Does more work on circuits.

This commit is contained in:
Neerti
2016-08-06 09:56:16 -04:00
parent 94e3e688cc
commit 4efd5c4af6
12 changed files with 756 additions and 16 deletions

View File

@@ -7,6 +7,7 @@
icon = 'icons/obj/electronic_assemblies.dmi' icon = 'icons/obj/electronic_assemblies.dmi'
icon_state = "template" icon_state = "template"
w_class = 1 w_class = 1
var/extended_desc = null
var/list/inputs = list() var/list/inputs = list()
var/list/outputs = list() var/list/outputs = list()
var/list/activators = list() var/list/activators = list()
@@ -34,6 +35,8 @@
if(A.linked.len) if(A.linked.len)
user << "\The [A.name] is connected to [A.get_linked_to_desc()]." user << "\The [A.name] is connected to [A.get_linked_to_desc()]."
interact(user)
/obj/item/integrated_circuit/New() /obj/item/integrated_circuit/New()
..() ..()
var/i = 0 var/i = 0
@@ -65,7 +68,7 @@
i = 1 i = 1
if(activator_names.len) if(activator_names.len)
for(var/datum/integrated_io/activate/A in outputs) for(var/datum/integrated_io/activate/A in activators)
A.name = "[activator_names[i]]" A.name = "[activator_names[i]]"
i++ i++
@@ -78,6 +81,10 @@
qdel(A) qdel(A)
..() ..()
/obj/item/integrated_circuit/emp_act(severity)
for(var/datum/integrated_io/io in inputs + outputs + activators)
io.scramble()
/obj/item/integrated_circuit/verb/rename_component() /obj/item/integrated_circuit/verb/rename_component()
set name = "Rename Circuit" set name = "Rename Circuit"
set category = "Object" set category = "Object"
@@ -91,6 +98,153 @@
M << "<span class='notice'>The circuit '[src.name]' is now labeled '[input]'.</span>" M << "<span class='notice'>The circuit '[src.name]' is now labeled '[input]'.</span>"
name = input name = input
/obj/item/integrated_circuit/proc/get_pin_ref(var/pin_type, var/pin_number)
switch(pin_type)
if("input")
if(pin_number > inputs.len)
return null
return inputs[pin_number]
if("output")
if(pin_number > outputs.len)
return null
return outputs[pin_number]
if("activator")
if(pin_number > activators.len)
return null
return activators[pin_number]
return null
/obj/item/integrated_circuit/interact(mob/user)
if(get_dist(src, user) > 1)
user.unset_machine(src)
return
var/HTML = "<html><head><title>[src.name]</title></head><body>"
HTML += "<div align='center'>"
HTML += "<table border='1' style='undefined;table-layout: fixed; width: 424px'>"
HTML += "<colgroup>"
HTML += "<col style='width: 121px'>"
HTML += "<col style='width: 181px'>"
HTML += "<col style='width: 122px'>"
HTML += "</colgroup>"
var/column_width = 3
var/row_height = max(inputs.len, outputs.len, 1)
var/i
var/j
for(i = 1, i < row_height+1, i++)
HTML += "<tr>"
for(j = 1, j < column_width+1, j++)
var/datum/integrated_io/io = null
var/words = null
var/height = 1
switch(j)
if(1)
io = get_pin_ref("input",i)
if(io)
if(io.linked.len)
words = "<a href=?src=\ref[src];action=wire;user=\ref[user]><b>[io.name] [io.display_data()]</b></a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];action=unwire;user=\ref[user];pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src[src];action=examine;user=\ref[user]>[linked.holder]</a><br>"
else // "Click <a href=?src=\ref[src];action=start>here</a>!"
words = "<a href=?src=\ref[src];action=wire;user=\ref[user]>[io.name] [io.display_data()]</a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];action=unwire;user=\ref[user];pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src[src];action=examine;user=\ref[user]>[linked.holder]</a><br>"
if(outputs.len > inputs.len)
height = Floor(outputs.len / inputs.len)
//world << "I wrote [words] at ([i],[j])."
if(2)
if(i == 1)
words = "[src.name]<br><br>[src.desc]"
height = row_height
//world << "I wrote the center piece because i was equal to 1, at ([i],[j])."
else
continue
if(3)
io = get_pin_ref("output",i)
if(io)
if(io.linked.len)
words = "<a href=?src=\ref[src];action=wire;user=\ref[user]><b>[io.name] [io.display_data()]</b></a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];action=unwire;user=\ref[user];pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src[src];action=examine;user=\ref[user]>[linked.holder]</a><br>"
else
words = "<a href=?src=\ref[src];action=wire;user=\ref[user]>[io.name] [io.display_data()]</a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];action=unwire;user=\ref[user];pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src[src];action=examine;user=\ref[user]>[linked.holder]</a><br>"
if(inputs.len > outputs.len)
height = Floor(inputs.len / outputs.len)
//world << "I wrote [words] at ([i],[j])."
HTML += "<td align='center' rowspan='[height]'>[words]</td>"
//HTML += "<td align='center'>[words]</td>"
//world << "Writing to ([i],[j])."
HTML += "</tr>"
if(activators.len)
for(i = 1, i < activators.len+1, i++)
var/datum/integrated_io/io = null
var/words = null
io = get_pin_ref("activator",i)
if(io)
if(io.linked.len)
words = "<a href=?src=\ref[src];action=wire;user=\ref[user]><font color='FF0000'><b>[io.name]</b></font></a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];action=unwire;user=\ref[user];pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src[src];action=examine;user=\ref[user]>[linked.holder]</a><br>"
else // "Click <a href=?src=\ref[src];action=start>here</a>!"
words = "<a href=?src=\ref[src];action=wire;user=\ref[user]><font color='FF0000'>[io.name]</font></a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];action=unwire;user=\ref[user];pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src[src];action=examine;user=\ref[user]>[linked.holder]</a><br>"
HTML += "<tr>"
HTML += "<td colspan='3' align='center'>[words]</td>"
HTML += "</tr>"
HTML += "</table>"
HTML += "</div>"
HTML += "<br><br><a href='?src=\ref[src]'>Refresh</a>"
HTML += "<br><font color='0000FF'>[extended_desc]</font>"
HTML += "</body></html>"
user << browse(HTML, "window=circuit-\ref[src];size=400x440;border=1;can_resize=1;can_close=1;can_minimize=1")
user.set_machine(src)
onclose(user, "circuit-\ref[src]")
//user << sanitize(HTML, "window=debug;size=400x400;border=1;can_resize=1;can_close=1;can_minimize=1")
//world << sanitize(HTML)
/obj/item/integrated_circuit/Topic(href, href_list[])
if(..())
return 1
var/user = locate(href_list["user"]) in mob_list
var/pin = locate(href_list["pin"]) in contents
switch(href_list["action"])
if("examine")
examine(user)
if("wire")
if(ishuman(user) && Adjacent(user))
var/mob/living/carbon/human/H = user
var/obj/item/device/integrated_electronics/wirer/wirer = null
if(istype(H.r_hand, /obj/item/device/integrated_electronics/wirer))
wirer = H.r_hand
else if(istype(H.l_hand, /obj/item/device/integrated_electronics/wirer))
wirer = H.l_hand
if(wirer && pin)
wirer.wire(pin, user)
else
user << "<span class='warning'>You can't do a whole lot without tools.</span>"
//updateDialog()
world << "[src] received Topic([href], [href_list]) call from [user]."
world << "href_list contained [english_list(href_list)]."
interact(user)
/datum/integrated_io /datum/integrated_io
var/name = "input/output" var/name = "input/output"
var/obj/item/integrated_circuit/holder = null var/obj/item/integrated_circuit/holder = null
@@ -110,6 +264,70 @@
holder = null holder = null
..() ..()
/datum/integrated_io/Topic(href, href_list[])
if(..())
return 1
var/user = locate(href_list["user"]) in mob_list
switch(href_list["action"])
// if("view")
// var/HTML = "<html><head><title>[src.name]</title></head><body>"
// HTML += "Parent: [holder]"
// HTML += "Pin Type: [io_type]"
// HTML += "Linked Pins:<br>"
// for(var/datum/integrated_io/io in src.linked)
// HTML += "<a href=?src=\ref[io];action=view;user=\ref[user]>[io.name] [io.display_data()] @ [io.holder]</a><br>"
// HTML += "<a href=?src=\ref[src];action=interact;user=\ref[user]>\[Wire This\]</a>"
//
// HTML += "</body></html>"
// user << browse(HTML, "window=pin-\ref[src];size=400x400;border=1;can_resize=1;can_close=1;can_minimize=1")
if("examine_holder")
holder.examine(user)
if("wire")
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/device/integrated_electronics/wirer/wirer = null
if(istype(H.r_hand, /obj/item/device/integrated_electronics/wirer))
wirer = H.r_hand
else if(istype(H.l_hand, /obj/item/device/integrated_electronics/wirer))
wirer = H.l_hand
if(wirer)
wirer.wire(src, user)
else
user << "<span class='warning'>You can't do a whole lot without tools.</span>"
//updateDialog()
//world << "[src] inside [src.holder] was clicked by [user]."
/datum/integrated_io/proc/display_data()
if(!data)
return "(null)" // Empty data means nothing to show.
if(istext(data))
return "(\"[data]\")" // Wraps the 'string' in escaped quotes, so that people know it's a 'string'.
if(istype(data, /atom))
var/atom/A = data
return "([A.name] \[Ref\])" // For refs, we want just the name displayed.
return "([data])" // Nothing special needed for numbers or other stuff.
/datum/integrated_io/activate/display_data()
return "(\[pulse\])"
/datum/integrated_io/proc/scramble()
if(isnull(data))
return
if(isnum(data))
data = rand(-10000, 10000)
if(istext(data))
data = "ERROR"
push_data()
/datum/integrated_io/activate/scramble()
push_data()
/datum/integrated_io/proc/push_data() /datum/integrated_io/proc/push_data()
if(linked.len) if(linked.len)
for(var/datum/integrated_io/io in linked) for(var/datum/integrated_io/io in linked)

View File

@@ -6,6 +6,7 @@
icon_state = "setup" icon_state = "setup"
var/max_components = 10 var/max_components = 10
var/max_complexity = 30 var/max_complexity = 30
var/opened = 0
/obj/item/device/electronic_assembly/medium /obj/item/device/electronic_assembly/medium
name = "electronic setup" name = "electronic setup"
@@ -36,12 +37,20 @@
/obj/item/device/electronic_assembly/examine(mob/user) /obj/item/device/electronic_assembly/examine(mob/user)
..() ..()
for(var/obj/item/integrated_circuit/output/screen/S in contents) if(!opened)
if(S.stuff_to_display) for(var/obj/item/integrated_circuit/output/screen/S in contents)
user << "There's a little screen which displays '[S.stuff_to_display]'." if(S.stuff_to_display)
user << "There's a little screen which displays '[S.stuff_to_display]'."
else
var/obj/item/integrated_circuit/IC = input(user, "Which circuit do you want to examine?", "Examination") as null|anything in contents
if(IC)
IC.examine(user)
/obj/item/device/electronic_assembly/attackby(var/obj/item/I, var/mob/user) /obj/item/device/electronic_assembly/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/integrated_circuit)) if(istype(I, /obj/item/integrated_circuit))
if(!opened)
user << "<span class='warning'>\The [src] isn't opened, so you can't put anything inside. Try using a crowbar.</span>"
return 0
var/obj/item/integrated_circuit/IC = I var/obj/item/integrated_circuit/IC = I
var/total_parts = 0 var/total_parts = 0
var/total_complexity = 0 var/total_complexity = 0
@@ -50,17 +59,20 @@
total_complexity = total_complexity + part.complexity total_complexity = total_complexity + part.complexity
if( (total_parts + 1) >= max_components) if( (total_parts + 1) >= max_components)
user << "<span class='warning'>You can't seem to add this [IC.name], since this setup's too complicated for the case.</span>" user << "<span class='warning'>You can't seem to add this [IC.name], since there's no more room.</span>"
return 0 return 0
if( (total_complexity + IC.complexity) >= max_complexity) if( (total_complexity + IC.complexity) >= max_complexity)
user << "<span class='warning'>You can't seem to add this [IC.name], since there's no more room.</span>" user << "<span class='warning'>You can't seem to add this [IC.name], since this setup's too complicated for the case.</span>"
return 0 return 0
user << "<span class='notice'>You slide \the [IC] inside \the [src].</span>" user << "<span class='notice'>You slide \the [IC] inside \the [src].</span>"
user.drop_item() user.drop_item()
IC.forceMove(src) IC.forceMove(src)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(istype(I, /obj/item/weapon/crowbar)) if(istype(I, /obj/item/weapon/screwdriver))
if(!opened)
user << "<span class='warning'>\The [src] isn't opened, so you can't remove anything inside. Try using a crowbar.</span>"
return 0
if(!contents.len) if(!contents.len)
user << "<span class='warning'>There's nothing inside this to remove!</span>" user << "<span class='warning'>There's nothing inside this to remove!</span>"
return 0 return 0
@@ -69,6 +81,11 @@
option.disconnect_all() option.disconnect_all()
option.forceMove(get_turf(src)) option.forceMove(get_turf(src))
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "<span class='notice'>You pop \the [option] out of the case, and slide it out.</span>"
if(istype(I, /obj/item/weapon/crowbar))
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
opened = !opened
user << "<span class='notice'>You [opened ? "opened" : "closed"] \the [src].</span>"
/obj/item/device/electronic_assembly/attack_self(mob/user) /obj/item/device/electronic_assembly/attack_self(mob/user)
var/list/available_inputs = list() var/list/available_inputs = list()
@@ -77,3 +94,8 @@
var/obj/item/integrated_circuit/input/choice = input(user, "What do you want to interact with?", "Interaction") as null|anything in available_inputs var/obj/item/integrated_circuit/input/choice = input(user, "What do you want to interact with?", "Interaction") as null|anything in available_inputs
if(choice) if(choice)
choice.ask_for_input(user) choice.ask_for_input(user)
/obj/item/device/electronic_assembly/emp_act(severity)
..()
for(var/atom/movable/AM in contents)
AM.emp_act(severity)

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@@ -0,0 +1,101 @@
//These circuits convert one variable to another.
/obj/item/integrated_circuit/converter
complexity = 2
number_of_inputs = 1
number_of_outputs = 1
number_of_activators = 1
input_names = list(
"input",
)
output_names = list(
"result"
)
activator_names = list(
"convert"
)
/obj/item/integrated_circuit/converter/num2text
name = "number to string"
desc = "This circuit can convert a number variable into a string."
icon_state = "addition"
/obj/item/integrated_circuit/converter/num2text/work()
var/result = null
var/datum/integrated_io/incoming = inputs[1]
var/datum/integrated_io/outgoing = outputs[1]
if(incoming.data && isnum(incoming.data))
result = num2text(incoming.data)
outgoing.data = result
outgoing.push_data()
..()
/obj/item/integrated_circuit/converter/text2num
name = "number to string"
desc = "This circuit can convert a string variable into a number."
icon_state = "addition"
/obj/item/integrated_circuit/converter/text2num/work()
var/result = null
var/datum/integrated_io/incoming = inputs[1]
var/datum/integrated_io/outgoing = outputs[1]
if(incoming.data && istext(incoming.data))
result = text2num(incoming.data)
outgoing.data = result
outgoing.push_data()
..()
/obj/item/integrated_circuit/converter/ref2text
name = "reference to string"
desc = "This circuit can convert a reference to something else to a string, specifically the name of that reference."
icon_state = "addition"
/obj/item/integrated_circuit/converter/ref2text/work()
var/result = null
var/datum/integrated_io/incoming = inputs[1]
var/datum/integrated_io/outgoing = outputs[1]
if(incoming.data && istype(incoming.data, /atom/))
var/atom/A = incoming.data
result = A.name
outgoing.data = result
outgoing.push_data()
..()
/obj/item/integrated_circuit/converter/lowercase
name = "lowercase string converter"
desc = "this will cause a string to come out in all lowercase."
icon_state = "addition"
/obj/item/integrated_circuit/converter/lowercase/work()
var/result = null
var/datum/integrated_io/incoming = inputs[1]
var/datum/integrated_io/outgoing = outputs[1]
if(incoming.data && istext(incoming.data))
result = lowertext(incoming.data)
outgoing.data = result
outgoing.push_data()
..()
/obj/item/integrated_circuit/converter/uppercase
name = "uppercase string converter"
desc = "THIS WILL CAUSE A STRING TO COME OUT IN ALL UPPERCASE."
icon_state = "addition"
/obj/item/integrated_circuit/converter/uppercase/work()
var/result = null
var/datum/integrated_io/incoming = inputs[1]
var/datum/integrated_io/outgoing = outputs[1]
if(incoming.data && istext(incoming.data))
result = uppertext(incoming.data)
outgoing.data = result
outgoing.push_data()
..()

View File

@@ -0,0 +1,74 @@
//This circuit gives information on where the machine is.
/obj/item/integrated_circuit/gps
name = "global positioning system"
desc = "This allows you to easily know the position of a machine containing this device."
complexity = 4
number_of_inputs = 0
number_of_outputs = 2
number_of_activators = 1
input_names = list(
)
output_names = list(
"X (abs)",
"Y (abs)"
)
activator_names = list(
"get coordinates"
)
/obj/item/integrated_circuit/gps/work()
var/turf/T = get_turf(src)
var/datum/integrated_io/result_x = outputs[1]
var/datum/integrated_io/result_y = outputs[2]
result_x.data = null
result_y.data = null
if(!T)
return
result_x.data = T.x
result_y.data = T.y
for(var/datum/integrated_io/output/O in outputs)
O.push_data()
..()
/obj/item/integrated_circuit/abs_to_rel_coords
name = "abs to rel coordinate converter"
desc = "Easily convert absolute coordinates to relative coordinates with this."
complexity = 4
number_of_inputs = 0
number_of_outputs = 4
number_of_activators = 1
input_names = list(
"X1 (abs)",
"Y1 (abs)",
"X2 (abs)",
"Y2 (abs)"
)
output_names = list(
"X (rel)",
"Y (rel)"
)
activator_names = list(
"compute rel coordinates"
)
/obj/item/integrated_circuit/abs_to_rel_coords/work()
var/datum/integrated_io/x1 = inputs[1]
var/datum/integrated_io/y1 = inputs[2]
var/datum/integrated_io/x2 = inputs[3]
var/datum/integrated_io/y2 = inputs[4]
var/datum/integrated_io/result_x = outputs[1]
var/datum/integrated_io/result_y = outputs[2]
if(x1.data && y1.data && x2.data && y2.data)
result_x.data = x1.data - x2.data
result_y.data = y1.data - y2.data
for(var/datum/integrated_io/output/O in outputs)
O.push_data()
..()

View File

@@ -72,6 +72,7 @@
O.data = 1 O.data = 1
O.push_data() O.push_data()
A.push_data() A.push_data()
P.push_data()
else else
O.data = 0 O.data = 0
@@ -90,6 +91,7 @@
O.data = 1 O.data = 1
O.push_data() O.push_data()
A.push_data() A.push_data()
P.push_data()
else else
O.data = 0 O.data = 0
@@ -108,6 +110,7 @@
O.data = 1 O.data = 1
O.push_data() O.push_data()
A.push_data() A.push_data()
P.push_data()
else else
O.data = 0 O.data = 0
@@ -126,6 +129,7 @@
O.data = 1 O.data = 1
O.push_data() O.push_data()
A.push_data() A.push_data()
P.push_data()
else else
O.data = 0 O.data = 0
@@ -134,7 +138,7 @@
desc = "This will output 'one' if the first input is greater than the second input." desc = "This will output 'one' if the first input is greater than the second input."
icon_state = "greater_than" icon_state = "greater_than"
/obj/item/integrated_circuit/logic/geater_than/work() /obj/item/integrated_circuit/logic/greater_than/work()
..() ..()
var/datum/integrated_io/A = inputs[1] var/datum/integrated_io/A = inputs[1]
var/datum/integrated_io/B = inputs[2] var/datum/integrated_io/B = inputs[2]
@@ -144,6 +148,7 @@
O.data = 1 O.data = 1
O.push_data() O.push_data()
A.push_data() A.push_data()
P.push_data()
else else
O.data = 0 O.data = 0
@@ -162,5 +167,6 @@
O.data = 1 O.data = 1
O.push_data() O.push_data()
A.push_data() A.push_data()
P.push_data()
else else
O.data = 0 O.data = 0

View File

@@ -0,0 +1,87 @@
/obj/item/integrated_circuit/weapon_firing
name = "weapon firing mechanism"
desc = "This somewhat complicated system allows one to slot in a gun, direct it towards a position, and remotely fire it."
extended_desc = "The firing mechanism can slot in most ranged weapons, ballistic and energy. \
The first and second inputs need to be numbers. They are coordinates for the gun to fire at, relative to the machine itself. \
The 'fire' activator will cause the mechanism to attempt to fire the weapon at the coordinates, if possible. Note that the \
normal limitations to firearms, such as ammunition requirements and firing delays, still hold true if fired by the mechanism."
complexity = 20
number_of_inputs = 2
number_of_outputs = 0
number_of_activators = 1
input_names = list(
"target X rel",
"target Y rel"
)
activator_names = list(
"fire"
)
var/obj/item/weapon/gun/installed_gun = null
/obj/item/integrated_circuit/weapon_firing/Destroy()
qdel(installed_gun)
..()
/obj/item/integrated_circuit/weapon_firing/attackby(var/obj/O, var/mob/user)
if(istype(O, /obj/item/weapon/gun))
var/obj/item/weapon/gun/gun = O
if(installed_gun)
user << "<span class='warning'>There's already a weapon installed.</span>"
return
user.drop_from_inventory(gun)
installed_gun = gun
gun.forceMove(src)
user << "<span class='notice'>You slide \the [gun] into the firing mechanism.</span>"
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
else
..()
/obj/item/integrated_circuit/weapon_firing/attack_self(var/mob/user)
if(installed_gun)
installed_gun.forceMove(get_turf(src))
user << "<span class='notice'>You slide \the [installed_gun] out of the firing mechanism.</span>"
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
installed_gun = null
else
user << "<span class='notice'>There's no weapon to remove from the mechanism.</span>"
/obj/item/integrated_circuit/weapon_firing/work()
if(!installed_gun)
return
var/datum/integrated_io/target_x = inputs[1]
var/datum/integrated_io/target_y = inputs[2]
if(target_x.data && target_y.data && isnum(target_x.data) && isnum(target_y.data))
var/turf/T = get_turf(src)
if(target_x.data == 0 && target_y.data == 0) // Don't shoot ourselves.
return
// We need to do this in order to enable relative coordinates, as locate() only works for absolute coordinates.
var/i
if(target_x.data > 0)
i = abs(target_x.data)
while(i)
T = get_step(T, EAST)
i--
else if(target_x.data < 0)
i = abs(target_x.data)
while(i)
T = get_step(T, WEST)
i--
if(target_y.data > 0)
i = abs(target_y.data)
while(i)
T = get_step(T, NORTH)
i--
else if(target_y.data < 0)
i = abs(target_y.data)
while(i)
T = get_step(T, SOUTH)
i--
if(!T)
return
installed_gun.Fire_userless(T)

View File

@@ -5,13 +5,113 @@
number_of_inputs = 0 number_of_inputs = 0
number_of_outputs = 0 number_of_outputs = 0
/obj/item/integrated_circuit/time/delay
name = "two-sec delay circuit"
desc = "This sends a pulse signal out after a delay, critical for ensuring proper control flow in a complex machine. \
This circuit is set to send a pulse after a delay of two seconds."
number_of_activators = 2
var/delay = 20
activator_names = list(
"incoming pulse",
"outgoing pulse"
)
/obj/item/integrated_circuit/time/delay/work()
..()
var/datum/integrated_io/out_pulse = activators[2]
sleep(delay)
out_pulse.push_data()
/obj/item/integrated_circuit/time/delay/five_sec
name = "five-sec delay circuit"
desc = "This sends a pulse signal out after a delay, critical for ensuring proper control flow in a complex machine. \
This circuit is set to send a pulse after a delay of five seconds."
delay = 10
/obj/item/integrated_circuit/time/delay/one_sec
name = "one-sec delay circuit"
desc = "This sends a pulse signal out after a delay, critical for ensuring proper control flow in a complex machine. \
This circuit is set to send a pulse after a delay of one second."
delay = 10
/obj/item/integrated_circuit/time/delay/half_sec
name = "half-sec delay circuit"
desc = "This sends a pulse signal out after a delay, critical for ensuring proper control flow in a complex machine. \
This circuit is set to send a pulse after a delay of half a second."
delay = 5
/obj/item/integrated_circuit/time/delay/tenth_sec
name = "tenth-sec delay circuit"
desc = "This sends a pulse signal out after a delay, critical for ensuring proper control flow in a complex machine. \
This circuit is set to send a pulse after a delay of 1/10th of a second."
delay = 1
/obj/item/integrated_circuit/time/delay/custom
name = "custom delay circuit"
desc = "This sends a pulse signal out after a delay, critical for ensuring proper control flow in a complex machine. \
This circuit's delay can be customized, between 1/10th of a second to one hour. The delay is updated upon receiving a pulse."
number_of_inputs = 1
input_names = list(
"delay time",
)
/obj/item/integrated_circuit/time/delay/custom/work()
var/datum/integrated_io/delay_input = inputs[1]
if(delay_input.data && isnum(delay_input.data) )
var/new_delay = min(delay_input.data, 1)
new_delay = max(new_delay, 36000) //An hour.
delay = new_delay
..()
/obj/item/integrated_circuit/time/ticker
name = "ticker circuit"
desc = "This circuit sends an automatic pulse every four seconds."
complexity = 8
number_of_inputs = 1
number_of_activators = 1
var/ticks_to_pulse = 2
var/ticks_completed = 0
input_names = list(
"toggle ticking"
)
activator_names = list(
"outgoing pulse"
)
/obj/item/integrated_circuit/time/ticker/New()
..()
processing_objects |= src
/obj/item/integrated_circuit/time/ticker/Destroy()
processing_objects -= src
/obj/item/integrated_circuit/time/ticker/process()
ticks_completed++
if( (ticks_completed % ticks_to_pulse) == 0)
var/datum/integrated_io/pulser = activators[1]
pulser.push_data()
/obj/item/integrated_circuit/time/ticker/fast
name = "fast ticker"
desc = "This advanced circuit sends an automatic pulse every two seconds."
complexity = 12
ticks_to_pulse = 1
/obj/item/integrated_circuit/time/ticker/slow
name = "slow ticker"
desc = "This simple circuit sends an automatic pulse every six seconds."
complexity = 4
ticks_to_pulse = 3
/obj/item/integrated_circuit/time/clock /obj/item/integrated_circuit/time/clock
name = "integrated clock" name = "integrated clock"
desc = "Tells you what the local time is, specific to your station or planet." desc = "Tells you what the local time is, specific to your station or planet."
number_of_inputs = 0 number_of_inputs = 0
number_of_outputs = 6 number_of_outputs = 6
number_of_activators = 1 number_of_activators = 1
name_of_outputs = list( output_names = list(
"time (string)", "time (string)",
"minute (string)", "minute (string)",
"hour (string)", "hour (string)",

View File

@@ -22,7 +22,7 @@
if(istext(temporary_data)) if(istext(temporary_data))
probe.data = temporary_data probe.data = temporary_data
if("number") if("number")
temporary_data = sanitize(input(user, "Please a number.", "number input") as null|num) temporary_data = sanitize(input(user, "Please give a number.", "number input") as null|num)
if(isnum(temporary_data)) if(isnum(temporary_data))
probe.data = temporary_data probe.data = temporary_data
if("reference") if("reference")
@@ -63,8 +63,10 @@
/obj/item/device/integrated_electronics/wirer /obj/item/device/integrated_electronics/wirer
name = "data wirer" name = "circuit wirer"
desc = "Used to connect various inputs and outputs together." 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_state = "multitool" icon_state = "multitool"
flags = CONDUCT flags = CONDUCT
w_class = 2 w_class = 2
@@ -74,6 +76,58 @@
/obj/item/device/integrated_electronics/wirer/New() /obj/item/device/integrated_electronics/wirer/New()
..() ..()
/obj/item/device/integrated_electronics/wirer/proc/wire(var/datum/integrated_io/io, mob/user)
if(mode == WIRE)
selected_io = io
user << "<span class='notice'>You attach a data wire to \the [selected_io.holder]'s [selected_io.name] data channel.</span>"
mode = WIRING
else if(mode == WIRING)
if(io == selected_io)
user << "<span class='warning'>Wiring \the [selected_io.holder]'s [selected_io.name] into itself is rather pointless.<span>"
return
if(io.io_type != selected_io.io_type)
user << "<span class='warning'>Those two types of channels are incompatable. The first is a [selected_io.io_type], \
while the second is a [io.io_type].<span>"
return
selected_io.linked |= io
io.linked |= selected_io
user << "<span class='notice'>You connect \the [selected_io.holder]'s [selected_io.name] to \the [io.holder]'s [io.name].</span>"
mode = WIRE
//io.updateDialog()
//selected_io.updateDialog()
selected_io = null
else if(mode == UNWIRE)
selected_io = io
if(!io.linked.len)
user << "<span class='warning'>There is nothing connected to \the [selected_io] data channel.</span>"
selected_io = null
return
user << "<span class='notice'>You prepare to detach a data wire from \the [selected_io.holder]'s [selected_io.name] data channel.</span>"
mode = UNWIRING
return
else if(mode == UNWIRING)
if(io == selected_io)
user << "<span class='warning'>You can't wire a pin into each other, so unwiring \the [selected_io.holder] from \
the same pin is rather moot.<span>"
return
if(selected_io in io.linked)
io.linked.Remove(selected_io)
selected_io.linked.Remove(io)
user << "<span class='notice'>You disconnect \the [selected_io.holder]'s [selected_io.name] from \
\the [io.holder]'s [io.name].</span>"
//io.updateDialog()
//selected_io.updateDialog()
selected_io = null
mode = UNWIRE
else
user << "<span class='warning'>\The [selected_io.holder]'s [selected_io.name] and \the [io.holder]'s \
[io.name] are not connected.<span>"
return
return
/obj/item/device/integrated_electronics/wirer/afterattack(atom/target, mob/user) /obj/item/device/integrated_electronics/wirer/afterattack(atom/target, mob/user)
if(isobj(target)) if(isobj(target))
if(mode == WIRE) if(mode == WIRE)
@@ -158,6 +212,11 @@
mode = UNWIRE mode = UNWIRE
if(UNWIRE) if(UNWIRE)
mode = WIRE mode = WIRE
if(UNWIRING)
if(selected_io)
user << "<span class='notice'>You decide not to disconnect the data channel.</span>"
selected_io = null
mode = UNWIRE
user << "<span class='notice'>You set \the [src] to [mode].<span>" user << "<span class='notice'>You set \the [src] to [mode].<span>"
#undef WIRE #undef WIRE

View File

@@ -254,6 +254,76 @@
if(muzzle_flash) if(muzzle_flash)
set_light(0) set_light(0)
// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
/obj/item/weapon/gun/proc/Fire_userless(atom/target)
if(!target)
return
if(world.time < next_fire_time)
return
var/shoot_time = (burst - 1)* burst_delay
next_fire_time = world.time + shoot_time
var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
for(var/i in 1 to burst)
var/obj/projectile = consume_next_projectile()
if(!projectile)
handle_click_empty()
break
if(istype(projectile, /obj/item/projectile))
var/obj/item/projectile/P = projectile
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
P.accuracy = accuracy + acc
P.dispersion = disp
P.shot_from = src.name
P.silenced = silenced
P.launch(target)
if(silenced)
playsound(src, fire_sound, 10, 1)
else
playsound(src, fire_sound, 50, 1)
if(muzzle_flash)
set_light(muzzle_flash)
update_icon()
//process_accuracy(projectile, user, target, acc, disp)
// if(pointblank)
// process_point_blank(projectile, user, target)
// if(process_projectile(projectile, null, target, user.zone_sel.selecting, clickparams))
// handle_post_fire(null, target, pointblank, reflex)
// update_icon()
if(i < burst)
sleep(burst_delay)
if(!(target && target.loc))
target = targloc
//pointblank = 0
log_and_message_admins("Fired [src].")
//admin_attack_log(usr, attacker_message="Fired [src]", admin_message="fired a gun ([src]) (MODE: [src.mode_name]) [reflex ? "by reflex" : "manually"].")
//update timing
next_fire_time = world.time + fire_delay
if(muzzle_flash)
set_light(0)
//obtains the next projectile to fire //obtains the next projectile to fire
/obj/item/weapon/gun/proc/consume_next_projectile() /obj/item/weapon/gun/proc/consume_next_projectile()
return null return null

View File

@@ -16,7 +16,7 @@
//TODO: change location to a string and use a mapping for area and dock targets. //TODO: change location to a string and use a mapping for area and dock targets.
var/dock_target_station var/dock_target_station
var/dock_target_offsite var/dock_target_offsite
var/last_dock_attempt_time = 0 var/last_dock_attempt_time = 0
/datum/shuttle/ferry/short_jump(var/area/origin,var/area/destination) /datum/shuttle/ferry/short_jump(var/area/origin,var/area/destination)
@@ -85,15 +85,15 @@
long_jump(interim=area_transition, travel_time=move_time, direction=transit_direction) long_jump(interim=area_transition, travel_time=move_time, direction=transit_direction)
else else
short_jump() short_jump()
process_state = WAIT_ARRIVE process_state = WAIT_ARRIVE
if (WAIT_ARRIVE) if (WAIT_ARRIVE)
if (moving_status == SHUTTLE_IDLE) if (moving_status == SHUTTLE_IDLE)
dock() dock()
in_use = null //release lock in_use = null //release lock
process_state = WAIT_FINISH process_state = WAIT_FINISH
if (WAIT_FINISH) if (WAIT_FINISH)
if (skip_docking_checks() || docking_controller.docked() || world.time > last_dock_attempt_time + DOCK_ATTEMPT_TIMEOUT) if (skip_docking_checks() || docking_controller.docked() || world.time > last_dock_attempt_time + DOCK_ATTEMPT_TIMEOUT)
process_state = IDLE_STATE process_state = IDLE_STATE

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@@ -1365,9 +1365,12 @@
#include "code\modules\integrated_electronics\_limits.dm" #include "code\modules\integrated_electronics\_limits.dm"
#include "code\modules\integrated_electronics\arithmetic.dm" #include "code\modules\integrated_electronics\arithmetic.dm"
#include "code\modules\integrated_electronics\assemblies.dm" #include "code\modules\integrated_electronics\assemblies.dm"
#include "code\modules\integrated_electronics\converters.dm"
#include "code\modules\integrated_electronics\coordinate.dm"
#include "code\modules\integrated_electronics\data_transfer.dm" #include "code\modules\integrated_electronics\data_transfer.dm"
#include "code\modules\integrated_electronics\input_output.dm" #include "code\modules\integrated_electronics\input_output.dm"
#include "code\modules\integrated_electronics\logic.dm" #include "code\modules\integrated_electronics\logic.dm"
#include "code\modules\integrated_electronics\manipulation.dm"
#include "code\modules\integrated_electronics\memory.dm" #include "code\modules\integrated_electronics\memory.dm"
#include "code\modules\integrated_electronics\time.dm" #include "code\modules\integrated_electronics\time.dm"
#include "code\modules\integrated_electronics\tools.dm" #include "code\modules\integrated_electronics\tools.dm"