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.
17
code/__defines/color.dm
Normal file
@@ -0,0 +1,17 @@
|
||||
//Color defines used by the assembly detailer.
|
||||
#define COLOR_ASSEMBLY_BLACK "#545454"
|
||||
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
|
||||
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
|
||||
#define COLOR_ASSEMBLY_RED "#CC4242"
|
||||
#define COLOR_ASSEMBLY_ORANGE "#E39751"
|
||||
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
|
||||
#define COLOR_ASSEMBLY_BROWN "#97670E"
|
||||
#define COLOR_ASSEMBLY_GOLD "#AA9100"
|
||||
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
|
||||
#define COLOR_ASSEMBLY_GURKHA "#999875"
|
||||
#define COLOR_ASSEMBLY_LGREEN "#789876"
|
||||
#define COLOR_ASSEMBLY_GREEN "#44843C"
|
||||
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
|
||||
#define COLOR_ASSEMBLY_BLUE "#38559E"
|
||||
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
|
||||
#define COLOR_ASSEMBLY_HOT_PINK "#FF69B4"
|
||||
3
code/__defines/integrated_circuits.dm
Normal file
@@ -0,0 +1,3 @@
|
||||
// Methods of obtaining a circuit.
|
||||
#define IC_SPAWN_DEFAULT 1 // If the circuit comes in the default circuit box and able to be printed in the IC printer.
|
||||
#define IC_SPAWN_RESEARCH 2 // If the circuit design will be available in the IC printer after upgrading it.
|
||||
@@ -58,6 +58,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
|
||||
#define INIT_ORDER_HOLOMAPS -5
|
||||
#define INIT_ORDER_OVERLAY -6
|
||||
#define INIT_ORDER_XENOARCH -20
|
||||
#define INIT_ORDER_CIRCUIT -21
|
||||
|
||||
|
||||
// Subsystem fire priority, from lowest to highest priority
|
||||
|
||||
@@ -634,7 +634,6 @@ as a single icon. Useful for when you want to manipulate an icon via the above a
|
||||
The _flatIcons list is a cache for generated icon files.
|
||||
*/
|
||||
|
||||
// Creates a single icon from a given /atom or /image. Only the first argument is required.
|
||||
/proc/getFlatIcon(image/A, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE)
|
||||
// We start with a blank canvas, otherwise some icon procs crash silently
|
||||
var/icon/flat = icon('icons/effects/effects.dmi', "nothing") // Final flattened icon
|
||||
@@ -824,6 +823,9 @@ The _flatIcons list is a cache for generated icon files.
|
||||
else
|
||||
return icon(flat, "", SOUTH)
|
||||
|
||||
|
||||
|
||||
|
||||
/proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
|
||||
var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
|
||||
for(var/I in A.overlays)//For every image in overlays. var/image/I will not work, don't try it.
|
||||
@@ -874,9 +876,10 @@ The _flatIcons list is a cache for generated icon files.
|
||||
if(4) I.pixel_y++
|
||||
overlays += I//And finally add the overlay.
|
||||
|
||||
/proc/getHologramIcon(icon/A, safety=1)//If safety is on, a new icon is not created.
|
||||
/proc/getHologramIcon(icon/A, safety=1, no_color = FALSE)//If safety is on, a new icon is not created.
|
||||
var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon.
|
||||
flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish.
|
||||
if(!no_color)
|
||||
flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish.
|
||||
flat_icon.ChangeOpacity(0.5)//Make it half transparent.
|
||||
var/icon/alpha_mask = new('icons/effects/effects.dmi', "scanline")//Scanline effect.
|
||||
flat_icon.AddAlphaMask(alpha_mask)//Finally, let's mix in a distortion effect.
|
||||
|
||||
96
code/controllers/subsystems/circuits.dm
Normal file
@@ -0,0 +1,96 @@
|
||||
//
|
||||
// This is for custom circuits, mostly the initialization of global properties about them.
|
||||
// Might make this also process them in the future if its better to do that than using the obj ticker.
|
||||
//
|
||||
SUBSYSTEM_DEF(circuit)
|
||||
name = "Circuit"
|
||||
init_order = INIT_ORDER_CIRCUIT
|
||||
flags = SS_NO_FIRE
|
||||
var/list/all_components = list() // Associative list of [component_name]:[component_path] pairs
|
||||
var/list/cached_components = list() // Associative list of [component_path]:[component] pairs
|
||||
var/list/all_assemblies = list() // Associative list of [assembly_name]:[assembly_path] pairs
|
||||
var/list/cached_assemblies = list() // Associative list of [assembly_path]:[assembly] pairs
|
||||
var/list/all_circuits = list() // Associative list of [circuit_name]:[circuit_path] pairs
|
||||
var/list/circuit_fabricator_recipe_list = list() // Associative list of [category_name]:[list_of_circuit_paths] pairs
|
||||
// var/cost_multiplier = MINERAL_MATERIAL_AMOUNT / 10 // Each circuit cost unit is 200cm3
|
||||
|
||||
/datum/controller/subsystem/circuit/Recover()
|
||||
flags |= SS_NO_INIT // Make extra sure we don't initialize twice.
|
||||
|
||||
/datum/controller/subsystem/circuit/Initialize(timeofday)
|
||||
circuits_init()
|
||||
return ..()
|
||||
|
||||
/datum/controller/subsystem/circuit/proc/circuits_init()
|
||||
//Cached lists for free performance
|
||||
for(var/path in typesof(/obj/item/integrated_circuit))
|
||||
var/obj/item/integrated_circuit/IC = path
|
||||
var/name = initial(IC.name)
|
||||
all_components[name] = path // Populating the component lists
|
||||
cached_components[IC] = new path
|
||||
|
||||
if(!(initial(IC.spawn_flags) & (IC_SPAWN_DEFAULT | IC_SPAWN_RESEARCH)))
|
||||
continue
|
||||
|
||||
var/category = initial(IC.category_text)
|
||||
if(!circuit_fabricator_recipe_list[category])
|
||||
circuit_fabricator_recipe_list[category] = list()
|
||||
var/list/category_list = circuit_fabricator_recipe_list[category]
|
||||
category_list += IC // Populating the fabricator categories
|
||||
|
||||
for(var/path in typesof(/obj/item/device/electronic_assembly))
|
||||
var/obj/item/device/electronic_assembly/A = path
|
||||
var/name = initial(A.name)
|
||||
all_assemblies[name] = path
|
||||
cached_assemblies[A] = new path
|
||||
|
||||
|
||||
circuit_fabricator_recipe_list["Assemblies"] = list(
|
||||
/obj/item/device/electronic_assembly/default,
|
||||
/obj/item/device/electronic_assembly/calc,
|
||||
/obj/item/device/electronic_assembly/clam,
|
||||
/obj/item/device/electronic_assembly/simple,
|
||||
/obj/item/device/electronic_assembly/hook,
|
||||
/obj/item/device/electronic_assembly/pda,
|
||||
/obj/item/device/electronic_assembly/tiny/default,
|
||||
/obj/item/device/electronic_assembly/tiny/cylinder,
|
||||
/obj/item/device/electronic_assembly/tiny/scanner,
|
||||
/obj/item/device/electronic_assembly/tiny/hook,
|
||||
/obj/item/device/electronic_assembly/tiny/box,
|
||||
/obj/item/device/electronic_assembly/medium/default,
|
||||
/obj/item/device/electronic_assembly/medium/box,
|
||||
/obj/item/device/electronic_assembly/medium/clam,
|
||||
/obj/item/device/electronic_assembly/medium/medical,
|
||||
/obj/item/device/electronic_assembly/medium/gun,
|
||||
/obj/item/device/electronic_assembly/medium/radio,
|
||||
/obj/item/device/electronic_assembly/large/default,
|
||||
/obj/item/device/electronic_assembly/large/scope,
|
||||
/obj/item/device/electronic_assembly/large/terminal,
|
||||
/obj/item/device/electronic_assembly/large/arm,
|
||||
/obj/item/device/electronic_assembly/large/tall,
|
||||
/obj/item/device/electronic_assembly/large/industrial,
|
||||
/obj/item/device/electronic_assembly/drone/default,
|
||||
/obj/item/device/electronic_assembly/drone/arms,
|
||||
/obj/item/device/electronic_assembly/drone/secbot,
|
||||
/obj/item/device/electronic_assembly/drone/medbot,
|
||||
/obj/item/device/electronic_assembly/drone/genbot,
|
||||
/obj/item/device/electronic_assembly/drone/android,
|
||||
/obj/item/device/electronic_assembly/wallmount/tiny,
|
||||
/obj/item/device/electronic_assembly/wallmount/light,
|
||||
/obj/item/device/electronic_assembly/wallmount,
|
||||
/obj/item/device/electronic_assembly/wallmount/heavy,
|
||||
/obj/item/weapon/implant/integrated_circuit,
|
||||
/obj/item/clothing/under/circuitry,
|
||||
/obj/item/clothing/gloves/circuitry,
|
||||
/obj/item/clothing/glasses/circuitry,
|
||||
/obj/item/clothing/shoes/circuitry,
|
||||
/obj/item/clothing/head/circuitry,
|
||||
/obj/item/clothing/ears/circuitry,
|
||||
/obj/item/clothing/suit/circuitry
|
||||
)
|
||||
|
||||
circuit_fabricator_recipe_list["Tools"] = list(
|
||||
/obj/item/device/integrated_electronics/wirer,
|
||||
/obj/item/device/integrated_electronics/debugger,
|
||||
/obj/item/device/integrated_electronics/detailer
|
||||
)
|
||||
@@ -16,6 +16,7 @@
|
||||
var/mob/pulledby = null
|
||||
var/item_state = null // Used to specify the item state for the on-mob overlays.
|
||||
var/icon_scale = 1 // Used to scale icons up or down in update_transform().
|
||||
var/icon_rotation = 0 // Used to rotate icons in update_transform()
|
||||
var/old_x = 0
|
||||
var/old_y = 0
|
||||
var/does_spin = TRUE // Does the atom spin when thrown (of course it does :P)
|
||||
@@ -277,9 +278,14 @@
|
||||
/atom/movable/proc/update_transform()
|
||||
var/matrix/M = matrix()
|
||||
M.Scale(icon_scale)
|
||||
M.Turn(icon_rotation)
|
||||
src.transform = M
|
||||
|
||||
// Use this to set the object's scale.
|
||||
/atom/movable/proc/adjust_scale(new_scale)
|
||||
icon_scale = new_scale
|
||||
update_transform()
|
||||
|
||||
/atom/movable/proc/adjust_rotation(new_rotation)
|
||||
icon_rotation = new_rotation
|
||||
update_transform()
|
||||
@@ -94,3 +94,8 @@
|
||||
icon_state = "snowwall"
|
||||
plane = MOB_PLANE
|
||||
layer = ABOVE_MOB_LAYER
|
||||
|
||||
/obj/effect/overlay/holographic
|
||||
mouse_opacity = FALSE
|
||||
anchored = TRUE
|
||||
plane = ABOVE_PLANE
|
||||
|
||||
@@ -200,6 +200,9 @@
|
||||
|
||||
/obj/item/attack_hand(mob/living/user as mob)
|
||||
if (!user) return
|
||||
if(anchored)
|
||||
to_chat(user, span("notice", "\The [src] won't budge, you can't pick it up!"))
|
||||
return
|
||||
if (hasorgans(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/device/text_to_speech
|
||||
name = "TTS device"
|
||||
desc = "A device that speaks an inputted message. Given to crew which can not speak properly or at all."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_setups.dmi'
|
||||
icon_state = "setup_small"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/named
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/weapon/implant/integrated_circuit
|
||||
name = "electronic implant"
|
||||
desc = "It's a case, for building very tiny electronics with."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_setups.dmi'
|
||||
icon_state = "setup_implant"
|
||||
var/obj/item/device/electronic_assembly/implant/IC = null
|
||||
|
||||
|
||||
@@ -150,6 +150,11 @@
|
||||
if(is_hot(W))
|
||||
burn(is_hot(W))
|
||||
|
||||
if(istype(W, /obj/item/device/electronic_assembly/wallmount))
|
||||
var/obj/item/device/electronic_assembly/wallmount/IC = W
|
||||
IC.mount_assembly(src, user)
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/stack/tile/roofing))
|
||||
var/expended_tile = FALSE // To track the case. If a ceiling is built in a multiz zlevel, it also necessarily roofs it against weather
|
||||
var/turf/T = GetAbove(src)
|
||||
|
||||
@@ -8,3 +8,7 @@
|
||||
/datum/gear/ears/headphones
|
||||
display_name = "headphones"
|
||||
path = /obj/item/clothing/ears/earmuffs/headphones
|
||||
|
||||
/datum/gear/ears/circuitry
|
||||
display_name = "earwear, circuitry (empty)"
|
||||
path = /obj/item/clothing/ears/circuitry
|
||||
@@ -121,3 +121,7 @@
|
||||
/datum/gear/eyes/sun/prescriptionsun
|
||||
display_name = "sunglasses, presciption (Security/Command)"
|
||||
path = /obj/item/clothing/glasses/sunglasses/prescription
|
||||
|
||||
/datum/gear/eyes/circuitry
|
||||
display_name = "goggles, circuitry (empty)"
|
||||
path = /obj/item/clothing/glasses/circuitry
|
||||
@@ -99,3 +99,7 @@
|
||||
ringtype["ring, wood"] = /obj/item/clothing/gloves/ring/material/wood
|
||||
ringtype["ring, plastic"] = /obj/item/clothing/gloves/ring/material/plastic
|
||||
gear_tweaks += new/datum/gear_tweak/path(ringtype)
|
||||
|
||||
/datum/gear/gloves/circuitry
|
||||
display_name = "gloves, circuitry (empty)"
|
||||
path = /obj/item/clothing/gloves/circuitry
|
||||
@@ -372,3 +372,7 @@
|
||||
/datum/gear/head/surgical/purple
|
||||
display_name = "surgical cap, purple"
|
||||
path = /obj/item/clothing/head/surgery/purple
|
||||
|
||||
/datum/gear/head/circuitry
|
||||
display_name = "headwear, circuitry (empty)"
|
||||
path = /obj/item/clothing/head/circuitry
|
||||
@@ -227,3 +227,7 @@
|
||||
display_name = "hydroponics winter boots"
|
||||
path = /obj/item/clothing/shoes/boots/winter/hydro
|
||||
allowed_roles = list("Botanist", "Xenobiologist")
|
||||
|
||||
/datum/gear/shoes/circuitry
|
||||
display_name = "boots, circuitry (empty)"
|
||||
path = /obj/item/clothing/shoes/circuitry
|
||||
|
||||
@@ -457,3 +457,7 @@
|
||||
/datum/gear/uniform/westernbustle
|
||||
display_name = "western bustle"
|
||||
path = /obj/item/clothing/under/dress/westernbustle
|
||||
|
||||
/datum/gear/uniform/circuitry
|
||||
display_name = "jumpsuit, circuitry (empty)"
|
||||
path = /obj/item/clothing/under/circuitry
|
||||
@@ -6,10 +6,6 @@
|
||||
#define DATA_CHANNEL "data channel"
|
||||
#define PULSE_CHANNEL "pulse channel"
|
||||
|
||||
// Methods of obtaining a circuit.
|
||||
#define IC_SPAWN_DEFAULT 1 // If the circuit comes in the default circuit box and able to be printed in the IC printer.
|
||||
#define IC_SPAWN_RESEARCH 2 // If the circuit design will be available in the IC printer after upgrading it.
|
||||
|
||||
// Displayed along with the pin name to show what type of pin it is.
|
||||
#define IC_FORMAT_ANY "\<ANY\>"
|
||||
#define IC_FORMAT_STRING "\<TEXT\>"
|
||||
@@ -49,7 +45,7 @@ var/list/all_integrated_circuits = list()
|
||||
/obj/item/integrated_circuit
|
||||
name = "integrated circuit"
|
||||
desc = "It's a tiny chip! This one doesn't seem to do much, however."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_components.dmi'
|
||||
icon_state = "template"
|
||||
w_class = ITEMSIZE_TINY
|
||||
var/obj/item/device/electronic_assembly/assembly = null // Reference to the assembly holding this circuit, if any.
|
||||
|
||||
@@ -1,56 +1,29 @@
|
||||
#define IC_COMPONENTS_BASE 20
|
||||
#define IC_COMPLEXITY_BASE 60
|
||||
|
||||
// Here is where the base definition lives.
|
||||
// Specific subtypes are in their own folder.
|
||||
|
||||
/obj/item/device/electronic_assembly
|
||||
name = "electronic assembly"
|
||||
desc = "It's a case, for building small electronics with."
|
||||
w_class = ITEMSIZE_SMALL
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_setups.dmi'
|
||||
icon_state = "setup_small"
|
||||
show_messages = TRUE
|
||||
var/max_components = IC_COMPONENTS_BASE
|
||||
var/max_complexity = IC_COMPLEXITY_BASE
|
||||
var/opened = 0
|
||||
var/opened = FALSE
|
||||
var/can_anchor = FALSE // If true, wrenching it will anchor it.
|
||||
var/obj/item/weapon/cell/device/battery = null // Internal cell which most circuits need to work.
|
||||
var/net_power = 0 // Set every tick, to display how much power is being drawn in total.
|
||||
var/detail_color = COLOR_ASSEMBLY_BLACK
|
||||
|
||||
|
||||
/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/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
|
||||
|
||||
/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
|
||||
|
||||
/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/New()
|
||||
..()
|
||||
/obj/item/device/electronic_assembly/initialize()
|
||||
battery = new(src)
|
||||
processing_objects |= src
|
||||
return ..()
|
||||
|
||||
/obj/item/device/electronic_assembly/Destroy()
|
||||
battery = null // It will be qdel'd by ..() if still in our contents
|
||||
@@ -61,35 +34,32 @@
|
||||
handle_idle_power()
|
||||
|
||||
/obj/item/device/electronic_assembly/proc/handle_idle_power()
|
||||
// First we generate power.
|
||||
for(var/obj/item/integrated_circuit/passive/power/P in contents)
|
||||
P.make_energy()
|
||||
net_power = 0 // Reset this. This gets increased/decreased with [give/draw]_power() outside of this loop.
|
||||
|
||||
// Now spend it.
|
||||
// First we handle passive sources. Most of these make power so they go first.
|
||||
for(var/obj/item/integrated_circuit/passive/power/P in contents)
|
||||
P.handle_passive_energy()
|
||||
|
||||
// Now we handle idle power draw.
|
||||
for(var/obj/item/integrated_circuit/IC in contents)
|
||||
if(IC.power_draw_idle)
|
||||
if(!draw_power(IC.power_draw_idle))
|
||||
IC.power_fail()
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/update_icon()
|
||||
..()
|
||||
implant.icon_state = icon_state
|
||||
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/nano_host()
|
||||
return implant
|
||||
|
||||
/obj/item/device/electronic_assembly/proc/resolve_nano_host()
|
||||
return src
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/resolve_nano_host()
|
||||
return implant
|
||||
|
||||
/obj/item/device/electronic_assembly/proc/check_interactivity(mob/user)
|
||||
if(!CanInteract(user, physical_state))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/device/electronic_assembly/get_cell()
|
||||
return battery
|
||||
|
||||
/obj/item/device/electronic_assembly/interact(mob/user)
|
||||
if(!check_interactivity(user))
|
||||
return
|
||||
@@ -107,7 +77,8 @@
|
||||
HTML += "[total_parts]/[max_components] ([round((total_parts / max_components) * 100, 0.1)]%) space taken up in the assembly.<br>"
|
||||
HTML += "[total_complexity]/[max_complexity] ([round((total_complexity / max_complexity) * 100, 0.1)]%) maximum complexity.<br>"
|
||||
if(battery)
|
||||
HTML += "[round(battery.charge, 0.1)]/[battery.maxcharge] ([round(battery.percent(), 0.1)]%) cell charge. <a href='?src=\ref[src];remove_cell=1'>\[Remove\]</a>"
|
||||
HTML += "[round(battery.charge, 0.1)]/[battery.maxcharge] ([round(battery.percent(), 0.1)]%) cell charge. <a href='?src=\ref[src];remove_cell=1'>\[Remove\]</a><br>"
|
||||
HTML += "Net energy: [format_SI(net_power / CELLRATE, "W")]."
|
||||
else
|
||||
HTML += "<span class='danger'>No powercell detected!</span>"
|
||||
HTML += "<br><br>"
|
||||
@@ -175,14 +146,18 @@
|
||||
/obj/item/device/electronic_assembly/proc/can_move()
|
||||
return FALSE
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/can_move()
|
||||
return TRUE
|
||||
|
||||
/obj/item/device/electronic_assembly/update_icon()
|
||||
if(opened)
|
||||
icon_state = initial(icon_state) + "-open"
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
cut_overlays()
|
||||
if(detail_color == COLOR_ASSEMBLY_BLACK) //Black colored overlay looks almost but not exactly like the base sprite, so just cut the overlay and avoid it looking kinda off.
|
||||
return
|
||||
var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/integrated_electronics/electronic_setups.dmi', "[icon_state]-color")
|
||||
detail_overlay.color = detail_color
|
||||
add_overlay(detail_overlay)
|
||||
|
||||
|
||||
/obj/item/device/electronic_assembly/GetAccess()
|
||||
. = list()
|
||||
@@ -244,6 +219,11 @@
|
||||
|
||||
return TRUE
|
||||
|
||||
// Non-interactive version of above that always succeeds, intended for build-in circuits that get added on assembly initialization.
|
||||
/obj/item/device/electronic_assembly/proc/force_add_circuit(var/obj/item/integrated_circuit/IC)
|
||||
IC.forceMove(src)
|
||||
IC.assembly = src
|
||||
|
||||
/obj/item/device/electronic_assembly/afterattack(atom/target, mob/user, proximity)
|
||||
if(proximity)
|
||||
var/scanned = FALSE
|
||||
@@ -256,7 +236,17 @@
|
||||
visible_message("<span class='notice'>\The [user] waves \the [src] around [target].</span>")
|
||||
|
||||
/obj/item/device/electronic_assembly/attackby(var/obj/item/I, var/mob/user)
|
||||
if(istype(I, /obj/item/integrated_circuit))
|
||||
if(can_anchor && I.is_wrench())
|
||||
anchored = !anchored
|
||||
to_chat(user, span("notice", "You've [anchored ? "" : "un"]secured \the [src] to \the [get_turf(src)]."))
|
||||
if(anchored)
|
||||
on_anchored()
|
||||
else
|
||||
on_unanchored()
|
||||
playsound(src, I.usesound, 50, 1)
|
||||
return TRUE
|
||||
|
||||
else if(istype(I, /obj/item/integrated_circuit))
|
||||
if(!user.unEquip(I))
|
||||
return FALSE
|
||||
if(add_circuit(I, user))
|
||||
@@ -264,18 +254,26 @@
|
||||
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
|
||||
interact(user)
|
||||
return TRUE
|
||||
|
||||
else if(I.is_crowbar())
|
||||
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
|
||||
opened = !opened
|
||||
to_chat(user, "<span class='notice'>You [opened ? "opened" : "closed"] \the [src].</span>")
|
||||
update_icon()
|
||||
return TRUE
|
||||
|
||||
else if(istype(I, /obj/item/device/integrated_electronics/wirer) || istype(I, /obj/item/device/integrated_electronics/debugger) || I.is_screwdriver())
|
||||
if(opened)
|
||||
interact(user)
|
||||
else
|
||||
to_chat(user, "<span class='warning'>\The [src] isn't opened, so you can't fiddle with the internal components. \
|
||||
Try using a crowbar.</span>")
|
||||
|
||||
else if(istype(I, /obj/item/device/integrated_electronics/detailer))
|
||||
var/obj/item/device/integrated_electronics/detailer/D = I
|
||||
detail_color = D.detail_color
|
||||
update_icon()
|
||||
|
||||
else if(istype(I, /obj/item/weapon/cell/device))
|
||||
if(!opened)
|
||||
to_chat(user, "<span class='warning'>\The [src] isn't opened, so you can't put anything inside. Try using a crowbar.</span>")
|
||||
@@ -291,6 +289,7 @@
|
||||
to_chat(user, "<span class='notice'>You slot \the [cell] inside \the [src]'s power supplier.</span>")
|
||||
interact(user)
|
||||
return TRUE
|
||||
|
||||
else
|
||||
return ..()
|
||||
|
||||
@@ -331,13 +330,32 @@
|
||||
|
||||
// Returns true if power was successfully drawn.
|
||||
/obj/item/device/electronic_assembly/proc/draw_power(amount)
|
||||
if(battery && battery.checked_use(amount * CELLRATE))
|
||||
if(battery)
|
||||
var/lost = battery.use(amount * CELLRATE)
|
||||
net_power -= lost
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
// Ditto for giving.
|
||||
/obj/item/device/electronic_assembly/proc/give_power(amount)
|
||||
if(battery && battery.give(amount * CELLRATE))
|
||||
if(battery)
|
||||
var/gained = battery.give(amount * CELLRATE)
|
||||
net_power += gained
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/item/device/electronic_assembly/on_loc_moved(oldloc)
|
||||
for(var/obj/O in contents)
|
||||
O.on_loc_moved(oldloc)
|
||||
|
||||
/obj/item/device/electronic_assembly/Moved(var/oldloc)
|
||||
for(var/obj/O in contents)
|
||||
O.on_loc_moved(oldloc)
|
||||
|
||||
/obj/item/device/electronic_assembly/proc/on_anchored()
|
||||
for(var/obj/item/integrated_circuit/IC in contents)
|
||||
IC.on_anchored()
|
||||
|
||||
/obj/item/device/electronic_assembly/proc/on_unanchored()
|
||||
for(var/obj/item/integrated_circuit/IC in contents)
|
||||
IC.on_unanchored()
|
||||
|
||||
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 ..()
|
||||
@@ -19,9 +19,6 @@
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/device/electronic_assembly/get_cell()
|
||||
return battery
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/proc/toggle_open(mob/user)
|
||||
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
|
||||
opened = !opened
|
||||
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
|
||||
45
code/modules/integrated_electronics/core/detailer.dm
Normal file
@@ -0,0 +1,45 @@
|
||||
/obj/item/device/integrated_electronics/detailer
|
||||
name = "assembly detailer"
|
||||
desc = "A combination autopainter and flash anodizer designed to give electronic assemblies a colorful, wear-resistant finish."
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "detailer"
|
||||
item_flags = NOBLUDGEON
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/detail_color = COLOR_ASSEMBLY_WHITE
|
||||
var/list/color_list = list(
|
||||
"black" = COLOR_ASSEMBLY_BLACK,
|
||||
"machine gray" = COLOR_ASSEMBLY_BGRAY,
|
||||
"white" = COLOR_ASSEMBLY_WHITE,
|
||||
"red" = COLOR_ASSEMBLY_RED,
|
||||
"orange" = COLOR_ASSEMBLY_ORANGE,
|
||||
"beige" = COLOR_ASSEMBLY_BEIGE,
|
||||
"brown" = COLOR_ASSEMBLY_BROWN,
|
||||
"gold" = COLOR_ASSEMBLY_GOLD,
|
||||
"yellow" = COLOR_ASSEMBLY_YELLOW,
|
||||
"gurkha" = COLOR_ASSEMBLY_GURKHA,
|
||||
"light green" = COLOR_ASSEMBLY_LGREEN,
|
||||
"green" = COLOR_ASSEMBLY_GREEN,
|
||||
"light blue" = COLOR_ASSEMBLY_LBLUE,
|
||||
"blue" = COLOR_ASSEMBLY_BLUE,
|
||||
"purple" = COLOR_ASSEMBLY_PURPLE,
|
||||
"hot pink" = COLOR_ASSEMBLY_HOT_PINK
|
||||
)
|
||||
|
||||
/obj/item/device/integrated_electronics/detailer/initialize()
|
||||
update_icon()
|
||||
return ..()
|
||||
|
||||
/obj/item/device/integrated_electronics/detailer/update_icon()
|
||||
cut_overlays()
|
||||
var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/integrated_electronics/electronic_tools.dmi', "detailer-color")
|
||||
detail_overlay.color = detail_color
|
||||
add_overlay(detail_overlay)
|
||||
|
||||
/obj/item/device/integrated_electronics/detailer/attack_self(mob/user)
|
||||
var/color_choice = input(user, "Select color.", "Assembly Detailer", detail_color) as null|anything in color_list
|
||||
if(!color_list[color_choice])
|
||||
return
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
detail_color = color_list[color_choice]
|
||||
update_icon()
|
||||
@@ -1,7 +1,8 @@
|
||||
/obj/item/integrated_circuit/proc/setup_io(var/list/io_list, var/io_type, var/list/io_default_list)
|
||||
var/list/io_list_copy = io_list.Copy()
|
||||
io_list.Cut()
|
||||
var/i = 0
|
||||
var/i = 1
|
||||
|
||||
for(var/io_entry in io_list_copy)
|
||||
var/default_data = null
|
||||
var/io_type_override = null
|
||||
@@ -13,10 +14,10 @@
|
||||
io_type_override = io_list_copy[io_entry]
|
||||
|
||||
if(io_type_override)
|
||||
// world << "io_type_override is now [io_type_override] on [src]."
|
||||
io_list.Add(new io_type_override(src, io_entry, default_data))
|
||||
else
|
||||
io_list.Add(new io_type(src, io_entry, default_data))
|
||||
i++
|
||||
|
||||
/obj/item/integrated_circuit/proc/set_pin_data(var/pin_type, var/pin_number, datum/new_data)
|
||||
if (istype(new_data) && !isweakref(new_data))
|
||||
|
||||
@@ -330,6 +330,7 @@ a creative player the means to solve many problems. Circuits are held inside an
|
||||
to_chat(usr, "<span class='warning'>\The [src] seems to be permanently attached to the case.</span>")
|
||||
return
|
||||
var/obj/item/device/electronic_assembly/ea = loc
|
||||
power_fail()
|
||||
disconnect_all()
|
||||
var/turf/T = get_turf(src)
|
||||
forceMove(T)
|
||||
@@ -394,3 +395,9 @@ a creative player the means to solve many problems. Circuits are held inside an
|
||||
O.disconnect()
|
||||
for(var/datum/integrated_io/activate/A in activators)
|
||||
A.disconnect()
|
||||
|
||||
/obj/item/integrated_circuit/proc/on_anchored()
|
||||
return
|
||||
|
||||
/obj/item/integrated_circuit/proc/on_unanchored()
|
||||
return
|
||||
@@ -28,7 +28,7 @@ D [1]/ ||
|
||||
/datum/integrated_io/New(var/newloc, var/name, var/new_data)
|
||||
..()
|
||||
src.name = name
|
||||
if(new_data)
|
||||
if(!isnull(new_data))
|
||||
src.data = new_data
|
||||
holder = newloc
|
||||
if(!istype(holder))
|
||||
|
||||
@@ -2,16 +2,17 @@
|
||||
/obj/item/device/integrated_circuit_printer
|
||||
name = "integrated circuit printer"
|
||||
desc = "A portable(ish) machine made to print tiny modular circuitry out of metal."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "circuit_printer"
|
||||
w_class = ITEMSIZE_LARGE
|
||||
var/metal = 0
|
||||
var/max_metal = 100
|
||||
var/metal_per_sheet = 10 // One sheet equals this much metal.
|
||||
var/debug = FALSE // If true, metal is infinite.
|
||||
|
||||
var/upgraded = FALSE // When hit with an upgrade disk, will turn true, allowing it to print the higher tier circuits.
|
||||
var/can_clone = FALSE // Same for above, but will allow the printer to duplicate a specific assembly.
|
||||
var/static/list/recipe_list = list()
|
||||
var/can_clone = FALSE // Same for above, but will allow the printer to duplicate a specific assembly. (Not implemented)
|
||||
// var/static/list/recipe_list = list()
|
||||
var/current_category = null
|
||||
var/obj/item/device/electronic_assembly/assembly_to_clone = null
|
||||
|
||||
@@ -19,67 +20,32 @@
|
||||
upgraded = TRUE
|
||||
can_clone = TRUE
|
||||
|
||||
/obj/item/device/integrated_circuit_printer/initialize()
|
||||
. = ..()
|
||||
if(!recipe_list.len)
|
||||
// Unfortunately this needed a lot of loops, but it should only be run once at init.
|
||||
|
||||
// First loop is to seperate the actual circuits from base circuits.
|
||||
var/list/circuits_to_use = list()
|
||||
for(var/obj/item/integrated_circuit/IC in all_integrated_circuits)
|
||||
if((IC.spawn_flags & IC_SPAWN_DEFAULT) || (IC.spawn_flags & IC_SPAWN_RESEARCH))
|
||||
circuits_to_use.Add(IC)
|
||||
|
||||
// Second loop is to find all categories.
|
||||
var/list/found_categories = list()
|
||||
for(var/obj/item/integrated_circuit/IC in circuits_to_use)
|
||||
if(!(IC.category_text in found_categories))
|
||||
found_categories.Add(IC.category_text)
|
||||
|
||||
// Third loop is to initialize lists by category names, then put circuits matching the category inside.
|
||||
for(var/category in found_categories)
|
||||
recipe_list[category] = list()
|
||||
var/list/current_list = recipe_list[category]
|
||||
for(var/obj/item/integrated_circuit/IC in circuits_to_use)
|
||||
if(IC.category_text == category)
|
||||
current_list.Add(IC)
|
||||
|
||||
// Now for non-circuit things.
|
||||
var/list/assembly_list = list()
|
||||
assembly_list.Add(
|
||||
new /obj/item/device/electronic_assembly(null),
|
||||
new /obj/item/device/electronic_assembly/medium(null),
|
||||
new /obj/item/device/electronic_assembly/large(null),
|
||||
new /obj/item/device/electronic_assembly/drone(null),
|
||||
new /obj/item/weapon/implant/integrated_circuit(null),
|
||||
new /obj/item/device/assembly/electronic_assembly(null)
|
||||
)
|
||||
recipe_list["Assemblies"] = assembly_list
|
||||
|
||||
var/list/tools_list = list()
|
||||
tools_list.Add(
|
||||
new /obj/item/device/integrated_electronics/wirer(null),
|
||||
new /obj/item/device/integrated_electronics/debugger(null)
|
||||
)
|
||||
recipe_list["Tools"] = tools_list
|
||||
|
||||
/obj/item/device/integrated_circuit_printer/debug
|
||||
name = "fractal integrated circuit printer"
|
||||
desc = "A portable(ish) machine that makes modular circuitry seemingly out of thin air."
|
||||
upgraded = TRUE
|
||||
can_clone = TRUE
|
||||
debug = TRUE
|
||||
|
||||
/obj/item/device/integrated_circuit_printer/attackby(var/obj/item/O, var/mob/user)
|
||||
if(istype(O,/obj/item/stack/material))
|
||||
var/obj/item/stack/material/stack = O
|
||||
if(stack.material.name == DEFAULT_WALL_MATERIAL)
|
||||
if(debug)
|
||||
to_chat(user, span("warning", "\The [src] does not need any material."))
|
||||
return
|
||||
var/num = min((max_metal - metal) / metal_per_sheet, stack.amount)
|
||||
if(num < 1)
|
||||
to_chat(user, "<span class='warning'>\The [src] is too full to add more metal.</span>")
|
||||
to_chat(user, span("warning", "\The [src] is too full to add more metal."))
|
||||
return
|
||||
if(stack.use(num))
|
||||
to_chat(user, "<span class='notice'>You add [num] sheet\s to \the [src].</span>")
|
||||
to_chat(user, span("notice", "You add [num] sheet\s to \the [src]."))
|
||||
metal += num * metal_per_sheet
|
||||
interact(user)
|
||||
return TRUE
|
||||
|
||||
if(istype(O,/obj/item/integrated_circuit))
|
||||
to_chat(user, "<span class='notice'>You insert the circuit into \the [src]. </span>")
|
||||
to_chat(user, span("notice", "You insert the circuit into \the [src]."))
|
||||
user.unEquip(O)
|
||||
metal = min(metal + O.w_class, max_metal)
|
||||
qdel(O)
|
||||
@@ -88,18 +54,18 @@
|
||||
|
||||
if(istype(O,/obj/item/weapon/disk/integrated_circuit/upgrade/advanced))
|
||||
if(upgraded)
|
||||
to_chat(user, "<span class='warning'>\The [src] already has this upgrade. </span>")
|
||||
to_chat(user, span("warning", "\The [src] already has this upgrade."))
|
||||
return TRUE
|
||||
to_chat(user, "<span class='notice'>You install \the [O] into \the [src]. </span>")
|
||||
to_chat(user, span("notice", "You install \the [O] into \the [src]."))
|
||||
upgraded = TRUE
|
||||
interact(user)
|
||||
return TRUE
|
||||
|
||||
if(istype(O,/obj/item/weapon/disk/integrated_circuit/upgrade/clone))
|
||||
if(can_clone)
|
||||
to_chat(user, "<span class='warning'>\The [src] already has this upgrade. </span>")
|
||||
to_chat(user, span("warning", "\The [src] already has this upgrade."))
|
||||
return TRUE
|
||||
to_chat(user, "<span class='notice'>You install \the [O] into \the [src]. </span>")
|
||||
to_chat(user, span("notice", "You install \the [O] into \the [src]."))
|
||||
can_clone = TRUE
|
||||
interact(user)
|
||||
return TRUE
|
||||
@@ -114,18 +80,21 @@
|
||||
var/window_width = 500
|
||||
|
||||
if(isnull(current_category))
|
||||
current_category = recipe_list[1]
|
||||
current_category = SScircuit.circuit_fabricator_recipe_list[1]
|
||||
|
||||
var/HTML = "<center><h2>Integrated Circuit Printer</h2></center><br>"
|
||||
HTML += "Metal: [metal/metal_per_sheet]/[max_metal/metal_per_sheet] sheets.<br>"
|
||||
HTML += "Circuits available: [upgraded ? "Regular":"Advanced"]."
|
||||
HTML += "Assembly Cloning: [can_clone ? "Available": "Unavailable"]."
|
||||
if(!debug)
|
||||
HTML += "Metal: [metal/metal_per_sheet]/[max_metal/metal_per_sheet] sheets.<br>"
|
||||
else
|
||||
HTML += "Metal: INFINITY.<br>"
|
||||
HTML += "Circuits available: [upgraded ? "Advanced":"Regular"].<br>"
|
||||
HTML += "Assembly Cloning: [can_clone ? "Available": "Unavailable"].<br>"
|
||||
if(assembly_to_clone)
|
||||
HTML += "Assembly '[assembly_to_clone.name]' loaded."
|
||||
HTML += "Assembly '[assembly_to_clone.name]' loaded.<br>"
|
||||
HTML += "Crossed out circuits mean that the printer is not sufficentally upgraded to create that circuit.<br>"
|
||||
HTML += "<hr>"
|
||||
HTML += "Categories:"
|
||||
for(var/category in recipe_list)
|
||||
for(var/category in SScircuit.circuit_fabricator_recipe_list)
|
||||
if(category != current_category)
|
||||
HTML += " <a href='?src=\ref[src];category=[category]'>\[[category]\]</a> "
|
||||
else // Bold the button if it's already selected.
|
||||
@@ -133,20 +102,22 @@
|
||||
HTML += "<hr>"
|
||||
HTML += "<center><h4>[current_category]</h4></center>"
|
||||
|
||||
var/list/current_list = recipe_list[current_category]
|
||||
for(var/obj/O in current_list)
|
||||
var/list/current_list = SScircuit.circuit_fabricator_recipe_list[current_category]
|
||||
for(var/path in current_list)
|
||||
var/obj/O = path
|
||||
var/can_build = TRUE
|
||||
if(istype(O, /obj/item/integrated_circuit))
|
||||
var/obj/item/integrated_circuit/IC = O
|
||||
if((IC.spawn_flags & IC_SPAWN_RESEARCH) && (!(IC.spawn_flags & IC_SPAWN_DEFAULT)) && !upgraded)
|
||||
if(ispath(path, /obj/item/integrated_circuit))
|
||||
var/obj/item/integrated_circuit/IC = path
|
||||
if((initial(IC.spawn_flags) & IC_SPAWN_RESEARCH) && (!(initial(IC.spawn_flags) & IC_SPAWN_DEFAULT)) && !upgraded)
|
||||
can_build = FALSE
|
||||
if(can_build)
|
||||
HTML += "<A href='?src=\ref[src];build=[O.type]'>\[[O.name]\]</A>: [O.desc]<br>"
|
||||
HTML += "<A href='?src=\ref[src];build=[path]'>\[[initial(O.name)]\]</A>: [initial(O.desc)]<br>"
|
||||
else
|
||||
HTML += "<s>\[[O.name]\]: [O.desc]</s><br>"
|
||||
HTML += "<s>\[[initial(O.name)]\]</s>: [initial(O.desc)]<br>"
|
||||
|
||||
user << browse(jointext(HTML, null), "window=integrated_printer;size=[window_width]x[window_height];border=1;can_resize=1;can_close=1;can_minimize=1")
|
||||
|
||||
|
||||
/obj/item/device/integrated_circuit_printer/Topic(href, href_list)
|
||||
if(..())
|
||||
return 1
|
||||
@@ -164,29 +135,34 @@
|
||||
var/cost = 1
|
||||
|
||||
if(isnull(current_category))
|
||||
current_category = recipe_list[1]
|
||||
current_category = SScircuit.circuit_fabricator_recipe_list[1]
|
||||
if(ispath(build_type, /obj/item/device/electronic_assembly))
|
||||
var/obj/item/device/electronic_assembly/E = build_type
|
||||
cost = round( (initial(E.max_complexity) + initial(E.max_components) ) / 4)
|
||||
else
|
||||
var/obj/item/I = build_type
|
||||
cost = initial(I.w_class)
|
||||
if(!(locate(build_type) in recipe_list[current_category]))
|
||||
if(!build_type in SScircuit.circuit_fabricator_recipe_list[current_category])
|
||||
return
|
||||
|
||||
if(metal - cost < 0)
|
||||
to_chat(usr, "<span class='warning'>You need [cost] metal to build that!.</span>")
|
||||
return 1
|
||||
metal -= cost
|
||||
new build_type(get_turf(loc))
|
||||
if(!debug)
|
||||
if(metal - cost < 0)
|
||||
to_chat(usr, "<span class='warning'>You need [cost] metal to build that!.</span>")
|
||||
return 1
|
||||
metal -= cost
|
||||
var/obj/item/built = new build_type(get_turf(loc))
|
||||
usr.put_in_hands(built)
|
||||
to_chat(usr, "<span class='notice'>[capitalize(built.name)] printed.</span>")
|
||||
playsound(src, 'sound/items/jaws_pry.ogg', 50, TRUE)
|
||||
|
||||
interact(usr)
|
||||
|
||||
|
||||
// FUKKEN UPGRADE DISKS
|
||||
/obj/item/weapon/disk/integrated_circuit/upgrade
|
||||
name = "integrated circuit printer upgrade disk"
|
||||
desc = "Install this into your integrated circuit printer to enhance it."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "upgrade_disk"
|
||||
item_state = "card-id"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
name = "color pin"
|
||||
|
||||
/datum/integrated_io/color/ask_for_pin_data(mob/user)
|
||||
var/new_data = input("Please select a color.","[src] color writing") as null|color
|
||||
var/new_data = input("Please select a color.","[src] color writing", data ? data : "#000000") as null|color
|
||||
if(holder.check_interactivity(user) )
|
||||
to_chat(user, "<span class='notice'>You input a <font color='[new_data]'>new color</font> into the pin.</span>")
|
||||
write_data_to_pin(new_data)
|
||||
|
||||
@@ -9,11 +9,11 @@
|
||||
desc = "It's a small wiring tool, with a wire roll, electric soldering iron, wire cutter, and more in one package. \
|
||||
The wires used are generally useful for small electronics, such as circuitboards and breadboards, as opposed to larger wires \
|
||||
used for power or data transmission."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "wirer-wire"
|
||||
item_state = "wirer"
|
||||
flags = CONDUCT
|
||||
w_class = 2
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/datum/integrated_io/selected_io = null
|
||||
var/mode = WIRE
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
name = "circuit debugger"
|
||||
desc = "This small tool allows one working with custom machinery to directly set data to a specific pin, useful for writing \
|
||||
settings to specific circuits, or for debugging purposes. It can also pulse activation pins."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "debugger"
|
||||
flags = CONDUCT
|
||||
w_class = 2
|
||||
@@ -252,7 +252,7 @@
|
||||
/obj/item/weapon/storage/bag/circuits
|
||||
name = "circuit kit"
|
||||
desc = "This kit's essential for any circuitry projects."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_misc.dmi'
|
||||
icon_state = "circuit_kit"
|
||||
w_class = 3
|
||||
display_contents_with_number = 0
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
origin_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2, TECH_DATA = 2)
|
||||
category_text = "Power - Passive"
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/proc/make_energy()
|
||||
/obj/item/integrated_circuit/passive/power/proc/handle_passive_energy()
|
||||
return
|
||||
|
||||
// For calculators.
|
||||
@@ -20,7 +20,7 @@
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
var/max_power = 1
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/solar_cell/make_energy()
|
||||
/obj/item/integrated_circuit/passive/power/solar_cell/handle_passive_energy()
|
||||
var/turf/T = get_turf(src)
|
||||
var/light_amount = T ? T.get_lumcount() : 0
|
||||
var/adjusted_power = max(max_power * light_amount, 0)
|
||||
@@ -39,7 +39,7 @@
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
var/is_charge=0
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/starter/make_energy()
|
||||
/obj/item/integrated_circuit/passive/power/starter/handle_passive_energy()
|
||||
if(assembly.battery)
|
||||
if(assembly.battery.charge)
|
||||
if(!is_charge)
|
||||
@@ -67,7 +67,7 @@
|
||||
return FALSE // Robots and dead people don't have a metabolism.
|
||||
return TRUE
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/metabolic_siphon/make_energy()
|
||||
/obj/item/integrated_circuit/passive/power/metabolic_siphon/handle_passive_energy()
|
||||
var/mob/living/carbon/human/host = null
|
||||
if(assembly && istype(assembly, /obj/item/device/electronic_assembly/implant))
|
||||
var/obj/item/device/electronic_assembly/implant/implant_assembly = assembly
|
||||
@@ -135,7 +135,7 @@
|
||||
set_pin_data(IC_OUTPUT, 1, reagents.total_volume)
|
||||
push_data()
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/chemical_cell/make_energy()
|
||||
/obj/item/integrated_circuit/passive/power/chemical_cell/handle_passive_energy()
|
||||
if(assembly)
|
||||
for(var/I in fuel)
|
||||
if((assembly.battery.maxcharge-assembly.battery.charge) / CELLRATE > fuel[I])
|
||||
@@ -156,7 +156,7 @@
|
||||
spawn_flags = IC_SPAWN_RESEARCH
|
||||
power_amount = 2000
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/relay/make_energy()
|
||||
/obj/item/integrated_circuit/passive/power/relay/handle_passive_energy()
|
||||
if(!assembly)
|
||||
return
|
||||
var/area/A = get_area(src)
|
||||
@@ -164,3 +164,78 @@
|
||||
if(A.powered(EQUIP) && assembly.give_power(power_amount))
|
||||
A.use_power(power_amount, EQUIP)
|
||||
// give_power() handles CELLRATE on its own.
|
||||
|
||||
// Interacts with the powernet.
|
||||
// Now you can make your own power generation (or poor man's powersink).
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/powernet
|
||||
name = "power network interface"
|
||||
desc = "Gives or takes power from a wire underneath the machine."
|
||||
icon_state = "powernet"
|
||||
extended_desc = "The assembly must be anchored, with a wrench, and a wire node must be avaiable directly underneath.<br>\
|
||||
The first pin determines if power is moved at all. The second pin, if true, will draw from the powernet to charge the assembly's \
|
||||
cell, otherwise it will give power from the cell to the powernet."
|
||||
complexity = 20
|
||||
inputs = list(
|
||||
"active" = IC_PINTYPE_BOOLEAN,
|
||||
"draw power" = IC_PINTYPE_BOOLEAN
|
||||
)
|
||||
outputs = list(
|
||||
"power in grid" = IC_PINTYPE_NUMBER,
|
||||
"surplus power" = IC_PINTYPE_NUMBER,
|
||||
"load" = IC_PINTYPE_NUMBER
|
||||
)
|
||||
activators = list()
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 2)
|
||||
var/obj/machinery/power/circuit_io/IO = null // Dummy power machine to move energy in/out without a bunch of code duplication.
|
||||
var/throughput = 10000 // Give/take up to 10kW.
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/powernet/initialize()
|
||||
IO = new(src)
|
||||
return ..()
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/powernet/Destroy()
|
||||
qdel(IO)
|
||||
return ..()
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/powernet/on_anchored()
|
||||
IO.connect_to_network()
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/powernet/on_unanchored()
|
||||
IO.disconnect_from_network()
|
||||
|
||||
/obj/item/integrated_circuit/passive/power/powernet/handle_passive_energy()
|
||||
if(assembly && assembly.anchored && assembly.battery)
|
||||
var/should_act = get_pin_data(IC_INPUT, 1) // Even if this is false, we still need to update the output pins with powernet information.
|
||||
var/drawing = get_pin_data(IC_INPUT, 2)
|
||||
|
||||
if(should_act) // We're gonna give or take from the net.
|
||||
if(drawing)
|
||||
var/to_transfer = min(throughput, assembly.battery.amount_missing() / CELLRATE) // So we don't need to draw 10kW if the cell needs much less.
|
||||
var/amount = IO.draw_power(to_transfer)
|
||||
assembly.give_power(amount)
|
||||
else
|
||||
var/amount = assembly.draw_power(throughput)
|
||||
IO.add_avail(amount)
|
||||
|
||||
set_pin_data(IC_OUTPUT, 1, IO.avail())
|
||||
set_pin_data(IC_OUTPUT, 2, IO.surplus())
|
||||
set_pin_data(IC_OUTPUT, 3, IO.viewload())
|
||||
|
||||
// Internal power machine for interacting with the powernet.
|
||||
// It needs a bit of special code since base /machinery/power assumes loc will be a tile.
|
||||
/obj/machinery/power/circuit_io
|
||||
name = "embedded electrical I/O"
|
||||
|
||||
/obj/machinery/power/circuit_io/connect_to_network()
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T || !istype(T))
|
||||
return FALSE
|
||||
|
||||
var/obj/structure/cable/C = T.get_cable_node()
|
||||
if(!C || !C.powernet)
|
||||
return FALSE
|
||||
|
||||
C.powernet.add_machine(src)
|
||||
return TRUE
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/integrated_circuit/built_in
|
||||
name = "integrated circuit"
|
||||
desc = "It's a tiny chip! This one doesn't seem to do much, however."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_setups.dmi'
|
||||
icon_state = "template"
|
||||
size = -1
|
||||
w_class = ITEMSIZE_TINY
|
||||
@@ -26,3 +26,14 @@
|
||||
if(istype(assembly, /obj/item/device/electronic_assembly/device))
|
||||
var/obj/item/device/electronic_assembly/device/device = assembly
|
||||
device.holder.pulse()
|
||||
|
||||
// Triggered when clothing assembly's hud button is clicked (or used inhand).
|
||||
/obj/item/integrated_circuit/built_in/action_button
|
||||
name = "external trigger circuit"
|
||||
desc = "A built in chip that outputs a pulse when an external control event occurs."
|
||||
extended_desc = "This outputs a pulse if the assembly's HUD button is clicked while the assembly is closed."
|
||||
complexity = 0
|
||||
activators = list("on activation" = IC_PINTYPE_PULSE_OUT)
|
||||
|
||||
/obj/item/integrated_circuit/built_in/action_button/do_work()
|
||||
activate_pin(1)
|
||||
@@ -320,3 +320,75 @@
|
||||
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/stringlength
|
||||
name = "len circuit"
|
||||
desc = "This circuit will return the number of characters in a string."
|
||||
complexity = 1
|
||||
inputs = list(
|
||||
"string" = IC_PINTYPE_STRING
|
||||
)
|
||||
outputs = list(
|
||||
"length" = IC_PINTYPE_NUMBER
|
||||
)
|
||||
activators = list("get length" = IC_PINTYPE_PULSE_IN, "on acquisition" = IC_PINTYPE_PULSE_OUT)
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/stringlength/do_work()
|
||||
set_pin_data(IC_OUTPUT, 1, length(get_pin_data(IC_INPUT, 1)))
|
||||
push_data()
|
||||
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/hsv2hex
|
||||
name = "hsv to hexadecimal converter"
|
||||
desc = "This circuit can convert a HSV (Hue, Saturation, and Value) color to a Hexadecimal RGB color."
|
||||
extended_desc = "The first pin controls tint (0-359), the second pin controls how intense the tint is (0-255), \
|
||||
and the third controls how bright the tint is (0 for black, 127 for normal, 255 for white)."
|
||||
icon_state = "hsv-hex"
|
||||
inputs = list(
|
||||
"hue" = IC_PINTYPE_NUMBER,
|
||||
"saturation" = IC_PINTYPE_NUMBER,
|
||||
"value" = IC_PINTYPE_NUMBER
|
||||
)
|
||||
outputs = list("hexadecimal rgb" = IC_PINTYPE_COLOR)
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/hsv2hex/do_work()
|
||||
var/result = null
|
||||
pull_data()
|
||||
var/hue = get_pin_data(IC_INPUT, 1)
|
||||
var/saturation = get_pin_data(IC_INPUT, 2)
|
||||
var/value = get_pin_data(IC_INPUT, 3)
|
||||
if(isnum(hue) && isnum(saturation) && isnum(value))
|
||||
result = HSVtoRGB(hsv(AngleToHue(hue),saturation,value))
|
||||
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
|
||||
/obj/item/integrated_circuit/converter/rgb2hex
|
||||
name = "rgb to hexadecimal converter"
|
||||
desc = "This circuit can convert a RGB (Red, Green, Blue) color to a Hexadecimal RGB color."
|
||||
extended_desc = "The first pin controls red amount, the second pin controls green amount, and the third controls blue amount. They all go from 0-255."
|
||||
icon_state = "rgb-hex"
|
||||
inputs = list(
|
||||
"red" = IC_PINTYPE_NUMBER,
|
||||
"green" = IC_PINTYPE_NUMBER,
|
||||
"blue" = IC_PINTYPE_NUMBER
|
||||
)
|
||||
outputs = list("hexadecimal rgb" = IC_PINTYPE_COLOR)
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
|
||||
/obj/item/integrated_circuit/converter/rgb2hex/do_work()
|
||||
var/result = null
|
||||
pull_data()
|
||||
var/red = get_pin_data(IC_INPUT, 1)
|
||||
var/green = get_pin_data(IC_INPUT, 2)
|
||||
var/blue = get_pin_data(IC_INPUT, 3)
|
||||
if(isnum(red) && isnum(green) && isnum(blue))
|
||||
result = rgb(red, green, blue)
|
||||
|
||||
set_pin_data(IC_OUTPUT, 1, result)
|
||||
push_data()
|
||||
activate_pin(2)
|
||||
@@ -53,7 +53,7 @@
|
||||
power_draw_per_use = 4
|
||||
|
||||
/obj/item/integrated_circuit/input/numberpad/ask_for_input(mob/user)
|
||||
var/new_input = input(user, "Enter a number, please.","Number pad") as null|num
|
||||
var/new_input = input(user, "Enter a number, please.","Number pad", get_pin_data(IC_OUTPUT, 1)) as null|num
|
||||
if(isnum(new_input) && CanInteract(user, physical_state))
|
||||
set_pin_data(IC_OUTPUT, 1, new_input)
|
||||
push_data()
|
||||
@@ -72,18 +72,37 @@
|
||||
power_draw_per_use = 4
|
||||
|
||||
/obj/item/integrated_circuit/input/textpad/ask_for_input(mob/user)
|
||||
var/new_input = input(user, "Enter some words, please.","Number pad") as null|text
|
||||
var/new_input = input(user, "Enter some words, please.","Number pad", get_pin_data(IC_OUTPUT, 1)) as null|text
|
||||
if(istext(new_input) && CanInteract(user, physical_state))
|
||||
set_pin_data(IC_OUTPUT, 1, new_input)
|
||||
push_data()
|
||||
activate_pin(1)
|
||||
|
||||
/obj/item/integrated_circuit/input/colorpad
|
||||
name = "color pad"
|
||||
desc = "This small color pad allows someone to input a hexadecimal color into the system."
|
||||
icon_state = "colorpad"
|
||||
complexity = 2
|
||||
can_be_asked_input = 1
|
||||
inputs = list()
|
||||
outputs = list("color entered" = IC_PINTYPE_COLOR)
|
||||
activators = list("on entered" = IC_PINTYPE_PULSE_IN)
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
power_draw_per_use = 4
|
||||
|
||||
/obj/item/integrated_circuit/input/colorpad/ask_for_input(mob/user)
|
||||
var/new_color = input(user, "Enter a color, please.", "Color pad", get_pin_data(IC_OUTPUT, 1)) as color|null
|
||||
if(new_color && CanInteract(user, physical_state))
|
||||
set_pin_data(IC_OUTPUT, 1, new_color)
|
||||
push_data()
|
||||
activate_pin(1)
|
||||
|
||||
/obj/item/integrated_circuit/input/med_scanner
|
||||
name = "integrated medical analyser"
|
||||
desc = "A very small version of the common medical analyser. This allows the machine to know how healthy someone is."
|
||||
icon_state = "medscan"
|
||||
complexity = 4
|
||||
inputs = list("\<REF\> target")
|
||||
inputs = list("target" = IC_PINTYPE_REF)
|
||||
outputs = list(
|
||||
"total health %" = IC_PINTYPE_NUMBER,
|
||||
"total missing health" = IC_PINTYPE_NUMBER
|
||||
@@ -117,7 +136,7 @@
|
||||
This type is much more precise, allowing the machine to know much more about the target than a normal analyzer."
|
||||
icon_state = "medscan_adv"
|
||||
complexity = 12
|
||||
inputs = list("\<REF\> target")
|
||||
inputs = list("target" = IC_PINTYPE_REF)
|
||||
outputs = list(
|
||||
"total health %" = IC_PINTYPE_NUMBER,
|
||||
"total missing health" = IC_PINTYPE_NUMBER,
|
||||
@@ -159,7 +178,7 @@
|
||||
relative coordinates, total amount of reagents, and maximum amount of reagents of the referenced object."
|
||||
icon_state = "video_camera"
|
||||
complexity = 6
|
||||
inputs = list("\<REF\> target" = IC_PINTYPE_REF)
|
||||
inputs = list("target" = IC_PINTYPE_REF)
|
||||
outputs = list(
|
||||
"name" = IC_PINTYPE_STRING,
|
||||
"description" = IC_PINTYPE_STRING,
|
||||
@@ -262,7 +281,7 @@
|
||||
complexity = 6
|
||||
name = "advanced locator"
|
||||
desc = "This is needed for certain devices that demand a reference for a target to act upon. This type locates something \
|
||||
that is standing in given radius of up to 8 meters"
|
||||
that is standing in given radius of up to 7 meters"
|
||||
extended_desc = "The first pin requires a ref to a kind of object that you want the locator to acquire. This means that it will \
|
||||
give refs to nearby objects that are similar to given sample. If this pin is a string, the locator will search for\
|
||||
item by matching desired text in name + description. If more than one valid object is found nearby, it will choose one of them at \
|
||||
@@ -277,7 +296,7 @@
|
||||
/obj/item/integrated_circuit/input/advanced_locator/on_data_written()
|
||||
var/rad = get_pin_data(IC_INPUT, 2)
|
||||
if(isnum(rad))
|
||||
rad = Clamp(rad, 0, 8)
|
||||
rad = Clamp(rad, 0, 7)
|
||||
radius = rad
|
||||
|
||||
/obj/item/integrated_circuit/input/advanced_locator/do_work()
|
||||
|
||||
@@ -78,7 +78,25 @@
|
||||
else
|
||||
if(assembly)
|
||||
assembly.set_light(0)
|
||||
power_draw_idle = light_toggled ? light_brightness * 2 : 0
|
||||
power_draw_idle = light_toggled ? light_brightness * light_brightness : 0 // Should be the same draw as regular lights.
|
||||
|
||||
/obj/item/integrated_circuit/output/light/power_fail() // Turns off the flashlight if there's no power left.
|
||||
light_toggled = FALSE
|
||||
update_lighting()
|
||||
|
||||
/obj/item/integrated_circuit/output/light/advanced
|
||||
name = "advanced light"
|
||||
desc = "This light can turn on and off on command, in any color, and in various brightness levels."
|
||||
extended_desc = "The brightness is limited to values between 1 and 6."
|
||||
icon_state = "light_adv"
|
||||
complexity = 8
|
||||
inputs = list(
|
||||
"color" = IC_PINTYPE_COLOR,
|
||||
"brightness" = IC_PINTYPE_NUMBER
|
||||
)
|
||||
outputs = list()
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
|
||||
|
||||
/obj/item/integrated_circuit/output/light/advanced/update_lighting()
|
||||
var/new_color = get_pin_data(IC_INPUT, 1)
|
||||
@@ -91,42 +109,9 @@
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/integrated_circuit/output/light/power_fail() // Turns off the flashlight if there's no power left.
|
||||
light_toggled = FALSE
|
||||
update_lighting()
|
||||
|
||||
/obj/item/integrated_circuit/output/light/advanced
|
||||
name = "advanced light"
|
||||
desc = "This light can turn on and off on command, in any color, and in various brightness levels."
|
||||
icon_state = "light_adv"
|
||||
complexity = 8
|
||||
inputs = list(
|
||||
"color" = IC_PINTYPE_COLOR,
|
||||
"brightness" = IC_PINTYPE_NUMBER
|
||||
)
|
||||
outputs = list()
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3)
|
||||
|
||||
/obj/item/integrated_circuit/output/light/advanced/on_data_written()
|
||||
update_lighting()
|
||||
|
||||
/obj/item/integrated_circuit/output/sound
|
||||
name = "speaker circuit"
|
||||
desc = "A miniature speaker is attached to this component."
|
||||
icon_state = "speaker"
|
||||
complexity = 8
|
||||
cooldown_per_use = 4 SECONDS
|
||||
inputs = list(
|
||||
"sound ID" = IC_PINTYPE_STRING,
|
||||
"volume" = IC_PINTYPE_NUMBER,
|
||||
"frequency" = IC_PINTYPE_BOOLEAN
|
||||
)
|
||||
outputs = list()
|
||||
activators = list("play sound" = IC_PINTYPE_PULSE_IN)
|
||||
power_draw_per_use = 20
|
||||
var/list/sounds = list()
|
||||
|
||||
/obj/item/integrated_circuit/output/text_to_speech
|
||||
name = "text-to-speech circuit"
|
||||
desc = "A miniature speaker is attached to this component."
|
||||
@@ -146,6 +131,22 @@
|
||||
var/obj/O = assembly ? loc : assembly
|
||||
audible_message("\icon[O] \The [O.name] states, \"[text]\"")
|
||||
|
||||
/obj/item/integrated_circuit/output/sound
|
||||
name = "speaker circuit"
|
||||
desc = "A miniature speaker is attached to this component."
|
||||
icon_state = "speaker"
|
||||
complexity = 8
|
||||
cooldown_per_use = 4 SECONDS
|
||||
inputs = list(
|
||||
"sound ID" = IC_PINTYPE_STRING,
|
||||
"volume" = IC_PINTYPE_NUMBER,
|
||||
"frequency" = IC_PINTYPE_BOOLEAN
|
||||
)
|
||||
outputs = list()
|
||||
activators = list("play sound" = IC_PINTYPE_PULSE_IN)
|
||||
power_draw_per_use = 20
|
||||
var/list/sounds = list()
|
||||
|
||||
/obj/item/integrated_circuit/output/sound/New()
|
||||
..()
|
||||
extended_desc = list()
|
||||
@@ -337,3 +338,147 @@
|
||||
/obj/item/integrated_circuit/output/led/pink
|
||||
name = "pink LED"
|
||||
led_color = COLOR_PINK
|
||||
|
||||
|
||||
|
||||
/obj/item/integrated_circuit/output/holographic_projector
|
||||
name = "holographic projector"
|
||||
desc = "This projects a holographic copy of an object."
|
||||
extended_desc = "If the assembly moves, the hologram will also move.<br>\
|
||||
Position coordinates are relative to the assembly, and are capped between -7 and 7.<br>\
|
||||
The assembly must be able to see the object to make a holographic copy of it.<br>\
|
||||
Scaling is capped between -2 and 2.<br>\
|
||||
The rotation pin uses degrees.<br>\
|
||||
Imitated object cannot be changed while projecting. Position, \
|
||||
scale, and rotation can be updated without restarting by pulsing the update hologram pin."
|
||||
complexity = 40
|
||||
icon_state = "holo_projector"
|
||||
inputs = list(
|
||||
"project hologram" = IC_PINTYPE_BOOLEAN,
|
||||
"object to copy" = IC_PINTYPE_REF,
|
||||
"hologram color" = IC_PINTYPE_COLOR,
|
||||
"hologram X pos" = IC_PINTYPE_NUMBER,
|
||||
"hologram Y pos" = IC_PINTYPE_NUMBER,
|
||||
"hologram scale" = IC_PINTYPE_NUMBER,
|
||||
"hologram rotation" = IC_PINTYPE_NUMBER
|
||||
)
|
||||
inputs_default = list(
|
||||
"3" = "#7DB4E1",
|
||||
"4" = 0,
|
||||
"5" = 0,
|
||||
"6" = 1,
|
||||
"7" = 0
|
||||
)
|
||||
outputs = list()
|
||||
activators = list(
|
||||
"update hologram" = IC_PINTYPE_PULSE_IN,
|
||||
"on drawn hologram" = IC_PINTYPE_PULSE_OUT
|
||||
)
|
||||
power_draw_idle = 0 // Raises to 500 when active, like a regular holopad.
|
||||
spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
|
||||
var/obj/effect/overlay/holographic/hologram = null // Reference to the hologram effect, and also used to see if component is active.
|
||||
var/icon/holo_base = null // Uncolored holographic icon.
|
||||
// var/datum/beam/holo_beam = null // A visual effect, to make it easy to know where a hologram is coming from.
|
||||
// It is commented out due to picking up the assembly killing the beam.
|
||||
|
||||
/obj/item/integrated_circuit/output/holographic_projector/Destroy()
|
||||
destroy_hologram()
|
||||
return ..()
|
||||
|
||||
/obj/item/integrated_circuit/output/holographic_projector/do_work()
|
||||
var/toggled = get_pin_data(IC_INPUT, 1)
|
||||
|
||||
if(hologram) // Currently active.
|
||||
if(!toggled) // Being turned off.
|
||||
destroy_hologram()
|
||||
|
||||
else // Updating position/dir/etc.
|
||||
update_hologram()
|
||||
|
||||
else // Currently not active.
|
||||
if(toggled) // We're gonna turn on.
|
||||
create_hologram()
|
||||
|
||||
activate_pin(2)
|
||||
|
||||
// Updates some changable aspects of the hologram like the size or position.
|
||||
/obj/item/integrated_circuit/output/holographic_projector/proc/update_hologram()
|
||||
if(!hologram)
|
||||
return FALSE
|
||||
|
||||
var/holo_scale = get_pin_data(IC_INPUT, 6)
|
||||
var/holo_rotation = get_pin_data(IC_INPUT, 7)
|
||||
|
||||
if(!isnum(holo_scale) || !isnum(holo_rotation) )
|
||||
return FALSE // Invalid.
|
||||
|
||||
hologram.adjust_scale(between(-2, holo_scale, 2) )
|
||||
hologram.adjust_rotation(holo_rotation)
|
||||
update_hologram_position()
|
||||
|
||||
return TRUE
|
||||
|
||||
// This is a seperate function because other things besides do_work() might warrant updating position, like movement, without bothering with other parts.
|
||||
/obj/item/integrated_circuit/output/holographic_projector/proc/update_hologram_position()
|
||||
var/holo_x = get_pin_data(IC_INPUT, 4)
|
||||
var/holo_y = get_pin_data(IC_INPUT, 5)
|
||||
if(!isnum(holo_x) || !isnum(holo_y) )
|
||||
return FALSE
|
||||
|
||||
holo_x = between(-7, holo_x, 7)
|
||||
holo_y = between(-7, holo_y, 7)
|
||||
|
||||
var/turf/T = get_turf(src)
|
||||
if(T)
|
||||
// Absolute coordinates.
|
||||
var/holo_abs_x = T.x + holo_x
|
||||
var/holo_abs_y = T.y + holo_y
|
||||
var/turf/W = locate(holo_abs_x, holo_abs_y, T.z)
|
||||
if(W) // Make sure we're not out of bounds.
|
||||
hologram.forceMove(W)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/obj/item/integrated_circuit/output/holographic_projector/proc/create_hologram()
|
||||
var/atom/movable/AM = get_pin_data_as_type(IC_INPUT, 2, /atom/movable)
|
||||
var/holo_color = get_pin_data(IC_INPUT, 3)
|
||||
|
||||
if(istype(AM) && assembly)
|
||||
if(AM in view(get_turf(src))) // It must be able to 'see' the object it will copy.
|
||||
hologram = new(src)
|
||||
var/icon/holo_icon = getHologramIcon(getFlatIcon(AM), no_color = TRUE)
|
||||
// holo_icon.GrayScale() // So it looks better colored.
|
||||
if(holo_color) // The color pin should ensure that it is a valid hex.
|
||||
holo_icon.ColorTone(holo_color)
|
||||
hologram.icon = holo_icon
|
||||
hologram.name = "[AM.name] (Hologram)"
|
||||
update_hologram()
|
||||
|
||||
// holo_beam = assembly.Beam(hologram, icon_state = "holo_beam", time = INFINITY, maxdistance = world.view)
|
||||
power_draw_idle = 500
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
|
||||
/obj/item/integrated_circuit/output/holographic_projector/proc/destroy_hologram()
|
||||
hologram.forceMove(src)
|
||||
qdel(hologram)
|
||||
|
||||
// holo_beam.End()
|
||||
// qdel_null(holo_beam)
|
||||
|
||||
power_draw_idle = 0
|
||||
|
||||
/obj/item/integrated_circuit/output/holographic_projector/on_data_written()
|
||||
if(hologram)
|
||||
update_hologram()
|
||||
|
||||
/obj/item/integrated_circuit/output/holographic_projector/on_loc_moved(atom/oldloc)
|
||||
if(hologram)
|
||||
update_hologram_position()
|
||||
|
||||
/obj/item/integrated_circuit/output/holographic_projector/power_fail()
|
||||
if(hologram)
|
||||
destroy_hologram()
|
||||
set_pin_data(IC_INPUT, 1, FALSE)
|
||||
|
||||
@@ -5,9 +5,6 @@
|
||||
#undef DATA_CHANNEL
|
||||
#undef PULSE_CHANNEL
|
||||
|
||||
#undef IC_SPAWN_DEFAULT
|
||||
//#undef IC_SPAWN_RESEARCH // Research designs depend on this unfortunately.
|
||||
|
||||
#undef IC_FORMAT_ANY
|
||||
#undef IC_FORMAT_STRING
|
||||
#undef IC_FORMAT_CHAR
|
||||
|
||||
@@ -106,6 +106,10 @@
|
||||
/obj/item/weapon/cell/proc/check_charge(var/amount)
|
||||
return (charge >= amount)
|
||||
|
||||
// Returns how much charge is missing from the cell, useful to make sure not overdraw from the grid when recharging.
|
||||
/obj/item/weapon/cell/proc/amount_missing()
|
||||
return max(maxcharge - charge, 0)
|
||||
|
||||
// use power from a cell, returns the amount actually used
|
||||
/obj/item/weapon/cell/proc/use(var/amount)
|
||||
if(rigged && amount > 0)
|
||||
|
||||
@@ -55,6 +55,12 @@
|
||||
else
|
||||
return 0
|
||||
|
||||
/obj/machinery/power/proc/viewload()
|
||||
if(powernet)
|
||||
return powernet.viewload
|
||||
else
|
||||
return 0
|
||||
|
||||
/obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl.
|
||||
return
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 110 KiB After Width: | Height: | Size: 110 KiB |
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 44 KiB |
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 24 KiB |
|
Before Width: | Height: | Size: 189 KiB After Width: | Height: | Size: 190 KiB |
|
Before Width: | Height: | Size: 60 KiB After Width: | Height: | Size: 61 KiB |
|
Before Width: | Height: | Size: 66 KiB After Width: | Height: | Size: 66 KiB |
|
Before Width: | Height: | Size: 352 KiB After Width: | Height: | Size: 353 KiB |
|
Before Width: | Height: | Size: 381 KiB After Width: | Height: | Size: 382 KiB |
|
Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.5 KiB |
|
Before Width: | Height: | Size: 9.2 KiB After Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
|
Before Width: | Height: | Size: 98 KiB After Width: | Height: | Size: 98 KiB |
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 110 KiB After Width: | Height: | Size: 111 KiB |
|
Before Width: | Height: | Size: 108 KiB After Width: | Height: | Size: 109 KiB |
|
Before Width: | Height: | Size: 39 KiB |
BIN
icons/obj/integrated_electronics/electronic_components.dmi
Normal file
|
After Width: | Height: | Size: 20 KiB |
BIN
icons/obj/integrated_electronics/electronic_misc.dmi
Normal file
|
After Width: | Height: | Size: 2.6 KiB |
BIN
icons/obj/integrated_electronics/electronic_setups.dmi
Normal file
|
After Width: | Height: | Size: 17 KiB |
BIN
icons/obj/integrated_electronics/electronic_tools.dmi
Normal file
|
After Width: | Height: | Size: 2.3 KiB |
@@ -27,11 +27,13 @@
|
||||
#include "code\__defines\atmos.dm"
|
||||
#include "code\__defines\callbacks.dm"
|
||||
#include "code\__defines\chemistry.dm"
|
||||
#include "code\__defines\color.dm"
|
||||
#include "code\__defines\construction.dm"
|
||||
#include "code\__defines\damage_organs.dm"
|
||||
#include "code\__defines\dna.dm"
|
||||
#include "code\__defines\gamemode.dm"
|
||||
#include "code\__defines\holomap.dm"
|
||||
#include "code\__defines\integrated_circuits.dm"
|
||||
#include "code\__defines\inventory_sizes.dm"
|
||||
#include "code\__defines\items_clothing.dm"
|
||||
#include "code\__defines\lighting.dm"
|
||||
@@ -191,6 +193,7 @@
|
||||
#include "code\controllers\subsystems\air.dm"
|
||||
#include "code\controllers\subsystems\airflow.dm"
|
||||
#include "code\controllers\subsystems\atoms.dm"
|
||||
#include "code\controllers\subsystems\circuits.dm"
|
||||
#include "code\controllers\subsystems\garbage.dm"
|
||||
#include "code\controllers\subsystems\holomaps.dm"
|
||||
#include "code\controllers\subsystems\lighting.dm"
|
||||
@@ -1612,12 +1615,16 @@
|
||||
#include "code\modules\hydroponics\trays\tray_update_icons.dm"
|
||||
#include "code\modules\integrated_electronics\_defines.dm"
|
||||
#include "code\modules\integrated_electronics\core\assemblies.dm"
|
||||
#include "code\modules\integrated_electronics\core\device.dm"
|
||||
#include "code\modules\integrated_electronics\core\detailer.dm"
|
||||
#include "code\modules\integrated_electronics\core\helpers.dm"
|
||||
#include "code\modules\integrated_electronics\core\integrated_circuit.dm"
|
||||
#include "code\modules\integrated_electronics\core\pins.dm"
|
||||
#include "code\modules\integrated_electronics\core\printer.dm"
|
||||
#include "code\modules\integrated_electronics\core\tools.dm"
|
||||
#include "code\modules\integrated_electronics\core\assemblies\clothing.dm"
|
||||
#include "code\modules\integrated_electronics\core\assemblies\device.dm"
|
||||
#include "code\modules\integrated_electronics\core\assemblies\generic.dm"
|
||||
#include "code\modules\integrated_electronics\core\assemblies\implant.dm"
|
||||
#include "code\modules\integrated_electronics\core\special_pins\boolean_pin.dm"
|
||||
#include "code\modules\integrated_electronics\core\special_pins\char_pin.dm"
|
||||
#include "code\modules\integrated_electronics\core\special_pins\color_pin.dm"
|
||||
|
||||