mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Yet Another Circuit Update (#5549)
* Circuit updates, adds new components, improves printer, new assemblies. * Finishes powernet circuit. * Adds wearable assemblies. * Finialization before merging with GLOB port. * Finishes circuit update, hopefully. * Forgot to undo map. * Removes debug output.
This commit is contained in:
187
code/modules/integrated_electronics/core/assemblies/clothing.dm
Normal file
187
code/modules/integrated_electronics/core/assemblies/clothing.dm
Normal file
@@ -0,0 +1,187 @@
|
||||
|
||||
// The base subtype for assemblies that can be worn. Certain pieces will have more or less capabilities
|
||||
// E.g. Glasses have less room than something worn over the chest.
|
||||
// Note that the electronic assembly is INSIDE the object that actually gets worn, in a similar way to implants.
|
||||
|
||||
/obj/item/device/electronic_assembly/clothing
|
||||
name = "electronic clothing"
|
||||
icon_state = "circuitry" // Needs to match the clothing's base icon_state.
|
||||
desc = "It's a case, for building machines attached to clothing."
|
||||
w_class = ITEMSIZE_SMALL
|
||||
max_components = IC_COMPONENTS_BASE
|
||||
max_complexity = IC_COMPLEXITY_BASE
|
||||
var/obj/item/clothing/clothing = null
|
||||
|
||||
/obj/item/device/electronic_assembly/clothing/nano_host()
|
||||
return clothing
|
||||
|
||||
/obj/item/device/electronic_assembly/clothing/resolve_nano_host()
|
||||
return clothing
|
||||
|
||||
/obj/item/device/electronic_assembly/clothing/update_icon()
|
||||
..()
|
||||
clothing.icon_state = icon_state
|
||||
// We don't need to update the mob sprite since it won't (and shouldn't) actually get changed.
|
||||
|
||||
// This is 'small' relative to the size of regular clothing assemblies.
|
||||
/obj/item/device/electronic_assembly/clothing/small
|
||||
max_components = IC_COMPONENTS_BASE / 2
|
||||
max_complexity = IC_COMPLEXITY_BASE / 2
|
||||
w_class = ITEMSIZE_TINY
|
||||
|
||||
// Ditto.
|
||||
/obj/item/device/electronic_assembly/clothing/large
|
||||
max_components = IC_COMPONENTS_BASE * 2
|
||||
max_complexity = IC_COMPLEXITY_BASE * 2
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
|
||||
|
||||
// This is defined higher up, in /clothing to avoid lots of copypasta.
|
||||
/obj/item/clothing
|
||||
var/obj/item/device/electronic_assembly/clothing/IC = null
|
||||
var/obj/item/integrated_circuit/built_in/action_button/action_circuit = null // This gets pulsed when someone clicks the button on the hud.
|
||||
|
||||
/obj/item/clothing/emp_act(severity)
|
||||
if(IC)
|
||||
IC.emp_act(severity)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/examine(mob/user)
|
||||
if(IC)
|
||||
IC.examine(user)
|
||||
..()
|
||||
|
||||
/obj/item/clothing/attackby(obj/item/I, mob/user)
|
||||
if(IC)
|
||||
// This needs to be done in a better way...
|
||||
if(I.is_crowbar() || I.is_screwdriver() || istype(I, /obj/item/integrated_circuit) || istype(I, /obj/item/weapon/cell/device) || istype(I, /obj/item/device/integrated_electronics) )
|
||||
IC.attackby(I, user)
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/attack_self(mob/user)
|
||||
if(IC)
|
||||
if(IC.opened)
|
||||
IC.attack_self(user)
|
||||
else
|
||||
action_circuit.do_work()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/Moved(oldloc)
|
||||
if(IC)
|
||||
IC.on_loc_moved(oldloc)
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/on_loc_moved(oldloc)
|
||||
if(IC)
|
||||
IC.on_loc_moved(oldloc)
|
||||
else
|
||||
..()
|
||||
|
||||
// Does most of the repeatative setup.
|
||||
/obj/item/clothing/proc/setup_integrated_circuit(new_type)
|
||||
// Set up the internal circuit holder.
|
||||
IC = new new_type(src)
|
||||
IC.clothing = src
|
||||
IC.name = name
|
||||
|
||||
// Clothing assemblies can be triggered by clicking on the HUD. This allows that to occur.
|
||||
action_circuit = new(src.IC)
|
||||
IC.force_add_circuit(action_circuit)
|
||||
action_button_name = "Activate [name]"
|
||||
|
||||
/obj/item/clothing/Destroy()
|
||||
if(IC)
|
||||
IC.clothing = null
|
||||
action_circuit = null // Will get deleted by qdel-ing the IC assembly.
|
||||
qdel(IC)
|
||||
return ..()
|
||||
|
||||
// Specific subtypes.
|
||||
|
||||
// Jumpsuit.
|
||||
/obj/item/clothing/under/circuitry
|
||||
name = "electronic jumpsuit"
|
||||
desc = "It's a wearable case for electronics. This on is a black jumpsuit with wiring weaved into the fabric."
|
||||
icon_state = "circuitry"
|
||||
worn_state = "circuitry"
|
||||
|
||||
/obj/item/clothing/under/circuitry/initialize()
|
||||
setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing)
|
||||
return ..()
|
||||
|
||||
|
||||
// Gloves.
|
||||
/obj/item/clothing/gloves/circuitry
|
||||
name = "electronic gloves"
|
||||
desc = "It's a wearable case for electronics. This one is a pair of black gloves, with wires woven into them. A small \
|
||||
device with a screen is attached to the left glove."
|
||||
icon_state = "circuitry"
|
||||
item_state = "circuitry"
|
||||
|
||||
/obj/item/clothing/gloves/circuitry/initialize()
|
||||
setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
|
||||
return ..()
|
||||
|
||||
|
||||
// Glasses.
|
||||
/obj/item/clothing/glasses/circuitry
|
||||
name = "electronic goggles"
|
||||
desc = "It's a wearable case for electronics. This one is a pair of goggles, with wiring sticking out. \
|
||||
Could this augment your vision?" // Sadly it won't, or at least not yet.
|
||||
icon_state = "circuitry"
|
||||
item_state = "night" // The on-mob sprite would be identical anyways.
|
||||
|
||||
/obj/item/clothing/glasses/circuitry/initialize()
|
||||
setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
|
||||
return ..()
|
||||
|
||||
// Shoes
|
||||
/obj/item/clothing/shoes/circuitry
|
||||
name = "electronic boots"
|
||||
desc = "It's a wearable case for electronics. This one is a pair of boots, with wires attached to a small \
|
||||
cover."
|
||||
icon_state = "circuitry"
|
||||
item_state = "circuitry"
|
||||
|
||||
/obj/item/clothing/shoes/circuitry/initialize()
|
||||
setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
|
||||
return ..()
|
||||
|
||||
// Head
|
||||
/obj/item/clothing/head/circuitry
|
||||
name = "electronic headwear"
|
||||
desc = "It's a wearable case for electronics. This one appears to be a very technical-looking piece that \
|
||||
goes around the collar, with a heads-up-display attached on the right."
|
||||
icon_state = "circuitry"
|
||||
item_state = "circuitry"
|
||||
|
||||
/obj/item/clothing/head/circuitry/initialize()
|
||||
setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
|
||||
return ..()
|
||||
|
||||
// Ear
|
||||
/obj/item/clothing/ears/circuitry
|
||||
name = "electronic earwear"
|
||||
desc = "It's a wearable case for electronics. This one appears to be a technical-looking headset."
|
||||
icon = 'icons/obj/clothing/ears.dmi'
|
||||
icon_state = "circuitry"
|
||||
item_state = "circuitry"
|
||||
|
||||
/obj/item/clothing/ears/circuitry/initialize()
|
||||
setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
|
||||
return ..()
|
||||
|
||||
// Exo-slot
|
||||
/obj/item/clothing/suit/circuitry
|
||||
name = "electronic chestpiece"
|
||||
desc = "It's a wearable case for electronics. This one appears to be a very technical-looking vest, that \
|
||||
almost looks professionally made, however the wiring popping out betrays that idea."
|
||||
icon_state = "circuitry"
|
||||
item_state = "circuitry"
|
||||
|
||||
/obj/item/clothing/suit/circuitry/initialize()
|
||||
setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/large)
|
||||
return ..()
|
||||
@@ -0,0 +1,84 @@
|
||||
/obj/item/device/assembly/electronic_assembly
|
||||
name = "electronic device"
|
||||
desc = "It's a case for building electronics with. It can be attached to other small devices."
|
||||
icon_state = "setup_device"
|
||||
var/opened = 0
|
||||
|
||||
var/obj/item/device/electronic_assembly/device/EA
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/New()
|
||||
EA = new(src)
|
||||
EA.holder = src
|
||||
..()
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if (I.is_crowbar())
|
||||
toggle_open(user)
|
||||
else if (opened)
|
||||
EA.attackby(I, user)
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/proc/toggle_open(mob/user)
|
||||
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
|
||||
opened = !opened
|
||||
EA.opened = opened
|
||||
to_chat(user, "<span class='notice'>You [opened ? "opened" : "closed"] \the [src].</span>")
|
||||
secured = 1
|
||||
update_icon()
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/update_icon()
|
||||
if(EA)
|
||||
icon_state = initial(icon_state)
|
||||
else
|
||||
icon_state = initial(icon_state)+"0"
|
||||
if(opened)
|
||||
icon_state = icon_state + "-open"
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/attack_self(mob/user as mob)
|
||||
if(EA)
|
||||
EA.attack_self(user)
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
|
||||
if(EA)
|
||||
for(var/obj/item/integrated_circuit/built_in/device_input/I in EA.contents)
|
||||
I.do_work()
|
||||
return
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/examine(mob/user)
|
||||
.=..(user, 1)
|
||||
if(EA)
|
||||
for(var/obj/item/integrated_circuit/IC in EA.contents)
|
||||
IC.external_examine(user)
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/verb/toggle()
|
||||
set src in usr
|
||||
set category = "Object"
|
||||
set name = "Open/Close Device Assembly"
|
||||
set desc = "Open or close device assembly!"
|
||||
|
||||
toggle_open(usr)
|
||||
|
||||
|
||||
/obj/item/device/electronic_assembly/device
|
||||
name = "electronic device"
|
||||
icon_state = "setup_device"
|
||||
desc = "It's a tiny electronic device with specific use for attaching to other devices."
|
||||
var/obj/item/device/assembly/electronic_assembly/holder
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE * 3/4
|
||||
max_complexity = IC_COMPLEXITY_BASE * 3/4
|
||||
|
||||
|
||||
/obj/item/device/electronic_assembly/device/New()
|
||||
..()
|
||||
var/obj/item/integrated_circuit/built_in/device_input/input = new(src)
|
||||
var/obj/item/integrated_circuit/built_in/device_output/output = new(src)
|
||||
input.assembly = src
|
||||
output.assembly = src
|
||||
|
||||
/obj/item/device/electronic_assembly/device/check_interactivity(mob/user)
|
||||
if(!CanInteract(user, state = deep_inventory_state))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
261
code/modules/integrated_electronics/core/assemblies/generic.dm
Normal file
261
code/modules/integrated_electronics/core/assemblies/generic.dm
Normal file
@@ -0,0 +1,261 @@
|
||||
// Generic subtypes without a lot of special code.
|
||||
|
||||
// Small assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/default
|
||||
name = "type-a electronic assembly"
|
||||
|
||||
/obj/item/device/electronic_assembly/calc
|
||||
name = "type-b electronic assembly"
|
||||
icon_state = "setup_small_calc"
|
||||
desc = "It's a case, for building small electronics with. This one resembles a pocket calculator."
|
||||
|
||||
/obj/item/device/electronic_assembly/clam
|
||||
name = "type-c electronic assembly"
|
||||
icon_state = "setup_small_clam"
|
||||
desc = "It's a case, for building small electronics with. This one has a clamshell design."
|
||||
|
||||
/obj/item/device/electronic_assembly/simple
|
||||
name = "type-d electronic assembly"
|
||||
icon_state = "setup_small_simple"
|
||||
desc = "It's a case, for building small electronics with. This one has a simple design."
|
||||
|
||||
/obj/item/device/electronic_assembly/hook
|
||||
name = "type-e electronic assembly"
|
||||
icon_state = "setup_small_hook"
|
||||
desc = "It's a case, for building small electronics with. This one looks like it has a belt clip, but it's purely decorative."
|
||||
|
||||
/obj/item/device/electronic_assembly/pda
|
||||
name = "type-f electronic assembly"
|
||||
icon_state = "setup_small_pda"
|
||||
desc = "It's a case, for building small electronics with. This one resembles a PDA."
|
||||
|
||||
// Tiny assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny
|
||||
name = "electronic device"
|
||||
icon_state = "setup_device"
|
||||
desc = "It's a case, for building tiny-sized electronics with."
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE / 2
|
||||
max_complexity = IC_COMPLEXITY_BASE / 2
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/default
|
||||
name = "type-a electronic device"
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/cylinder
|
||||
name = "type-b electronic device"
|
||||
icon_state = "setup_device_cylinder"
|
||||
desc = "It's a case, for building tiny-sized electronics with. This one has a cylindrical design."
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/scanner
|
||||
name = "type-c electronic device"
|
||||
icon_state = "setup_device_scanner"
|
||||
desc = "It's a case, for building tiny-sized electronics with. This one has a scanner-like design."
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/hook
|
||||
name = "type-d electronic device"
|
||||
icon_state = "setup_device_hook"
|
||||
desc = "It's a case, for building tiny-sized electronics with. This one looks like it has a belt clip, but it's purely decorative."
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/box
|
||||
name = "type-e electronic device"
|
||||
icon_state = "setup_device_box"
|
||||
desc = "It's a case, for building tiny-sized electronics with. This one has a boxy design."
|
||||
|
||||
// Medium assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/medium
|
||||
name = "electronic mechanism"
|
||||
icon_state = "setup_medium"
|
||||
desc = "It's a case, for building medium-sized electronics with."
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_components = IC_COMPONENTS_BASE * 2
|
||||
max_complexity = IC_COMPLEXITY_BASE * 2
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/default
|
||||
name = "type-a electronic mechanism"
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/box
|
||||
name = "type-b electronic mechanism"
|
||||
icon_state = "setup_medium_box"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one has a boxy design."
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/clam
|
||||
name = "type-c electronic mechanism"
|
||||
icon_state = "setup_medium_clam"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one has a clamshell design."
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/medical
|
||||
name = "type-d electronic mechanism"
|
||||
icon_state = "setup_medium_med"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one resembles some type of medical apparatus."
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/gun
|
||||
name = "type-e electronic mechanism"
|
||||
icon_state = "setup_medium_gun"
|
||||
item_state = "circuitgun"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one resembles a gun, or some type of tool, \
|
||||
if you're feeling optimistic."
|
||||
// can_fire_equipped = TRUE
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi',
|
||||
)
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/radio
|
||||
name = "type-f electronic mechanism"
|
||||
icon_state = "setup_medium_radio"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one resembles an old radio."
|
||||
|
||||
// Large assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/large
|
||||
name = "electronic machine"
|
||||
icon_state = "setup_large"
|
||||
desc = "It's a case, for building large electronics with."
|
||||
w_class = ITEMSIZE_LARGE
|
||||
max_components = IC_COMPONENTS_BASE * 4
|
||||
max_complexity = IC_COMPLEXITY_BASE * 4
|
||||
can_anchor = TRUE
|
||||
|
||||
/obj/item/device/electronic_assembly/large/default
|
||||
name = "type-a electronic machine"
|
||||
|
||||
/obj/item/device/electronic_assembly/large/scope
|
||||
name = "type-b electronic machine"
|
||||
icon_state = "setup_large_scope"
|
||||
desc = "It's a case, for building large electronics with. This one resembles an oscilloscope."
|
||||
|
||||
/obj/item/device/electronic_assembly/large/terminal
|
||||
name = "type-c electronic machine"
|
||||
icon_state = "setup_large_terminal"
|
||||
desc = "It's a case, for building large electronics with. This one resembles a computer terminal."
|
||||
|
||||
/obj/item/device/electronic_assembly/large/arm
|
||||
name = "type-d electronic machine"
|
||||
icon_state = "setup_large_arm"
|
||||
desc = "It's a case, for building large electronics with. This one resembles a robotic arm."
|
||||
|
||||
/obj/item/device/electronic_assembly/large/tall
|
||||
name = "type-e electronic machine"
|
||||
icon_state = "setup_large_tall"
|
||||
desc = "It's a case, for building large electronics with. This one has a tall design."
|
||||
|
||||
/obj/item/device/electronic_assembly/large/industrial
|
||||
name = "type-f electronic machine"
|
||||
icon_state = "setup_large_industrial"
|
||||
desc = "It's a case, for building large electronics with. This one resembles some kind of industrial machinery."
|
||||
|
||||
// Drone assemblies, which can move with the locomotion circuit.
|
||||
|
||||
/obj/item/device/electronic_assembly/drone
|
||||
name = "electronic drone"
|
||||
icon_state = "setup_drone"
|
||||
desc = "It's a case, for building mobile electronics with."
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_components = IC_COMPONENTS_BASE * 1.5
|
||||
max_complexity = IC_COMPLEXITY_BASE * 1.5
|
||||
can_anchor = FALSE
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/can_move()
|
||||
return TRUE
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/default
|
||||
name = "type-a electronic drone"
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/arms
|
||||
name = "type-b electronic drone"
|
||||
icon_state = "setup_drone_arms"
|
||||
desc = "It's a case, for building mobile electronics with. This one is armed and dangerous."
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/secbot
|
||||
name = "type-c electronic drone"
|
||||
icon_state = "setup_drone_secbot"
|
||||
desc = "It's a case, for building mobile electronics with. This one resembles a Securitron."
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/medbot
|
||||
name = "type-d electronic drone"
|
||||
icon_state = "setup_drone_medbot"
|
||||
desc = "It's a case, for building mobile electronics with. This one resembles a Medibot."
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/genbot
|
||||
name = "type-e electronic drone"
|
||||
icon_state = "setup_drone_genbot"
|
||||
desc = "It's a case, for building mobile electronics with. This one has a generic bot design."
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/android
|
||||
name = "type-f electronic drone"
|
||||
icon_state = "setup_drone_android"
|
||||
desc = "It's a case, for building mobile electronics with. This one has a hominoid design."
|
||||
|
||||
// Wall mounted assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount
|
||||
name = "wall-mounted electronic assembly"
|
||||
icon_state = "setup_wallmount_medium"
|
||||
desc = "It's a case, for building medium-sized electronics with. It has a magnetized \
|
||||
backing to allow it to stick to walls."
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_components = IC_COMPONENTS_BASE * 2
|
||||
max_complexity = IC_COMPLEXITY_BASE * 2
|
||||
can_anchor = TRUE
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/proc/mount_assembly(turf/on_wall, mob/user)
|
||||
if(get_dist(on_wall,user) > 1)
|
||||
return
|
||||
var/ndir = get_dir(on_wall, user)
|
||||
if(!(ndir in cardinal))
|
||||
return
|
||||
var/turf/T = get_turf(user)
|
||||
if(!istype(T, /turf/simulated/floor))
|
||||
to_chat(user, "<span class='warning'>You cannot place \the [src] on this spot!</span>")
|
||||
return
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
|
||||
user.visible_message("\The [user] attaches \the [src] to the wall.",
|
||||
"<span class='notice'>You attach \the [src] to the wall.</span>",
|
||||
"<span class='italics'>You hear clicking.</span>")
|
||||
user.drop_item(T)
|
||||
anchored = TRUE
|
||||
on_anchored()
|
||||
switch(ndir)
|
||||
if(NORTH)
|
||||
pixel_y = -31
|
||||
if(SOUTH)
|
||||
pixel_y = 31
|
||||
if(EAST)
|
||||
pixel_x = -31
|
||||
if(WEST)
|
||||
pixel_x = 31
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/on_unanchored()
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
..()
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/heavy
|
||||
name = "heavy wall-mounted electronic assembly"
|
||||
icon_state = "setup_wallmount_large"
|
||||
desc = "It's a case, for building large electronics with. It has a magnetized backing \
|
||||
to allow it to stick to walls."
|
||||
w_class = ITEMSIZE_LARGE
|
||||
max_components = IC_COMPONENTS_BASE * 4
|
||||
max_complexity = IC_COMPLEXITY_BASE * 4
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/light
|
||||
name = "light wall-mounted electronic assembly"
|
||||
icon_state = "setup_wallmount_small"
|
||||
desc = "It's a case, for building small electronics with. It has a magnetized backing \
|
||||
to allow it to stick to walls."
|
||||
w_class = ITEMSIZE_SMALL
|
||||
max_components = IC_COMPONENTS_BASE
|
||||
max_complexity = IC_COMPLEXITY_BASE
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/tiny
|
||||
name = "tiny wall-mounted electronic assembly"
|
||||
icon_state = "setup_wallmount_tiny"
|
||||
desc = "It's a case, for building tiny electronics with. It has a magnetized backing \
|
||||
to allow it to stick to walls."
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE / 2
|
||||
max_complexity = IC_COMPLEXITY_BASE / 2
|
||||
@@ -0,0 +1,21 @@
|
||||
// Note that this is contained inside an actual implant subtype.
|
||||
// See code/game/objects/items/weapons/implants/implantcircuits.dm for where this gets held.
|
||||
|
||||
/obj/item/device/electronic_assembly/implant
|
||||
name = "electronic implant"
|
||||
icon_state = "setup_implant"
|
||||
desc = "It's a case, for building very tiny electronics with."
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE / 2
|
||||
max_complexity = IC_COMPLEXITY_BASE / 2
|
||||
var/obj/item/weapon/implant/integrated_circuit/implant = null
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/nano_host()
|
||||
return implant
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/resolve_nano_host()
|
||||
return implant
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/update_icon()
|
||||
..()
|
||||
implant.icon_state = icon_state
|
||||
Reference in New Issue
Block a user