mirror of
https://github.com/Aurorastation/Aurora.3.git
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0d92359da7
Re-creation of https://github.com/Aurorastation/Aurora.3/pull/21046 to skip merge conflict hell. Brings us modern TGUI. **ALTERNATE TITLE: TGUI HELLSCAPE PR ABANDON ALL HOPE YE WHO ENTER HERE** - [x] Migrate build tools (javascript -> typescript, bun for package management). - [x] Upgrade all TGUI dependencies and associated root files to TG-congruent versions (axios, babel, dompurify, eslint, highlight, marked, prettier, sass, source-map, stacktrace-parser, typescript). - [x] InfernoJS -> React migrations - [x] React cleanup and polish (migrate all remaining .js files to appropriate .ts or .tsx filetype, all remaining hooks, linting, error corrections, etc.) - [ ] Test all remaining TGUI interfaces
651 lines
20 KiB
Plaintext
651 lines
20 KiB
Plaintext
/*
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Overview:
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Used to create objects that need a per step proc call. Default definition of 'New()'
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stores a reference to src machine in global 'machines list'. Default definition
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of 'Del' removes reference to src machine in global 'machines list'.
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Class Variables:
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use_power (num)
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current state of auto power use.
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Possible Values:
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0 -- no auto power use
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1 -- machine is using power at its idle power level
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2 -- machine is using power at its active power level
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active_power_usage (num)
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Value for the amount of power to use when in active power mode
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idle_power_usage (num)
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Value for the amount of power to use when in idle power mode
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power_channel (num)
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What channel to draw from when drawing power for power mode
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Possible Values:
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AREA_USAGE_EQUIP:0 -- Equipment Channel
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AREA_USAGE_LIGHT:2 -- Lighting Channel
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AREA_USAGE_ENVIRON:3 -- Environment Channel
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component_parts (list)
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A list of component parts of machine used by frame based machines.
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panel_open (num)
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Whether the panel is open
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uid (num)
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Unique id of machine across all machines.
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gl_uid (global num)
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Next uid value in sequence
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stat (bitflag)
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Machine status bit flags.
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Possible bit flags:
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BROKEN:1 -- Machine is broken
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NOPOWER:2 -- No power is being supplied to machine.
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POWEROFF:4 -- tbd
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MAINT:8 -- machine is currently under going maintenance.
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EMPED:16 -- temporary broken by EMP pulse
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Class Procs:
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New() 'game/machinery/machine.dm'
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Destroy() 'game/machinery/machine.dm'
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powered(chan = AREA_USAGE_EQUIP) 'modules/power/power_usage.dm'
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Checks to see if area that contains the object has power available for power
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channel given in 'chan'.
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use_power_oneoff(amount, chan=AREA_USAGE_EQUIP, autocalled) 'modules/power/power_usage.dm'
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Deducts 'amount' from the power channel 'chan' of the area that contains the object.
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This is not a continuous draw, but rather will be cleared after one APC update.
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power_change() 'modules/power/power_usage.dm'
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Called by the area that contains the object when ever that area under goes a
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power state change (area runs out of power, or area channel is turned off).
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RefreshParts() 'game/machinery/machine.dm'
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Called to refresh the variables in the machine that are contributed to by parts
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contained in the component_parts list. (example: glass and material amounts for
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the autolathe)
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Default definition handles power usage only (all parts contribute based on energy_rating).
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assign_uid() 'game/machinery/machine.dm'
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Called by machine to assign a value to the uid variable.
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process() 'game/machinery/machine.dm'
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Called by the 'master_controller' once per game tick for each machine that is listed in the 'machines' list.
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Compiled by Aygar
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*/
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/obj/structure/machinery
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name = "machinery"
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icon = 'icons/obj/stationobjs.dmi'
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init_flags = INIT_MACHINERY_PROCESS_SELF
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pass_flags_self = PASSMACHINE | LETPASSCLICKS
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destroy_sound = 'sound/effects/meteorimpact.ogg'
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hitsound = 'sound/effects/metalhit.ogg'
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/**
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* 'stat' = 'state'. Controlled by a bitflag, differentiates between a few different possible states including the machine being broken or unpowered.
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* These definitions are copypasted from 'code/__DEFINES/machinery.dm' so they can be easily referenced in code.
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* SO THAT MEANS IF THEY'VE BEEN UPDATED THERE, MAKE SURE THEY'RE UPDATED HERE!
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*
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* #define BROKEN 0x1
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* #define NOPOWER 0x2
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* #define POWEROFF 0x4 // TBD.
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* #define MAINT 0x8 // Under maintenance.
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* #define EMPED 0x10 // Temporary broken by EMP pulse.
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*
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* #define INOPERABLE(machine) (machine.stat & (BROKEN|NOPOWER|MAINT|EMPED))
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* #define OPERABLE(machine) !INOPERABLE(machine)
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*/
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var/stat = 0
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/// Is this machine emagged?
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var/emagged = 0
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/// In what power state is this machine? Possible states include being off, idle, or active - see code/__defines/machinery.dm.
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/// You should not be modifying this directly! Use the procs in power_usage.dm.
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var/use_power = POWER_USE_IDLE
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var/internal = FALSE
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/// How much power should this be drawing in the idle power state?
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var/idle_power_usage = 0
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/// How much power should this be drawing in the active power state?
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var/active_power_usage = 0
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var/power_init_complete = FALSE
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/// What power channel does this fall under in APCs? Possible channels include: AREA_USAGE_EQUIP, AREA_USAGE_ENVIRON or AREA_USAGE_LIGHT
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var/power_channel = AREA_USAGE_EQUIP
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/* List of types that should be spawned as component_parts for this machine.
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Structure:
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type -> num_objects
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num_objects is optional, and will be treated as 1 if omitted.
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example:
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component_types = list(
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/obj/foo/bar,
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/obj/baz = 2
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)
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*/
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var/list/component_types
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/// List of all the parts used to build it, if made from certain kinds of frames.
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var/list/component_parts = null
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/// Use the generic power rating mechanics for parts, or bespoke.
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var/parts_power_mgmt = TRUE
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/// The total power rating of all parts serves as a power usage multiplier.
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var/parts_power_usage = 0
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var/uid
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var/panel_open = 0
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var/global/gl_uid = 1
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/// Can the machine be interacted with while de-powered?
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var/interact_offline = FALSE
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/// Is this machine currently printing anything?
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var/printing = FALSE
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/// Component parts queued for processing by the machine. Expected type: `/obj/item/stock_parts` Unused currently.
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var/list/processing_parts
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/// Bitflag. What is being processed. One of `MACHINERY_PROCESS_*`.
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var/processing_flags
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/// Played sound on usage.
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var/clicksound
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/// Volume.
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var/clickvol = 40
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/// Signaller attached to the machine
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var/obj/item/assembly/signaler/signaler
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/// Overmap sector the machine is linked to
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var/obj/effect/overmap/visitable/linked
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/**
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* Manufacturer of this machine. Used for TGUI themes, when you have a base type and subtypes with different themes (like the coffee machine).
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* Pass the manufacturer in ui_data and then use it in the UI.
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*/
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var/manufacturer = null
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///Do we want to hook into on_enter_area and on_exit_area?
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///Disables some optimizations
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var/always_area_sensitive = FALSE
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/obj/structure/machinery/feedback_hints(mob/user, distance, is_adjacent)
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. = list()
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if(signaler && is_adjacent)
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. += SPAN_WARNING("\The [src] has a hidden signaler attached to it. You might or might not notice this.")
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// Still needs some work- must be able to be distinguish between thinobjectsgs that are anchored that can be casually
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// unanchored (i.e. vending machines) vs. objects that are anchored but require other steps to unanchor (i.e. airlocks).
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/*
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if(anchored)
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. += SPAN_NOTICE("\The [src] is anchored to the floor by a couple of <b>bolts</b>.")
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*/
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/obj/structure/machinery/Initialize(mapload, d = 0, populate_components = TRUE, is_internal = FALSE)
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//Stupid macro used in power usage
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CAN_BE_REDEFINED(TRUE)
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. = ..()
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if(d)
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set_dir(d)
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if(init_flags & INIT_MACHINERY_PROCESS_ALL)
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START_PROCESSING_MACHINE(src, init_flags & INIT_MACHINERY_PROCESS_ALL)
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SSmachinery.machinery += src // All machines should be in machinery.
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if (populate_components && component_types)
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component_parts = list()
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for (var/type in component_types)
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var/count = component_types[type]
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if(ispath(type, /obj/item/stack))
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if(isnull(count))
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count = 1
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component_parts += new type(src, count)
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else
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if(count > 1)
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for (var/i in 1 to count)
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component_parts += new type(src)
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else
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component_parts += new type(src)
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if(component_parts.len)
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RefreshParts()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/machinery/Destroy()
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//Stupid macro used in power usage
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CAN_BE_REDEFINED(TRUE)
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STOP_PROCESSING_MACHINE(src, MACHINERY_PROCESS_ALL)
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SSmachinery.machinery -= src
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//Clear the component parts
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//If the components are inside the machine, delete them, otherwise we assume they were dropped to the ground during deconstruction,
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//and were not removed from the component_parts list by deconstruction code
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if(component_parts)
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for(var/atom/A in component_parts)
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if(A.loc == src)
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qdel(A)
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component_parts = null
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return ..()
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/obj/structure/machinery/on_death(damage, damage_flags, damage_type, armor_penetration, obj/weapon)
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var/turf/current_turf = get_turf(src)
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spark(current_turf, 3, GLOB.alldirs)
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if(component_parts)
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for(var/obj/item/stock_parts/part in component_parts)
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if(prob(25))
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part.forceMove(current_turf)
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component_parts -= part
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var/obj/item/circuitboard/board = locate() in component_parts
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if(istype(board))
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if(prob(25))
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board.forceMove(current_turf)
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component_parts -= board
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else
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new /obj/item/trash/broken_electronics(current_turf)
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var/metal_to_spawn = 0
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for(var/i = 1 to 2)
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if(prob(50))
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metal_to_spawn++
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else
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new /obj/item/material/shard(current_turf, DEFAULT_WALL_MATERIAL)
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if(metal_to_spawn)
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new /obj/item/stack/material/steel(get_turf(src), metal_to_spawn)
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if(!should_use_health)
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return FALSE
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qdel(src)
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/obj/structure/machinery/examine_descriptor(mob/user)
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return "machine"
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// /obj/structure/machinery/proc/process_all()
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// /* Uncomment this if/when you need component processing
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// if(processing_flags & MACHINERY_PROCESS_COMPONENTS)
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// for(var/thing in processing_parts)
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// var/obj/item/stock_parts/part = thing
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// if(part.machine_process(src) == PROCESS_KILL)
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// part.stop_processing() */
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// if((processing_flags & MACHINERY_PROCESS_SELF))
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// . = process()
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// if(. == PROCESS_KILL)
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// STOP_PROCESSING_MACHINE(src, MACHINERY_PROCESS_SELF)
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/obj/structure/machinery/process(seconds_per_tick)
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return PROCESS_KILL
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/obj/structure/machinery/emp_act(severity)
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. = ..()
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if(use_power && stat == 0)
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use_power_oneoff(7500/severity)
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var/obj/effect/overlay/pulse2 = new(src.loc)
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pulse2.icon = 'icons/effects/effects.dmi'
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pulse2.icon_state = "empdisable"
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pulse2.name = "emp sparks"
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pulse2.anchored = 1
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pulse2.set_dir(pick(GLOB.cardinals))
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QDEL_IN(pulse2, 10)
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/**
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* Check to see if the machine is operable
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*
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* * `additional_flags` - Additional flags to check for, that could have been added to the `stat` variable
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*
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* Returns `TRUE` if the machine is operable, `FALSE` otherwise
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*/
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/obj/structure/machinery/proc/operable(additional_flags = 0)
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SHOULD_NOT_SLEEP(TRUE)
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SHOULD_BE_PURE(TRUE)
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if(stat & (NOPOWER|BROKEN|additional_flags))
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return FALSE
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else
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return TRUE
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/obj/structure/machinery/proc/toggle_power(power_set = -1, additional_flags = 0)
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if(power_set >= 0)
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update_use_power(power_set)
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else if (use_power || !operable(additional_flags))
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update_use_power(POWER_USE_OFF)
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else
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update_use_power(initial(use_power))
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update_icon()
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/obj/structure/machinery/CanUseTopic(mob/user)
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if(stat & BROKEN)
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return STATUS_CLOSE
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if(!interact_offline && (stat & NOPOWER))
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return STATUS_CLOSE
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return ..()
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/obj/structure/machinery/CouldUseTopic(mob/user)
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..()
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if(clicksound && iscarbon(user))
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playsound(src, clicksound, clickvol)
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user.set_machine(src)
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/obj/structure/machinery/CouldNotUseTopic(mob/user)
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user.unset_machine()
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////////////////////////////////////////////////////////////////////////////////////////////
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/obj/structure/machinery/attack_ai(mob/user)
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if(!ai_can_interact(user))
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return
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if(isrobot(user))
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// For some reason attack_robot doesn't work
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// This is to stop robots from using cameras to remotely control machines.
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if(user.client && user.client.eye == user)
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return src.attack_hand(user)
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else
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return src.attack_hand(user)
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/obj/structure/machinery/attack_hand(mob/user)
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if(!operable(MAINT))
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return TRUE
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if(user.lying || user.stat)
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return TRUE
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if (!istype(usr, /mob/living/carbon/human) && !istype(usr, /mob/living/silicon))
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to_chat(usr, SPAN_WARNING("You don't have the dexterity to do this!"))
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return TRUE
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src.add_fingerprint(user)
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return ..()
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/obj/structure/machinery/attack_ranged(mob/user, params)
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. = ..()
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if(isipc(user))
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var/mob/living/carbon/human/robot = user
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var/obj/item/organ/internal/machine/wireless_access/wireless_access_point = robot.internal_organs_by_name[BP_WIRELESS_ACCESS]
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if(wireless_access_point?.access_terminal(src))
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attack_hand(user)
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/obj/structure/machinery/attackby(obj/item/attacking_item, mob/user)
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if(obj_flags & OBJ_FLAG_SIGNALER)
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if(issignaler(attacking_item))
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if(signaler)
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to_chat(user, SPAN_WARNING("\The [src] already has a signaler attached."))
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return TRUE
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var/obj/item/assembly/signaler/S = attacking_item
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user.drop_from_inventory(attacking_item, src)
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signaler = S
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S.machine = src
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user.visible_message("<b>[user]</b> attaches \the [S] to \the [src].", SPAN_NOTICE("You attach \the [S] to \the [src]."), range = 3)
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log_and_message_admins("has attached a signaler to \the [src].", user, get_turf(src))
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return TRUE
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else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER && signaler)
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user.visible_message("<b>[user]</b> removes \the [signaler] from \the [src].", SPAN_NOTICE("You remove \the [signaler] from \the [src]."), range = 3)
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user.put_in_hands(detach_signaler())
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return TRUE
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return ..()
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/obj/structure/machinery/proc/detach_signaler(var/turf/detach_turf)
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if(!signaler)
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return
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if(!detach_turf)
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detach_turf = get_turf(src)
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if(!detach_turf)
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LOG_DEBUG("[src] tried to drop a signaler, but it had no turf ([src.x]-[src.y]-[src.z])")
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return
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var/obj/item/assembly/signaler/S = signaler
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signaler.forceMove(detach_turf)
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signaler.machine = null
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signaler = null
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return S
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/obj/structure/machinery/proc/RefreshParts()
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/*
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if(parts_power_mgmt)
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var/new_idle_power
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var/new_active_power
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if(!component_parts || !component_parts.len)
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return
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var/parts_energy_rating = 0
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for(var/obj/item/stock_parts/part in component_parts)
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parts_energy_rating += part.energy_rating()
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new_idle_power = initial(idle_power_usage) * (1 + parts_energy_rating)
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new_active_power = initial(active_power_usage) * (1 + parts_energy_rating)
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change_power_consumption(new_idle_power)
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change_power_consumption(new_active_power, POWER_USE_ACTIVE)
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*/
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/obj/structure/machinery/proc/assign_uid()
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uid = gl_uid
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gl_uid++
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/obj/structure/machinery/proc/state(var/msg)
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for(var/mob/O in hearers(src, null))
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O.show_message("[icon2html(src, O)] <span class = 'notice'>[msg]</span>", 2)
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/obj/structure/machinery/proc/ping(text=null)
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if (!text)
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text = "\The [src] pings."
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state(text, "blue")
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playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
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/obj/structure/machinery/proc/pingx3(text=null)
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if (!text)
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text = "\The [src] pings."
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state(text, "blue")
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playsound(src.loc, 'sound/machines/pingx3.ogg', 50, 0)
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/obj/structure/machinery/proc/buzz(text=null)
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if (!text)
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text = "\The [src] buzzes."
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state(text, "blue")
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playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 0) //TODO: Check if that one is the correct sound
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/obj/structure/machinery/proc/shock(mob/user, prb)
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if(!operable())
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return 0
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if(!prob(prb))
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return 0
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spark(src, 5, GLOB.alldirs)
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|
if (electrocute_mob(user, get_area(src), src, 0.7))
|
|
var/area/temp_area = get_area(src)
|
|
if(temp_area)
|
|
var/obj/structure/machinery/power/apc/temp_apc = temp_area.get_apc()
|
|
|
|
if(temp_apc && temp_apc.terminal && temp_apc.terminal.powernet)
|
|
temp_apc.terminal.powernet.trigger_warning()
|
|
if(user.stunned)
|
|
return 1
|
|
return 0
|
|
|
|
/obj/structure/machinery/proc/default_deconstruction_crowbar(var/mob/user, var/obj/item/C)
|
|
if(!istype(C) || C.tool_behaviour != TOOL_CROWBAR)
|
|
return 0
|
|
if(!panel_open)
|
|
return 0
|
|
. = dismantle()
|
|
|
|
/obj/structure/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/obj/item/S)
|
|
if(!istype(S) || S.tool_behaviour != TOOL_SCREWDRIVER)
|
|
return FALSE
|
|
S.play_tool_sound(get_turf(src), 50)
|
|
panel_open = !panel_open
|
|
to_chat(user, SPAN_NOTICE("You [panel_open ? "open" : "close"] the maintenance hatch of [src]."))
|
|
update_icon()
|
|
return TRUE
|
|
|
|
/obj/structure/machinery/proc/default_part_replacement(var/mob/user, var/obj/item/storage/part_replacer/R)
|
|
if(!LAZYLEN(component_parts))
|
|
return FALSE
|
|
else if(istype(R))
|
|
var/parts_replaced = FALSE
|
|
if(panel_open)
|
|
var/obj/item/circuitboard/CB = locate(/obj/item/circuitboard) in component_parts
|
|
var/P
|
|
for(var/obj/item/reagent_containers/glass/G in component_parts)
|
|
for(var/D in CB.req_components)
|
|
var/T = text2path(D)
|
|
if(ispath(G.type, T))
|
|
P = T
|
|
break
|
|
for(var/obj/item/reagent_containers/glass/B in R.contents)
|
|
if(B.reagents && B.reagents.total_volume > 0) continue
|
|
if(istype(B, P) && istype(G, P))
|
|
if(B.volume > G.volume)
|
|
R.remove_from_storage(B, src)
|
|
R.handle_item_insertion(G, 1)
|
|
component_parts -= G
|
|
component_parts += B
|
|
B.forceMove(src)
|
|
to_chat(user, SPAN_NOTICE("[G.name] replaced with [B.name]."))
|
|
break
|
|
for(var/obj/item/stock_parts/A in component_parts)
|
|
for(var/D in CB.req_components)
|
|
var/T = text2path(D)
|
|
if(ispath(A.type, T))
|
|
P = T
|
|
break
|
|
for(var/obj/item/stock_parts/B in R.contents)
|
|
if(istype(B, P) && istype(A, P))
|
|
if(B.rating > A.rating)
|
|
R.remove_from_storage(B, src)
|
|
R.handle_item_insertion(A, 1)
|
|
component_parts -= A
|
|
component_parts += B
|
|
B.forceMove(src)
|
|
to_chat(user, SPAN_NOTICE("[A.name] replaced with [B.name]."))
|
|
parts_replaced = TRUE
|
|
break
|
|
RefreshParts()
|
|
update_icon()
|
|
if(parts_replaced) //only play sound when RPED actually replaces parts
|
|
playsound(src, 'sound/items/rped.ogg', 40, TRUE)
|
|
return TRUE
|
|
else
|
|
to_chat(user, SPAN_NOTICE("The following parts have been detected in \the [src]:"))
|
|
to_chat(user, counting_english_list(component_parts))
|
|
else return FALSE
|
|
|
|
/obj/structure/machinery/dismantle()
|
|
playsound(loc, SFX_CROWBAR, 50, 1)
|
|
var/obj/structure/machinery/constructable_frame/machine_frame/M = new /obj/structure/machinery/constructable_frame/machine_frame(loc)
|
|
M.set_dir(src.dir)
|
|
M.state = 3
|
|
M.icon_state = "blueprint_1"
|
|
|
|
for(var/obj/I in component_parts)
|
|
I.forceMove(loc)
|
|
component_parts -= I
|
|
|
|
qdel(src)
|
|
|
|
return TRUE
|
|
|
|
/obj/structure/machinery/proc/print(var/obj/paper, var/play_sound = 1, var/print_sfx = SFX_PRINT, var/print_delay = 10, var/message, var/mob/user)
|
|
if( printing )
|
|
return FALSE
|
|
|
|
printing = TRUE
|
|
|
|
if (play_sound)
|
|
playsound(src.loc, print_sfx, 50, 1)
|
|
|
|
if(!message)
|
|
message = "\The [src] rattles to life and spits out a paper titled [paper]."
|
|
visible_message(SPAN_NOTICE(message))
|
|
|
|
addtimer(CALLBACK(src, PROC_REF(print_move_paper), paper, user), print_delay)
|
|
|
|
return TRUE
|
|
|
|
/obj/structure/machinery/proc/print_move_paper(obj/paper, mob/user)
|
|
if(user && ishuman(user) && user.Adjacent(src))
|
|
user.put_in_hands(paper)
|
|
else
|
|
paper.forceMove(loc)
|
|
printing = FALSE
|
|
|
|
/obj/structure/machinery/proc/do_hair_pull(mob/living/carbon/human/H)
|
|
if(stat & (NOPOWER|BROKEN))
|
|
return
|
|
|
|
if(!istype(H))
|
|
return
|
|
|
|
//for whatever reason, skrell's tentacles have a really long length
|
|
//horns would not get caught in the machine
|
|
//vaurca have fine control of their antennae
|
|
if(isskrell(H) || isunathi(H) || isvaurca(H))
|
|
return
|
|
|
|
var/datum/sprite_accessory/hair/hair_style = GLOB.hair_styles_list[H.h_style]
|
|
for(var/obj/item/protection in list(H.head))
|
|
if(protection && (protection.flags_inv & BLOCKHAIR|BLOCKHEADHAIR))
|
|
return
|
|
|
|
if(hair_style.length >= 4 && prob(25))
|
|
H.apply_damage(30, DAMAGE_BRUTE, BP_HEAD)
|
|
H.visible_message(SPAN_DANGER("\The [H]'s hair catches in \the [src]!"),
|
|
SPAN_DANGER("Your hair gets caught in \the [src]!"))
|
|
if(H.can_feel_pain())
|
|
H.emote("scream")
|
|
H.apply_damage(45, DAMAGE_PAIN)
|
|
|
|
// A late init operation called in SSshuttle for ship computers and holopads, used to attach the thing to the right ship.
|
|
/obj/structure/machinery/proc/attempt_hook_up(var/obj/effect/overmap/visitable/sector)
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
if(!istype(sector))
|
|
return FALSE
|
|
if(sector.check_ownership(src))
|
|
linked = sector
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/structure/machinery/proc/sync_linked()
|
|
var/obj/effect/overmap/visitable/sector = GLOB.map_sectors["[z]"]
|
|
if(!sector)
|
|
return
|
|
return attempt_hook_up_recursive(sector)
|
|
|
|
/obj/structure/machinery/proc/attempt_hook_up_recursive(var/obj/effect/overmap/visitable/sector)
|
|
if(attempt_hook_up(sector))
|
|
return sector
|
|
for(var/obj/effect/overmap/visitable/candidate in sector)
|
|
if((. = .(candidate)))
|
|
return
|
|
|
|
/obj/proc/on_user_login(mob/M)
|
|
return
|
|
|
|
/obj/structure/machinery/proc/set_emergency_state(var/new_security_level)
|
|
return
|
|
|
|
/obj/structure/machinery/hitby(atom/movable/hitting_atom, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
|
|
. = ..()
|
|
if(isliving(hitting_atom))
|
|
var/mob/living/M = hitting_atom
|
|
M.turf_collision(src, throwingdatum.speed)
|
|
return
|
|
else
|
|
visible_message(SPAN_DANGER("\The [src] was hit by \the [hitting_atom]."))
|
|
|
|
/obj/structure/machinery/ui_status(mob/user, datum/ui_state/state)
|
|
. = ..()
|
|
if(. < UI_INTERACTIVE)
|
|
if(user?.machine)
|
|
user.unset_machine()
|