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https://github.com/Bubberstation/Bubberstation.git
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0b0c5ea91e
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
178 lines
5.1 KiB
Plaintext
178 lines
5.1 KiB
Plaintext
/obj/item/aicard
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name = "intelliCard"
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desc = "A storage device for AIs. Patent pending."
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icon = 'icons/obj/aicards.dmi'
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icon_state = "aicard" // aicard-full
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base_icon_state = "aicard"
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inhand_icon_state = "electronic"
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worn_icon_state = "electronic"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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slot_flags = ITEM_SLOT_BELT
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item_flags = NOBLUDGEON
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sound_vary = TRUE
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pickup_sound = SFX_GENERIC_DEVICE_PICKUP
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drop_sound = SFX_GENERIC_DEVICE_DROP
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var/flush = FALSE
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var/mob/living/silicon/ai/AI
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/obj/item/aicard/Initialize(mapload)
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. = ..()
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if(mapload && HAS_TRAIT(SSstation, STATION_TRAIT_HUMAN_AI))
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return INITIALIZE_HINT_QDEL
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ADD_TRAIT(src, TRAIT_CASTABLE_LOC, INNATE_TRAIT)
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/obj/item/aicard/Destroy(force)
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if(AI)
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AI.ghostize(can_reenter_corpse = FALSE)
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QDEL_NULL(AI)
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return ..()
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/obj/item/aicard/aitater
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name = "intelliTater"
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desc = "A stylish upgrade (?) to the intelliCard."
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icon_state = "aitater"
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base_icon_state = "aitater"
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.5)
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/obj/item/aicard/aispook
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name = "intelliLantern"
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desc = "A spoOoOoky upgrade to the intelliCard."
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icon_state = "aispook"
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base_icon_state = "aispook"
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.5)
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/obj/item/aicard/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is trying to upload [user.p_them()]self into [src]! That's not going to work out well!"))
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return BRUTELOSS
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/obj/item/aicard/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(AI)
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if(upload_ai(interacting_with, user))
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return ITEM_INTERACT_SUCCESS
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else
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if(capture_ai(interacting_with, user))
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return ITEM_INTERACT_SUCCESS
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return NONE
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/// Tries to get an AI from the atom clicked
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/obj/item/aicard/proc/capture_ai(atom/from_what, mob/living/user)
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from_what.transfer_ai(AI_TRANS_TO_CARD, user, null, src)
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if(isnull(AI))
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return FALSE
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log_silicon("[key_name(user)] carded [key_name(AI)]", list(src))
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update_appearance()
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AI.cancel_camera()
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RegisterSignal(AI, COMSIG_MOB_STATCHANGE, PROC_REF(on_ai_stat_change))
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return TRUE
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/// Tries to upload the AI we have captured to the atom clicked
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/obj/item/aicard/proc/upload_ai(atom/to_what, mob/living/user)
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var/mob/living/silicon/ai/old_ai = AI
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to_what.transfer_ai(AI_TRANS_FROM_CARD, user, AI, src)
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if(!isnull(AI))
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return FALSE
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log_combat(user, old_ai, "uploaded", src, "to [to_what].")
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update_appearance()
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old_ai.cancel_camera()
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UnregisterSignal(old_ai, COMSIG_MOB_STATCHANGE)
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return TRUE
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/obj/item/aicard/proc/on_ai_stat_change(datum/source, new_stat, old_stat)
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SIGNAL_HANDLER
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if(new_stat == DEAD || old_stat == DEAD)
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update_appearance()
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/obj/item/aicard/update_name(updates)
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. = ..()
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if(AI)
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name = "[initial(name)] - [AI.name]"
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else
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name = initial(name)
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/obj/item/aicard/update_icon_state()
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if(AI)
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icon_state = "[base_icon_state][AI.stat == DEAD ? "-404" : "-full"]"
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else
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icon_state = base_icon_state
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return ..()
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/obj/item/aicard/update_overlays()
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. = ..()
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if(!AI?.control_disabled)
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return
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. += "[base_icon_state]-on"
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/obj/item/aicard/ui_state(mob/user)
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return GLOB.hands_state
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/obj/item/aicard/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Intellicard", name)
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ui.open()
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/obj/item/aicard/ui_data()
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var/list/data = list()
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if(AI)
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data["name"] = AI.name
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data["laws"] = AI.laws.get_law_list(include_zeroth = TRUE, render_html = FALSE)
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data["health"] = (AI.health + 100) / 2
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data["wireless"] = !AI.control_disabled //todo disabled->enabled
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data["radio"] = AI.radio_enabled
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data["isDead"] = AI.stat == DEAD
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data["isBraindead"] = AI.client ? FALSE : TRUE
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data["wiping"] = flush
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return data
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/obj/item/aicard/ui_act(action,params)
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. = ..()
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if(.)
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return
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switch(action)
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if("wipe")
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if(flush)
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flush = FALSE
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else
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var/confirm = tgui_alert(usr, "Are you sure you want to wipe this card's memory?", name, list("Yes", "No"))
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if(confirm == "Yes" && !..())
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flush = TRUE
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wipe_ai()
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. = TRUE
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if("wireless")
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AI.set_control_disabled(!AI.control_disabled)
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to_chat(AI, span_warning("[src]'s wireless port has been [AI.control_disabled ? "disabled" : "enabled"]!"))
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. = TRUE
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if("radio")
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AI.radio_enabled = !AI.radio_enabled
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to_chat(AI, span_warning("Your Subspace Transceiver has been [AI.radio_enabled ? "enabled" : "disabled"]!"))
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. = TRUE
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update_appearance()
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/obj/item/aicard/proc/wipe_ai()
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set waitfor = FALSE
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if(AI && AI.loc == src)
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to_chat(AI, span_userdanger("Your core files are being wiped!"))
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while(AI.stat != DEAD && flush)
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AI.adjust_oxy_loss(5)
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AI.updatehealth()
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sleep(0.5 SECONDS)
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flush = FALSE
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/obj/item/aicard/used_in_craft(atom/result, datum/crafting_recipe/current_recipe)
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. = ..()
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if(!AI || !istype(result, /obj/item/aicard))
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return
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var/obj/item/aicard/new_card = result
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AI.forceMove(new_card)
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new_card.AI = AI
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new_card.update_appearance()
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AI = null
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