final fixes, tweaks, and cleanups

This commit is contained in:
SinTwo
2016-08-03 14:09:12 -04:00
parent 66c3a007a9
commit 07b4eb2d95
16 changed files with 232 additions and 182 deletions

View File

@@ -2,7 +2,7 @@
name = "Sleeper Console"
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeperconsole"
var/obj/machinery/sleeper/connected = null
var/obj/machinery/sleeper/sleeper
anchored = 1 //About time someone fixed this.
density = 0
dir = 8
@@ -13,12 +13,17 @@
/obj/machinery/sleep_console/New()
..()
spawn(5)
//src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
src.connected = locate(/obj/machinery/sleeper) in range(2,src)
return
return
findsleeper()
/obj/machinery/sleep_console/proc/findsleeper()
spawn( 5 )
var/obj/machinery/sleeper/sleepernew = null
for(dir in list(NORTH,EAST,SOUTH,WEST)) // Loop through every direction
sleepernew = locate(/obj/machinery/sleeper, get_step(src, dir)) // Try to find a scanner in that direction
if(sleepernew)
sleeper = sleepernew
sleepernew.console = src
return
/obj/machinery/sleep_console/attack_ai(var/mob/user)
return attack_hand(user)
@@ -26,15 +31,18 @@
/obj/machinery/sleep_console/attack_hand(var/mob/user)
if(..())
return 1
if(connected)
connected.ui_interact(user)
if(!sleeper)
findsleeper()
if(sleeper)
return sleeper.ui_interact(user)
else
user << "<span class='warning'>Sleeper not found!</span>"
/obj/machinery/sleep_console/attackby(var/obj/item/I, var/mob/user)
if(computer_deconstruction_screwdriver(user, I))
return
else
src.attack_hand(user)
return
return attack_hand(user)
/obj/machinery/sleep_console/power_change()
..()
@@ -55,6 +63,7 @@
var/list/available_chemicals = list("inaprovaline" = "Inaprovaline", "stoxin" = "Soporific", "paracetamol" = "Paracetamol", "anti_toxin" = "Dylovene", "dexalin" = "Dexalin")
var/obj/item/weapon/reagent_containers/glass/beaker = null
var/filtering = 0
var/obj/machinery/sleep_console/console
use_power = 1
idle_power_usage = 15
@@ -72,14 +81,6 @@
component_parts += new /obj/item/weapon/reagent_containers/syringe(src)
component_parts += new /obj/item/weapon/reagent_containers/syringe(src)
component_parts += new /obj/item/stack/material/glass/reinforced(src, 2)
spawn(5)
//src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
var/obj/machinery/sleep_console/C = locate(/obj/machinery/sleep_console) in range(2,src)
if(C)
C.connected = src
return
RefreshParts()
/obj/machinery/sleeper/initialize()
@@ -176,12 +177,12 @@
return 1
/obj/machinery/sleeper/attackby(var/obj/item/I, var/mob/user)
add_fingerprint(user)
if(default_deconstruction_screwdriver(user, I))
return
if(default_deconstruction_crowbar(user, I))
else if(default_deconstruction_crowbar(user, I))
return
add_fingerprint(user)
if(istype(I, /obj/item/weapon/reagent_containers/glass))
else if(istype(I, /obj/item/weapon/reagent_containers/glass))
if(!beaker)
beaker = I
user.drop_item()
@@ -251,21 +252,21 @@
if(occupant.client)
occupant.client.eye = occupant.client.mob
occupant.client.perspective = MOB_PERSPECTIVE
occupant.loc = loc
occupant.loc = src.loc
occupant = null
for(var/atom/movable/A in src) // In case an object was dropped inside or something
if(A == beaker || A == circuit)
continue
if(A in component_parts)
continue
A.loc = loc
A.loc = src.loc
update_use_power(1)
update_icon()
toggle_filter()
/obj/machinery/sleeper/proc/remove_beaker()
if(beaker)
beaker.loc = loc
beaker.loc = src.loc
beaker = null
toggle_filter()

View File

@@ -1,6 +1,5 @@
// Pretty much everything here is stolen from the dna scanner FYI
/obj/machinery/bodyscanner
var/mob/living/carbon/occupant
var/locked
@@ -9,22 +8,15 @@
icon_state = "body_scanner_0"
density = 1
anchored = 1
circuit = /obj/item/weapon/circuitboard/body_scanner
use_power = 1
idle_power_usage = 60
active_power_usage = 10000 //10 kW. It's a big all-body scanner.
light_color = "#00FF00"
var/obj/machinery/body_scanconsole/console
/obj/machinery/bodyscanner/New()
..()
spawn( 5 )
var/obj/machinery/body_scanconsole/C = locate(/obj/machinery/body_scanconsole) in range(2,src)
if(C)
C.connected = src
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
@@ -42,10 +34,9 @@
/obj/machinery/bodyscanner/attackby(var/obj/item/G, user as mob)
if(default_deconstruction_screwdriver(user, G))
return
if(default_deconstruction_crowbar(user, G))
else if(default_deconstruction_crowbar(user, G))
return
if(istype(G, /obj/item/weapon/grab))
else if(istype(G, /obj/item/weapon/grab))
var/obj/item/weapon/grab/H = G
if(panel_open)
user << "<span class='notice'>Close the maintenance panel first.</span>"
@@ -68,6 +59,8 @@
icon_state = "body_scanner_1"
add_fingerprint(user)
qdel(G)
else
return
/obj/machinery/bodyscanner/MouseDrop_T(mob/living/carbon/O, mob/user as mob)
if(!istype(O))
@@ -166,7 +159,6 @@
//Body Scan Console
/obj/machinery/body_scanconsole
var/obj/machinery/bodyscanner/connected
var/known_implants = list(/obj/item/weapon/implant/chem, /obj/item/weapon/implant/death_alarm, /obj/item/weapon/implant/loyalty, /obj/item/weapon/implant/tracking)
var/delete
var/temphtml
@@ -179,6 +171,7 @@
circuit = /obj/item/weapon/circuitboard/scanner_console
var/printing = null
var/printing_text = null
var/obj/machinery/bodyscanner/scanner
/obj/machinery/body_scanconsole/New()
..()
@@ -187,9 +180,21 @@
/obj/machinery/body_scanconsole/attackby(var/obj/item/I, var/mob/user)
if(computer_deconstruction_screwdriver(user, I))
return
else if(istype(I, /obj/item/device/multitool)) //Did you want to link it?
var/obj/item/device/multitool/P = I
if(P.connectable)
if(istype(P.connectable, /obj/machinery/bodyscanner))
var/obj/machinery/bodyscanner/C = P.connectable
scanner = C
C.console = src
user << "<span class='warning'> You link the [src] to the [P.connectable]!</span>"
else
user << "<span class='warning'> You store the [src] in the [P]'s buffer!</span>"
P.connectable = src
return
else
src.attack_hand(user)
return
return
/obj/machinery/body_scanconsole/power_change()
if(stat & BROKEN)
@@ -199,7 +204,7 @@
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "body_scannerconsole-p"
icon_state = "body_scannerconsole-p"
stat |= NOPOWER
/obj/machinery/body_scanconsole/ex_act(severity)
@@ -219,11 +224,11 @@
/obj/machinery/body_scanconsole/proc/findscanner()
spawn( 5 )
var/obj/machinery/bodyscanner/bodyscannernew = null
// Loop through every direction
for(dir in list(NORTH,EAST,SOUTH,WEST))
// Try to find a scanner in that direction
bodyscannernew = locate(/obj/machinery/bodyscanner, get_step(src, dir))
src.connected = bodyscannernew
for(dir in list(NORTH,EAST,SOUTH,WEST)) // Loop through every direction
bodyscannernew = locate(/obj/machinery/bodyscanner, get_step(src, dir)) // Try to find a scanner in that direction
if(bodyscannernew)
scanner = bodyscannernew
bodyscannernew.console = src
return
/obj/machinery/body_scanconsole/attack_ai(user as mob)
@@ -240,22 +245,22 @@
user << "<span class='notice'>Close the maintenance panel first.</span>"
return
if(!src.connected)
findscanner()
if(!scanner)
user << "<span class='warning'>Scanner not found!</span>"
ui_interact(user)
/obj/machinery/body_scanconsole/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
data["connected"] = connected ? 1 : 0
data["connected"] = scanner ? 1 : 0
if(connected)
data["occupied"] = connected.occupant ? 1 : 0
if(scanner)
data["occupied"] = scanner.occupant ? 1 : 0
var/occupantData[0]
if(connected.occupant && ishuman(connected.occupant))
var/mob/living/carbon/human/H = connected.occupant
if(scanner.occupant && ishuman(scanner.occupant))
var/mob/living/carbon/human/H = scanner.occupant
occupantData["name"] = H.name
occupantData["stat"] = H.stat
occupantData["health"] = H.health
@@ -393,8 +398,8 @@
/obj/machinery/body_scanconsole/proc/generate_printing_text()
var/dat = ""
if(connected)
var/mob/living/carbon/human/occupant = connected.occupant
if(scanner)
var/mob/living/carbon/human/occupant = scanner.occupant
dat = "<font color='blue'><b>Occupant Statistics:</b></font><br>" //Blah obvious
if(istype(occupant)) //is there REALLY someone in there?
var/t1

View File

@@ -5,7 +5,7 @@
//Create global frame type list if it hasn't been made already.
construction_frame_wall = list()
construction_frame_floor = list()
for(var/R in typesof(/datum/frame/frame_types)-/datum/frame/frame_types)
for(var/R in typesof(/datum/frame/frame_types) - /datum/frame/frame_types)
var/datum/frame/frame_types/type = new R
if(type.frame_style == "wall")
construction_frame_wall += type
@@ -251,7 +251,7 @@
if(istype(P, /obj/item/weapon/wrench))
if(state == 0 && !anchored)
user << "<span class='notice'>You start to wrench the frame into place.</span>"
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
anchored = 1
if(!need_circuit && circuit)
@@ -263,7 +263,7 @@
user << "<span class='notice'>You wrench the frame into place.</span>"
else if(state == 0 && anchored)
playsound(loc, 'sound/items/Ratchet.ogg', 50, 1)
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "<span class='notice'>You unfasten the frame.</span>"
anchored = 0
@@ -272,11 +272,11 @@
if(state == 0)
var/obj/item/weapon/weldingtool/WT = P
if(WT.remove_fuel(0, user))
playsound(loc, 'sound/items/Welder.ogg', 50, 1)
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 20))
if(src && WT.isOn())
user << "<span class='notice'>You deconstruct the frame.</span>"
new /obj/item/stack/material/steel(loc, frame_type.frame_size)
new /obj/item/stack/material/steel(src.loc, frame_type.frame_size)
qdel(src)
return
else if(!WT.remove_fuel(0, user))
@@ -288,7 +288,7 @@
var/obj/item/weapon/circuitboard/B = P
var/datum/frame/frame_types/board_type = B.board_type
if(board_type.name == frame_type.name)
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You place the circuit board inside the frame.</span>"
circuit = P
user.drop_item()
@@ -304,18 +304,18 @@
else if(istype(P, /obj/item/weapon/screwdriver))
if(state == 1)
if(need_circuit && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You screw the circuit board into place.</span>"
state = 2
else if(state == 2)
if(need_circuit && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the circuit board.</span>"
state = 1
else if(!need_circuit && circuit)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You unfasten the outer cover.</span>"
state = 0
@@ -327,8 +327,8 @@
component_check = 0
break
if(component_check)
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
var/obj/machinery/new_machine = new circuit.build_path(loc, dir)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
var/obj/machinery/new_machine = new circuit.build_path(src.loc, dir)
// Handle machines that have allocated default parts in thier constructor.
if(new_machine.component_parts)
for(var/CP in new_machine.component_parts)
@@ -357,9 +357,9 @@
return
else if(frame_type.frame_class == "alarm")
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You fasten the cover.</span>"
var/obj/machinery/B = new circuit.build_path(loc)
var/obj/machinery/B = new circuit.build_path(src.loc)
B.pixel_x = pixel_x
B.pixel_y = pixel_y
B.set_dir(dir)
@@ -371,9 +371,9 @@
else if(state == 4)
if(frame_type.frame_class == "computer")
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You connect the monitor.</span>"
var/obj/machinery/B = new circuit.build_path(loc)
var/obj/machinery/B = new circuit.build_path(src.loc)
B.pixel_x = pixel_x
B.pixel_y = pixel_y
B.set_dir(dir)
@@ -384,9 +384,9 @@
return
else if(frame_type.frame_class == "display")
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You connect the monitor.</span>"
var/obj/machinery/B = new circuit.build_path(loc)
var/obj/machinery/B = new circuit.build_path(src.loc)
B.pixel_x = pixel_x
B.pixel_y = pixel_y
B.set_dir(dir)
@@ -399,39 +399,39 @@
else if(istype(P, /obj/item/weapon/crowbar))
if(state == 1)
if(need_circuit && circuit)
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the circuit board.</span>"
state = 0
circuit.loc = loc
circuit.forceMove(src.loc)
circuit = null
if(frame_type.frame_class == "machine")
req_components = null
else if(state == 3)
if(frame_type.frame_class == "machine")
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
if(components.len == 0)
user << "<span class='notice'>There are no components to remove.</span>"
else
user << "<span class='notice'>You remove the components.</span>"
for(var/obj/item/weapon/W in components)
W.forceMove(loc)
W.forceMove(src.loc)
check_components()
update_desc()
user << desc
else if(state == 4)
if(frame_type.frame_class == "computer")
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
state = 3
new /obj/item/stack/material/glass(loc, 2)
new /obj/item/stack/material/glass(src.loc, 2)
else if(frame_type.frame_class == "display")
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You remove the glass panel.</span>"
state = 3
new /obj/item/stack/material/glass(loc, 2)
new /obj/item/stack/material/glass(src.loc, 2)
else if(istype(P, /obj/item/stack/cable_coil))
if(state == 2)
@@ -440,7 +440,7 @@
user << "<span class='warning'>You need five coils of wire to add them to the frame.</span>"
return
user << "<span class='notice'>You start to add cables to the frame.</span>"
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && state == 2)
if(C.use(5))
user << "<span class='notice'>You add cables to the frame.</span>"
@@ -451,28 +451,28 @@
else if(istype(P, /obj/item/weapon/wirecutters))
if(state == 3)
if(frame_type.frame_class == "computer")
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
state = 2
new /obj/item/stack/cable_coil(loc, 5)
new /obj/item/stack/cable_coil(src.loc, 5)
else if(frame_type.frame_class == "display")
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
state = 2
new /obj/item/stack/cable_coil(loc, 5)
new /obj/item/stack/cable_coil(src.loc, 5)
else if(frame_type.frame_class == "alarm")
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
state = 2
new /obj/item/stack/cable_coil(loc, 5)
new /obj/item/stack/cable_coil(src.loc, 5)
else if(frame_type.frame_class == "machine")
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
state = 2
new /obj/item/stack/cable_coil(loc, 5)
new /obj/item/stack/cable_coil(src.loc, 5)
else if(istype(P, /obj/item/stack/material) && P.get_material_name() == "glass")
if(state == 3)
@@ -481,7 +481,7 @@
if(G.get_amount() < 2)
user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
return
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to put in the glass panel.</span>"
if(do_after(user, 20) && state == 3)
if(G.use(2))
@@ -493,7 +493,7 @@
if(G.get_amount() < 2)
user << "<span class='warning'>You need two sheets of glass to put in the glass panel.</span>"
return
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to put in the glass panel.</span>"
if(do_after(user, 20) && state == 3)
if(G.use(2))
@@ -505,7 +505,7 @@
if(frame_type.frame_class == "machine")
for(var/I in req_components)
if(istype(P, I) && (req_components[I] > 0))
playsound(loc, 'sound/items/Deconstruct.ogg', 50, 1)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(istype(P, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/CP = P
if(CP.get_amount() > 1)
@@ -522,7 +522,7 @@
else if(istype(P, /obj/item/stack/material/glass/reinforced))
var/obj/item/stack/material/glass/reinforced/CP = P
if(CP.get_amount() > 1)
var/camt = min(CP.amount, req_components[I]) // amount of cable to take, idealy amount required, but limited by amount provided
var/camt = min(CP.amount, req_components[I]) // amount of glass to take, idealy amount required, but limited by amount provided
var/obj/item/stack/material/glass/reinforced/CC = new /obj/item/stack/material/glass/reinforced(src)
CC.amount = camt
CC.update_icon()

View File

@@ -166,11 +166,11 @@ Class Procs:
qdel(src)
return
if(2.0)
if (prob(50))
if(prob(50))
qdel(src)
return
if(3.0)
if (prob(25))
if(prob(25))
qdel(src)
return
else
@@ -183,20 +183,20 @@ Class Procs:
/obj/machinery/proc/auto_use_power()
if(!powered(power_channel))
return 0
if(src.use_power == 1)
use_power(idle_power_usage,power_channel, 1)
else if(src.use_power >= 2)
use_power(active_power_usage,power_channel, 1)
if(use_power == 1)
use_power(idle_power_usage, power_channel, 1)
else if(use_power >= 2)
use_power(active_power_usage, power_channel, 1)
return 1
/obj/machinery/proc/operable(var/additional_flags = 0)
return !inoperable(additional_flags)
/obj/machinery/proc/inoperable(var/additional_flags = 0)
return (stat & (NOPOWER|BROKEN|additional_flags))
return (stat & (NOPOWER | BROKEN | additional_flags))
/obj/machinery/CanUseTopic(var/mob/user)
if(!interact_offline && (stat & (NOPOWER|BROKEN)))
if(!interact_offline && (stat & (NOPOWER | BROKEN)))
return STATUS_CLOSE
return ..()
@@ -224,11 +224,10 @@ Class Procs:
return 1
if(user.lying || user.stat)
return 1
if ( ! (istype(usr, /mob/living/carbon/human) || \
istype(usr, /mob/living/silicon)))
if(!(istype(usr, /mob/living/carbon/human) || istype(usr, /mob/living/silicon)))
usr << "<span class='warning'>You don't have the dexterity to do this!</span>"
return 1
if (ishuman(user))
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.getBrainLoss() >= 55)
visible_message("<span class='warning'>[H] stares cluelessly at [src].</span>")
@@ -253,7 +252,7 @@ Class Procs:
O.show_message("\icon[src] <span class = 'notice'>[msg]</span>", 2)
/obj/machinery/proc/ping(text=null)
if (!text)
if(!text)
text = "\The [src] pings."
state(text, "blue")
@@ -267,7 +266,7 @@ Class Procs:
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if (electrocute_mob(user, get_area(src), src, 0.7))
if(electrocute_mob(user, get_area(src), src, 0.7))
var/area/temp_area = get_area(src)
if(temp_area)
var/obj/machinery/power/apc/temp_apc = temp_area.get_apc()
@@ -305,7 +304,7 @@ Class Procs:
RefreshParts()
else
user << "<span class='notice'>Following parts detected in the machine:</span>"
for(var/var/obj/item/C in component_parts)
for(var/var/obj/item/C in component_parts) //var/var/obj/item/C?
user << "<span class='notice'> [C.name]</span>"
return 1
@@ -319,48 +318,49 @@ Class Procs:
/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S)
if(!istype(S))
return 0
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
panel_open = !panel_open
user << "<span class='notice'>You [panel_open ? "open" : "close"] the maintenance hatch of [src].</span>"
update_icon()
return 1
/obj/machinery/proc/alarm_deconstruction_wirecutters(var/mob/user, var/obj/item/weapon/wirecutters/W, var/wiresexposed)
if(!istype(W))
return 0
if(!wiresexposed)
return 0
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
. = dismantle()
/obj/machinery/proc/alarm_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S, var/wiresexposed)
if(!istype(S))
return 0
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
update_icon()
return 1
/obj/machinery/proc/computer_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S)
if(!istype(S))
return 0
if(!circuit)
return 0
user << "<span class='notice'>You start disconnecting the monitor.</span>"
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
if(do_after(user, 20))
if(stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
new /obj/item/weapon/material/shard(loc)
new /obj/item/weapon/material/shard(src.loc)
else
user << "<span class='notice'>You disconnect the monitor.</span>"
. = dismantle()
/obj/machinery/proc/alarm_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S, var/wiresexposed)
if(!istype(S))
return 0
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
update_icon()
return 1
/obj/machinery/proc/alarm_deconstruction_wirecutters(var/mob/user, var/obj/item/weapon/wirecutters/W, var/wiresexposed)
if(!istype(W))
return 0
if(!wiresexposed)
return 0
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
. = dismantle()
/obj/machinery/proc/dismantle()
playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
var/obj/structure/frame/A = new /obj/structure/frame(loc)
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
var/obj/structure/frame/A = new /obj/structure/frame(src.loc)
var/obj/item/weapon/circuitboard/M = circuit
A.circuit = M
A.anchored = 1
@@ -370,8 +370,8 @@ Class Procs:
A.need_circuit = 0
if(A.frame_type.frame_class == "machine")
for(var/obj/D in src.component_parts)
D.forceMove(loc)
for(var/obj/D in component_parts)
D.forceMove(src.loc)
if(A.components)
A.components.Cut()
else

View File

@@ -31,7 +31,6 @@
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/cell/high(src)
component_parts += new /obj/item/stack/cable_coil(src, 5)
RefreshParts()
update_icon()
@@ -79,9 +78,9 @@
if(!has_cell_power())
return 0
if(src.use_power == 1)
if(use_power == 1)
cell.use(idle_power_usage * CELLRATE)
else if(src.use_power >= 2)
else if(use_power >= 2)
cell.use(active_power_usage * CELLRATE)
return 1
@@ -265,7 +264,7 @@
if(!occupant)
return
occupant.forceMove(loc)
occupant.forceMove(src.loc)
occupant.reset_view()
occupant = null
update_icon()

View File

@@ -19,7 +19,7 @@
/obj/item/frame/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/wrench))
new refund_type(get_turf(loc), refund_amt)
new refund_type(get_turf(src.loc), refund_amt)
qdel(src)
return
..()
@@ -44,7 +44,7 @@
if(!(ndir in cardinal))
return
var/obj/machinery/M = new build_machine_type(get_turf(loc), ndir, 1, frame_type)
var/obj/machinery/M = new build_machine_type(get_turf(src.loc), ndir, 1, frame_type)
M.fingerprints = fingerprints
M.fingerprintshidden = fingerprintshidden
M.fingerprintslast = fingerprintslast
@@ -64,14 +64,14 @@
if(frame_type.frame_size != 5)
new /obj/item/stack/material/steel(usr.loc, (5 - frame_type.frame_size))
if(get_dist(on_wall,usr)>1)
if(get_dist(on_wall, usr)>1)
return
var/ndir
if(reverse)
ndir = get_dir(usr,on_wall)
ndir = get_dir(usr, on_wall)
else
ndir = get_dir(on_wall,usr)
ndir = get_dir(on_wall, usr)
if(!(ndir in cardinal))
return

View File

@@ -4,6 +4,7 @@
icon = 'icons/mecha/mech_bay.dmi'
icon_state = "recharge_floor"
density = 0
anchored = 1
layer = TURF_LAYER + 0.1
circuit = /obj/item/weapon/circuitboard/mech_recharger
@@ -14,13 +15,11 @@
/obj/machinery/mech_recharger/New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/scanning_module(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
component_parts += new /obj/item/weapon/stock_parts/manipulator(src)
RefreshParts()
/obj/machinery/mech_recharger/Crossed(var/obj/mecha/M)
@@ -50,7 +49,7 @@
..()
if(!charging)
return
if(charging.loc != loc) // Could be qdel or teleport or something
if(charging.loc != src.loc) // Could be qdel or teleport or something
stop_charging()
return
var/done = 1
@@ -95,4 +94,4 @@
if(!charging)
return
charging = null
charging = null

View File

@@ -21,8 +21,8 @@
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
var/obj/machinery/clonepod/connecting //same for cryopod linkage
var/obj/machinery/connectable //Used to connect machinery, currently only used by Xenobio2.
var/obj/machinery/connectable //Used to connect machinery.
/obj/item/device/multitool/attack_self(mob/user)
var/clear = alert("Do you want to clear the buffers on the [src]?",, "Yes", "No",)
if(clear == "Yes")

View File

@@ -99,9 +99,9 @@
return
if(wiresexposed && istype(W, /obj/item/weapon/wirecutters))
user.visible_message("<span class='warning'>[user] has cut the wires inside \the [src]!</span>", "You have cut the wires inside \the [src].")
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
new/obj/item/stack/cable_coil(get_turf(src), 5)
var/obj/structure/frame/A = new /obj/structure/frame(loc)
var/obj/structure/frame/A = new /obj/structure/frame(src.loc)
var/obj/item/weapon/circuitboard/M = circuit
A.frame_type = M.board_type
A.pixel_x = pixel_x

View File

@@ -1,5 +1,5 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/weapon/circuitboard/rdconsole
@@ -9,12 +9,12 @@
/obj/item/weapon/circuitboard/rdconsole/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I,/obj/item/weapon/screwdriver))
user.visible_message("<span class='notice'>\The [user] adjusts the jumper on \the [src]'s access protocol pins.</span>", "<span class='notice'>You adjust the jumper on the access protocol pins.</span>")
if(src.build_path == /obj/machinery/computer/rdconsole/core)
src.name = T_BOARD("RD Console - Robotics")
src.build_path = /obj/machinery/computer/rdconsole/robotics
if(build_path == /obj/machinery/computer/rdconsole/core)
name = T_BOARD("RD Console - Robotics")
build_path = /obj/machinery/computer/rdconsole/robotics
user << "<span class='notice'>Access protocols set to robotics.</span>"
else
src.name = T_BOARD("RD Console")
src.build_path = /obj/machinery/computer/rdconsole/core
name = T_BOARD("RD Console")
build_path = /obj/machinery/computer/rdconsole/core
user << "<span class='notice'>Access protocols set to default.</span>"
return
return

View File

@@ -4,16 +4,29 @@
obj/item/weapon/circuitboard/rdserver
name = T_BOARD("R&D server")
build_path = "/obj/machinery/r_n_d/server"
build_path = /obj/machinery/r_n_d/server/core
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_DATA = 3)
req_components = list(
/obj/item/stack/cable_coil = 2,
/obj/item/weapon/stock_parts/scanning_module = 1)
obj/item/weapon/circuitboard/rdserver/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I,/obj/item/weapon/screwdriver))
user.visible_message("<span class='notice'>\The [user] adjusts the jumper on \the [src]'s access protocol pins.</span>", "<span class='notice'>You adjust the jumper on the access protocol pins.</span>")
if(build_path == /obj/machinery/r_n_d/server/core)
name = T_BOARD("RD Console - Robotics")
build_path = /obj/machinery/r_n_d/server/robotics
user << "<span class='notice'>Access protocols set to robotics.</span>"
else
name = T_BOARD("RD Console")
build_path = /obj/machinery/r_n_d/server/core
user << "<span class='notice'>Access protocols set to default.</span>"
return
/obj/item/weapon/circuitboard/destructive_analyzer
name = T_BOARD("destructive analyzer")
build_path = "/obj/machinery/r_n_d/destructive_analyzer"
build_path = /obj/machinery/r_n_d/destructive_analyzer
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_DATA = 2)
req_components = list(
@@ -23,7 +36,7 @@ obj/item/weapon/circuitboard/rdserver
/obj/item/weapon/circuitboard/autolathe
name = T_BOARD("autolathe")
build_path = "/obj/machinery/autolathe"
build_path = /obj/machinery/autolathe
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2)
req_components = list(
@@ -33,7 +46,7 @@ obj/item/weapon/circuitboard/rdserver
/obj/item/weapon/circuitboard/protolathe
name = T_BOARD("protolathe")
build_path = "/obj/machinery/r_n_d/protolathe"
build_path = /obj/machinery/r_n_d/protolathe
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2)
req_components = list(
@@ -43,7 +56,7 @@ obj/item/weapon/circuitboard/rdserver
/obj/item/weapon/circuitboard/circuit_imprinter
name = T_BOARD("circuit imprinter")
build_path = "/obj/machinery/r_n_d/circuit_imprinter"
build_path = /obj/machinery/r_n_d/circuit_imprinter
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_ENGINEERING = 2, TECH_DATA = 2)
req_components = list(
@@ -53,7 +66,7 @@ obj/item/weapon/circuitboard/rdserver
/obj/item/weapon/circuitboard/mechfab
name = "Circuit board (Exosuit Fabricator)"
build_path = "/obj/machinery/mecha_part_fabricator"
build_path = /obj/machinery/mecha_part_fabricator
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
req_components = list(
@@ -64,7 +77,7 @@ obj/item/weapon/circuitboard/rdserver
/obj/item/weapon/circuitboard/prosthetics
name = "Circuit board (Prosthetics Fabricator)"
build_path = "/obj/machinery/pros_fabricator"
build_path = /obj/machinery/pros_fabricator
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
req_components = list(

View File

@@ -24,13 +24,11 @@
/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unecessary map issues, but please don't name stuff like this in the future -Pete
icon_state = "tallcabinet"
/obj/structure/filingcabinet/initialize()
for(var/obj/item/I in loc)
if(istype(I, /obj/item/weapon/paper) || istype(I, /obj/item/weapon/folder) || istype(I, /obj/item/weapon/photo) || istype(I, /obj/item/weapon/paper_bundle))
I.loc = src
/obj/structure/filingcabinet/attackby(obj/item/P as obj, mob/user as mob)
if(istype(P, /obj/item/weapon/paper) || istype(P, /obj/item/weapon/folder) || istype(P, /obj/item/weapon/photo) || istype(P, /obj/item/weapon/paper_bundle))
user << "<span class='notice'>You put [P] in [src].</span>"
@@ -57,7 +55,6 @@
else
user << "<span class='notice'>You can't put [P] in [src]!</span>"
/obj/structure/filingcabinet/attack_hand(mob/user as mob)
if(contents.len <= 0)
user << "<span class='notice'>\The [src] is empty.</span>"
@@ -103,14 +100,12 @@
sleep(5)
icon_state = initial(icon_state)
/*
* Security Record Cabinets
*/
/obj/structure/filingcabinet/security
var/virgin = 1
/obj/structure/filingcabinet/security/proc/populate()
if(virgin)
for(var/datum/data/record/G in data_core.general)

View File

@@ -76,19 +76,20 @@
scanner_seal_integrity = round(scanner_seal_integrity + amount_used * 10)
return
if(istype(I, /obj/item/weapon/reagent_containers/glass))
var/obj/item/weapon/reagent_containers/glass/G = I
if(!G.is_open_container())
return
var/choice = alert("What do you want to do with the container?","Radiometric Scanner","Add coolant","Empty coolant","Scan container")
if(choice == "Add coolant")
var/obj/item/weapon/reagent_containers/glass/G = I
var/amount_transferred = min(src.reagents.maximum_volume - src.reagents.total_volume, G.reagents.total_volume)
G.reagents.trans_to(src, amount_transferred)
user << "<span class='info'>You empty [amount_transferred]u of coolant into [src].</span>"
var/trans = G.reagents.trans_to_obj(src, amount_transferred)
user << "<span class='info'>You empty [trans ? trans : 0]u of coolant into [src].</span>"
update_coolant()
return
else if(choice == "Empty coolant")
var/obj/item/weapon/reagent_containers/glass/G = I
var/amount_transferred = min(G.reagents.maximum_volume - G.reagents.total_volume, src.reagents.total_volume)
src.reagents.trans_to(G, amount_transferred)
user << "<span class='info'>You remove [amount_transferred]u of coolant from [src].</span>"
var/trans = src.reagents.trans_to(G, amount_transferred)
user << "<span class='info'>You remove [trans ? trans : 0]u of coolant from [src].</span>"
update_coolant()
return
if(scanned_item)
@@ -148,15 +149,15 @@
data["radiation"] = round(radiation)
data["t_left_radspike"] = round(t_left_radspike)
data["rad_shield_on"] = rad_shield
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "geoscanner.tmpl", "High Res Radiocarbon Spectrometer", 900, 825)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
ui.set_initial_data(data)
// open the new ui window
ui.open()
// auto update every Master Controller tick

View File

@@ -74,7 +74,7 @@
if(occupant)
occupant.forceMove(loc)
occupant = null
/obj/machinery/xenobio2/manualinjector/proc/eject_beaker()
if(beaker)
var/obj/item/weapon/reagent_containers/glass/beaker/B = beaker
@@ -136,10 +136,9 @@
move_into_injector(user,G.affecting)
/obj/item/weapon/circuitboard/xenobioinjectormachine
name = T_BOARD("biological injector")
build_path = "/obj/machinery/xenobio2/manualinjector"
board_type = "machine"
build_path = /obj/machinery/xenobio2/manualinjector
board_type = /datum/frame/frame_types/machine
origin_tech = list() //To be filled,
req_components = list() //To be filled,

View File

@@ -61,7 +61,7 @@
if(isxeno(injector.occupant))
var/mob/living/simple_animal/xeno/X = injector.occupant
data["compatible"] = 1
data["instability"] = 100 * (X.mut_level / X.mut_max)
data["instability"] = 100 * (X.mut_level / X.mut_max)
else
data["compatible"] = null
@@ -109,6 +109,5 @@
/obj/item/weapon/circuitboard/xenobio2computer
name = T_BOARD("injector control console")
build_path = "/obj/item/weapon/circuitboard/xenobio2computer"
board_type = "computer"
build_path = /obj/item/weapon/circuitboard/xenobio2computer
origin_tech = list() //To be filled,

View File

@@ -0,0 +1,39 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Sin4
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- bugfix: "Advanced Body Scanners are now deconstructable"
- bugfix: "You can now add coolant to the Radiocarbon Spectrometers"
- tweak: "Frame code revamped and cleaned up."
- rscadd: "R&D server circuitboards can be swapped between core and robotics types using a screwdriver."