mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 08:01:06 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
96 lines
3.5 KiB
Plaintext
96 lines
3.5 KiB
Plaintext
var/global/ntnet_card_uid = 1
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/obj/item/weapon/computer_hardware/network_card/
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name = "basic NTNet network card"
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desc = "A basic network card for usage with standard NTNet frequencies."
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power_usage = 50
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origin_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 1)
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critical = 0
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icon_state = "netcard_basic"
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hardware_size = 1
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var/identification_id = null // Identification ID. Technically MAC address of this device. Can't be changed by user.
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var/identification_string = "" // Identification string, technically nickname seen in the network. Can be set by user.
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var/long_range = 0
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var/ethernet = 0 // Hard-wired, therefore always on, ignores NTNet wireless checks.
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malfunction_probability = 1
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/obj/item/weapon/computer_hardware/network_card/diagnostics(var/mob/user)
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..()
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user << "NIX Unique ID: [identification_id]"
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user << "NIX User Tag: [identification_string]"
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user << "Supported protocols:"
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user << "511.m SFS (Subspace) - Standard Frequency Spread"
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if(long_range)
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user << "511.n WFS/HB (Subspace) - Wide Frequency Spread/High Bandiwdth"
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if(ethernet)
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user << "OpenEth (Physical Connection) - Physical network connection port"
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/obj/item/weapon/computer_hardware/network_card/New(var/l)
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..(l)
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identification_id = ntnet_card_uid
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ntnet_card_uid++
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/obj/item/weapon/computer_hardware/network_card/advanced
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name = "advanced NTNet network card"
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desc = "An advanced network card for usage with standard NTNet frequencies. It's transmitter is strong enough to connect even off-station."
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long_range = 1
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origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 2)
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power_usage = 150 // Better range but higher power usage.
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icon_state = "netcard_advanced"
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hardware_size = 2
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/obj/item/weapon/computer_hardware/network_card/wired
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name = "wired NTNet network card"
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desc = "An advanced network card for usage with standard NTNet frequencies. This one also supports wired connection."
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ethernet = 1
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origin_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 3)
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power_usage = 150 // Better range but higher power usage.
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icon_state = "netcard_ethernet"
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hardware_size = 3
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/obj/item/weapon/computer_hardware/network_card/Destroy()
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if(holder2 && (holder2.network_card == src))
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holder2.network_card = null
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holder2 = null
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return ..()
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// Returns a string identifier of this network card
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/obj/item/weapon/computer_hardware/network_card/proc/get_network_tag()
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return "[identification_string] (NID [identification_id])"
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// 0 - No signal, 1 - Low signal, 2 - High signal. 3 - Wired Connection
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/obj/item/weapon/computer_hardware/network_card/proc/get_signal(var/specific_action = 0)
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if(!holder2) // Hardware is not installed in anything. No signal. How did this even get called?
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return 0
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if(!enabled)
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return 0
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if(!check_functionality())
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return 0
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if(ethernet) // Computer is connected via wired connection.
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return 3
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if(!ntnet_global || !ntnet_global.check_function(specific_action)) // NTNet is down and we are not connected via wired connection. No signal.
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return 0
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if(holder2)
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var/turf/T = get_turf(holder2)
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if((T && istype(T)) && T.z in config.station_levels)
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// Computer is on station. Low/High signal depending on what type of network card you have
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if(long_range)
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return 2
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else
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return 1
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if(long_range) // Computer is not on station, but it has upgraded network card. Low signal.
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return 1
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return 0 // Computer is not on station and does not have upgraded network card. No signal.
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/obj/item/weapon/computer_hardware/network_card/Destroy()
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if(holder2 && (holder2.network_card == src))
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holder2.network_card = null
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return ..()
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