Files
Batrachophreno 387cee9243 Object Examine Text Overhaul (#20923)
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.

Almost certainly a candidate for test merge.

Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-07-21 15:35:14 +00:00

73 lines
2.4 KiB
Plaintext

// A simple power outlet that lets people charge modular computers
/obj/machinery/power/outlet
name = "power outlet"
desc = "A simple power outlet. You can charge your PDA or other modular computer device here."
icon = 'icons/obj/power.dmi'
icon_state = "outlet"
density = FALSE
anchored = TRUE
use_power = POWER_USE_OFF // doesn't use power by default, only when drawing power
active_power_usage = 200 // this variable serves to indicate the extra amount of juice this outlet will provide the tesla charger, since it's a dedicated machine
component_types = list(
/obj/item/stack/cable_coil{amount = 5},
/obj/item/stock_parts/capacitor,
/obj/item/circuitboard/outlet
)
parts_power_mgmt = FALSE
/obj/machinery/power/outlet/upgrade_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Upgraded <b>capacitors</b> will increase the rate at which connected devices charge."
/obj/machinery/power/outlet/Initialize()
. = ..()
connect_to_network()
/obj/machinery/power/outlet/update_icon()
icon_state = panel_open ? "[initial(icon_state)]-open" : initial(icon_state)
/obj/machinery/power/outlet/RefreshParts()
..()
var/part_level = 0
for(var/obj/item/stock_parts/SP in component_parts)
part_level += SP.rating
active_power_usage = initial(active_power_usage) * part_level
/obj/machinery/power/outlet/attackby(obj/item/attacking_item, mob/user, params)
if(istype(attacking_item, /obj/item/modular_computer))
var/obj/item/modular_computer/C = attacking_item
if(istype(C.tesla_link, /obj/item/computer_hardware/tesla_link/charging_cable))
var/obj/item/computer_hardware/tesla_link/charging_cable/CC = C.tesla_link
CC.toggle(src, user)
return
else if(default_part_replacement(user, attacking_item))
return
else if(default_deconstruction_screwdriver(user, attacking_item))
return
else if(default_deconstruction_crowbar(user, attacking_item))
return
// since we'll mostly be on tables, don't block putting things on them if it's not a computer
var/obj/structure/table/table_underneath = locate() in loc
if(table_underneath)
return table_underneath.attackby(attacking_item, user, params)
return ..()
/obj/item/circuitboard/outlet
name = T_BOARD("power outlet")
build_path = /obj/machinery/power/outlet
board_type = BOARD_MACHINE
origin_tech = list(
TECH_ENGINEERING = 1,
TECH_POWER = 1
)
req_components = list(
"/obj/item/stack/cable_coil" = 5,
"/obj/item/stock_parts/capacitor" = 1
)