"].")
if(RIG_AI_OVERRIDE)
rig.ai_override_enabled = !rig.ai_override_enabled
rig.visible_message("A small red light on [rig] [rig.ai_override_enabled?"goes dead":"flickers on"].")
if(RIG_SYSTEM_CONTROL)
rig.malfunctioning += 10
if(rig.malfunction_delay <= 0)
rig.malfunction_delay = 20
rig.shock(usr,100)
if(RIG_INTERFACE_LOCK)
rig.interface_locked = !rig.interface_locked
rig.visible_message("\The [rig] clicks audibly as the software interface [rig.interface_locked?"darkens":"brightens"].")
if(RIG_INTERFACE_SHOCK)
if(rig.electrified != -1)
rig.electrified = 30
rig.shock(usr,100)
/datum/wires/rig/interactable(var/mob/living/L)
if(!..())
return FALSE
var/obj/item/rig/rig = holder
if(rig.open)
return TRUE
return FALSE
#undef RIG_SECURITY
#undef RIG_AI_OVERRIDE
#undef RIG_SYSTEM_CONTROL
#undef RIG_INTERFACE_LOCK
#undef RIG_INTERFACE_SHOCK
+1 -1
View File
@@ -1,7 +1,7 @@
/datum/wires/tag_scanner
proper_name = "IPC Tag Scanner"
random = TRUE
holder_type = /obj/item/ipc_tag_scanner
associated_skill = ROBOTICS_SKILL_COMPONENT
/datum/wires/tag_scanner/New()
wires = list(
+4
View File
@@ -1,3 +1,7 @@
/datum/wires/landmine
// If we ever get an explosives or similar skill...
associated_skill = null
/datum/wires/landmine/New()
wires = list(
WIRE_EXPLODE
+2
View File
@@ -2,6 +2,8 @@
proper_name = "Nuclear Fission Device"
holder_type = /obj/structure/machinery/nuclearbomb
random = 1
// If we ever get an explosives or similar skill... well, probably not even then.
associated_skill = null
/datum/wires/nuclearbomb/New()
wires = list(
@@ -1,6 +1,7 @@
/datum/wires/particle_acc/control_box
proper_name = "Particle Accelerator"
holder_type = /obj/structure/machinery/particle_accelerator/control_box
associated_skill = REACTOR_SYSTEMS_SKILL_COMPONENT
/datum/wires/particle_acc/control_box/New()
wires = list(
+1 -1
View File
@@ -1,7 +1,7 @@
/datum/wires/robot
proper_name = "Synthetic"
random = TRUE
holder_type = /mob/living/silicon/robot
associated_skill = ROBOTICS_SKILL_COMPONENT
/datum/wires/robot/New()
wires = list(
+56
View File
@@ -0,0 +1,56 @@
/datum/wires/stasis_cage
proper_name = "Stasis Cage"
holder_type = /obj/structure/machinery/stasis_cage
associated_skill = XENOBIOLOGY_SKILL_COMPONENT
/datum/wires/stasis_cage/New(atom/holder)
wires = list(
WIRE_SAFETY,
WIRE_RELEASE,
WIRE_LOCK
)
add_duds(3)
..()
/datum/wires/stasis_cage/interactable(mob/user)
SHOULD_CALL_PARENT(FALSE)
var/obj/structure/machinery/stasis_cage/stasis_cage = holder
if (stasis_cage.panel_open)
return TRUE
return FALSE
/datum/wires/stasis_cage/get_status()
var/obj/structure/machinery/stasis_cage/stasis_cage = holder
. = ..()
if(!stasis_cage.use_power)
. += "The panel is unpowered."
else
. += "The panel is powered."
. += "The biometric safety sensors are [(WIRE_SAFETY in cut_wires) ? "connected" : "disconnected"]."
. += "The cage's emergency auto-release mechanism is [(WIRE_RELEASE in cut_wires) ? "disabled" : "enabled"]."
. += "The cage lid motors are [(WIRE_LOCK in cut_wires) ? "overriden" : "nominal"]."
/datum/wires/stasis_cage/on_cut(wire, mend, source)
var/obj/structure/machinery/stasis_cage/stasis_cage = holder
switch (wire)
if (WIRE_SAFETY)
stasis_cage.safety = !stasis_cage.safety
if (WIRE_RELEASE)
if (stasis_cage.contained && !mend)
stasis_cage.release()
holder.update_icon()
if (WIRE_LOCK)
if (!mend)
playsound(stasis_cage.loc, 'sound/machines/BoltsDown.ogg', 60)
holder.visible_message(SPAN_WARNING("The cage's lid bolts down destructively, denting itself!"), SPAN_NOTICE("You notice the cage lid override flag blink hastily."))
stasis_cage.broken = TRUE
holder.update_icon()
/datum/wires/stasis_cage/on_pulse(wire)
var/obj/structure/machinery/stasis_cage/stasis_cage = holder
switch (wire)
if (WIRE_SAFETY)
if (stasis_cage.contained)
if (prob(20))
holder.visible_message(SPAN_WARNING("The cage hastily flicks open its lid!"), SPAN_NOTICE("You notice the biometric sensor flag blink fervently."))
stasis_cage.release()
+1
View File
@@ -1,6 +1,7 @@
/datum/wires/suit_storage_unit
proper_name = "Suit Storage Unit"
holder_type = /obj/structure/machinery/suit_cycler
associated_skill = ROBOTICS_SKILL_COMPONENT
/datum/wires/suit_storage_unit/New()
wires = list(
+2 -1
View File
@@ -1,6 +1,7 @@
/datum/wires/vending
proper_name = "Vending Machine"
holder_type = /obj/structure/machinery/vending
associated_skill = MECHANICAL_ENGINEERING_SKILL_COMPONENT
/datum/wires/vending/New()
wires = list(
@@ -78,6 +79,6 @@
continue
dat += "<font color='[color]'>[capitalize(color)]</font>: [get_wire(color)]<br>"
var/datum/browser/wire_win = new(user, "vendingwires", "Vending Wires", 450, 500)
var/datum/browser/wire_win = new(user, "vendingwires", "Vending Wires", 450, 720)
wire_win.set_content(dat)
wire_win.open()
+67 -8
View File
@@ -2,6 +2,7 @@
GLOBAL_LIST_INIT(wire_color_directory, list())
GLOBAL_LIST_INIT(wire_name_directory, list())
GLOBAL_LIST_INIT(wire_skill_reveal_directory, list())
/datum/wires
/// The holder (atom that contains these wires).
@@ -27,6 +28,10 @@ GLOBAL_LIST_INIT(wire_name_directory, list())
var/random = FALSE
/// Wire manufacturer for the UI skin.
var/manufacturer = "hephaestus"
/// Skill component path used for partial wire reveals. Null disables skill-based reveals.
var/associated_skill = ELECTRICAL_ENGINEERING_SKILL_COMPONENT
/// Key used for round-stable partial skill-based reveals
var/skill_reveal_key
/datum/wires/New(atom/holder)
..()
@@ -40,6 +45,7 @@ GLOBAL_LIST_INIT(wire_name_directory, list())
// If there is a dictionary key set, we'll want to use that. Otherwise, use the holder type.
var/key = dictionary_key ? dictionary_key : holder_type
skill_reveal_key = key
RegisterSignal(holder, COMSIG_QDELETING, PROC_REF(on_holder_qdel))
if(random)
@@ -54,6 +60,7 @@ GLOBAL_LIST_INIT(wire_name_directory, list())
/datum/wires/Destroy()
holder = null
skill_reveal_key = null
//properly clear refs to avoid harddels & other problems
for(var/color in assemblies)
var/obj/item/assembly/assembly = assemblies[color]
@@ -102,6 +109,8 @@ GLOBAL_LIST_INIT(wire_name_directory, list())
/datum/wires/proc/shuffle_wires()
colors.Cut()
if(skill_reveal_key)
GLOB.wire_skill_reveal_directory -= skill_reveal_key
randomize()
/datum/wires/proc/repair()
@@ -241,8 +250,8 @@ GLOBAL_LIST_INIT(wire_name_directory, list())
/**
* Checks whether wire assignments should be revealed.
*
* Returns TRUE if the wires should be revealed, FALSE otherwise.
* Currently checks for admin ghost AI, abductor multitool and blueprints.
* Returns TRUE if every wire assignment in this panel should be revealed, FALSE otherwise.
* Currently checks for admin ghosts and blueprints.
* Arguments:
* * user - The mob to check when deciding whether to reveal wires.
*/
@@ -259,10 +268,6 @@ GLOBAL_LIST_INIT(wire_name_directory, list())
if(istype(user.get_active_hand(), /obj/item/blueprints))
return TRUE
// Max electrical engineering skill grants this as a perk
if (GET_SKILL_LEVEL(user, ELECTRICAL_ENGINEERING_SKILL_COMPONENT) >= SKILL_LEVEL_PROFESSIONAL)
return TRUE
return FALSE
/**
@@ -276,6 +281,57 @@ GLOBAL_LIST_INIT(wire_name_directory, list())
/datum/wires/proc/always_reveal_wire(color)
return FALSE
/**
* Gets how many wires this user's associated skill reveals.
*
* Familiar: 15%; Trained: 35%; Professional: 65%.
* Arguments:
* * user - The mob to check when deciding how many wires to reveal.
*/
/datum/wires/proc/get_skill_revealed_wire_count(mob/user)
if(random || !associated_skill || !LAZYLEN(colors) || !user)
return 0
var/skill_level = GET_SKILL_LEVEL(user, associated_skill)
if(isnull(skill_level))
skill_level = SKILL_LEVEL_UNFAMILIAR
// If you're trained in various electromechanical biz, you can probably suss out at least some basics.
var/has_electromech_proficiency = (GET_SKILL_LEVEL(user, ELECTRICAL_ENGINEERING_SKILL_COMPONENT) >= SKILL_LEVEL_TRAINED && GET_SKILL_LEVEL(user, MECHANICAL_ENGINEERING_SKILL_COMPONENT) >= SKILL_LEVEL_TRAINED)
var/reveal_percent = 0
if(skill_level >= SKILL_LEVEL_PROFESSIONAL)
reveal_percent = 75
else if(skill_level >= SKILL_LEVEL_TRAINED)
reveal_percent = 50
else if(skill_level >= SKILL_LEVEL_FAMILIAR || has_electromech_proficiency)
reveal_percent = 30
else
return 0
return clamp(round(LAZYLEN(colors) * reveal_percent / 100), 0, LAZYLEN(colors))
/datum/wires/proc/get_skill_revealed_colors(var/reveal_count)
if(reveal_count <= 0 || random || !LAZYLEN(colors))
return null
var/reveal_key = skill_reveal_key ? skill_reveal_key : (dictionary_key ? dictionary_key : holder_type)
var/list/skill_reveal_order = GLOB.wire_skill_reveal_directory[reveal_key]
var/rebuild_order = !skill_reveal_order || length(skill_reveal_order) != LAZYLEN(colors)
if(!rebuild_order)
for(var/color in skill_reveal_order)
if(!(color in colors))
rebuild_order = TRUE
break
if(rebuild_order)
skill_reveal_order = list()
for(var/color in colors)
skill_reveal_order += color
skill_reveal_order = shuffle(skill_reveal_order)
GLOB.wire_skill_reveal_directory[reveal_key] = skill_reveal_order
return skill_reveal_order.Copy(1, reveal_count + 1)
/datum/wires/ui_host()
return holder
@@ -297,11 +353,14 @@ GLOBAL_LIST_INIT(wire_name_directory, list())
/datum/wires/ui_data(mob/user)
var/list/data = list()
var/list/payload = list()
var/reveal_wires = can_reveal_wires(user)
var/reveal_all = can_reveal_wires(user)
var/list/skill_revealed_colors
if(!reveal_all)
skill_revealed_colors = get_skill_revealed_colors(get_skill_revealed_wire_count(user))
for(var/color in colors)
var/wire_label = null
if (reveal_wires || always_reveal_wire(color))
if(reveal_all || always_reveal_wire(color) || (skill_revealed_colors && (color in skill_revealed_colors)))
wire_label = is_dud_color(color) ? "None" : get_wire(color)
payload.Add(list(list(