diff --git a/baystation12.dme b/baystation12.dme index 3682d72495..f022a2b292 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -632,9 +632,11 @@ #include "code\game\objects\items\weapons\circuitboards\computer\research.dm" #include "code\game\objects\items\weapons\circuitboards\computer\supply.dm" #include "code\game\objects\items\weapons\circuitboards\computer\telecomms.dm" +#include "code\game\objects\items\weapons\circuitboards\machinery\biogenerator.dm" #include "code\game\objects\items\weapons\circuitboards\machinery\cloning.dm" #include "code\game\objects\items\weapons\circuitboards\machinery\pacman.dm" #include "code\game\objects\items\weapons\circuitboards\machinery\power.dm" +#include "code\game\objects\items\weapons\circuitboards\machinery\recharge_station.dm" #include "code\game\objects\items\weapons\circuitboards\machinery\research.dm" #include "code\game\objects\items\weapons\circuitboards\machinery\shieldgen.dm" #include "code\game\objects\items\weapons\circuitboards\machinery\telecomms.dm" diff --git a/code/ATMOSPHERICS/components/unary/cold_sink.dm b/code/ATMOSPHERICS/components/unary/cold_sink.dm index 766279a630..82d7d41b7b 100644 --- a/code/ATMOSPHERICS/components/unary/cold_sink.dm +++ b/code/ATMOSPHERICS/components/unary/cold_sink.dm @@ -7,52 +7,47 @@ icon = 'icons/obj/Cryogenic2.dmi' icon_state = "freezer_0" density = 1 - - anchored = 1.0 - - var/heatsink_temperature = T20C //the constant temperature resevoir into which the freezer pumps heat. Probably the hull of the station or something. - var/internal_volume = 600 //L - + anchored = 1 use_power = 0 - idle_power_usage = 5 //5 Watts for thermostat related circuitry + idle_power_usage = 5 // 5 Watts for thermostat related circuitry - var/max_power_rating = 20000 //power rating when the usage is turned up to 100 + var/heatsink_temperature = T20C // The constant temperature reservoir into which the freezer pumps heat. Probably the hull of the station or something. + var/internal_volume = 600 // L + + var/max_power_rating = 20000 // Power rating when the usage is turned up to 100 var/power_setting = 100 - var/set_temperature = T20C //thermostat + var/set_temperature = T20C // Thermostat var/cooling = 0 - var/opened = 0 //for deconstruction /obj/machinery/atmospherics/unary/freezer/New() ..() - air_contents.volume = internal_volume initialize_directions = dir - component_parts = list() component_parts += new /obj/item/weapon/circuitboard/unary_atmos/cooler(src) component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/capacitor(src) component_parts += new /obj/item/weapon/stock_parts/capacitor(src) component_parts += new /obj/item/weapon/stock_parts/manipulator(src) - - power_rating = max_power_rating * (power_setting/100) + component_parts += new /obj/item/stack/cable_coil(src, 2) + RefreshParts() /obj/machinery/atmospherics/unary/freezer/initialize() - if(node) return + if(node) + return var/node_connect = dir - for(var/obj/machinery/atmospherics/target in get_step(src,node_connect)) - if(target.initialize_directions & get_dir(target,src)) + for(var/obj/machinery/atmospherics/target in get_step(src, node_connect)) + if(target.initialize_directions & get_dir(target, src)) node = target break update_icon() - /obj/machinery/atmospherics/unary/freezer/update_icon() - if(src.node) - if(src.use_power && cooling) + if(node) + if(use_power && cooling) icon_state = "freezer_1" else icon_state = "freezer" @@ -61,10 +56,10 @@ return /obj/machinery/atmospherics/unary/freezer/attack_ai(mob/user as mob) - src.ui_interact(user) + ui_interact(user) /obj/machinery/atmospherics/unary/freezer/attack_hand(mob/user as mob) - src.ui_interact(user) + ui_interact(user) /obj/machinery/atmospherics/unary/freezer/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) // this is the data which will be sent to the ui @@ -78,15 +73,15 @@ data["powerSetting"] = power_setting var/temp_class = "good" - if (air_contents.temperature > (T0C - 20)) + if(air_contents.temperature > (T0C - 20)) temp_class = "bad" - else if (air_contents.temperature < (T0C - 20) && air_contents.temperature > (T0C - 100)) + else if(air_contents.temperature < (T0C - 20) && air_contents.temperature > (T0C - 100)) temp_class = "average" data["gasTemperatureClass"] = temp_class // update the ui if it exists, returns null if no ui is passed/found ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open) - if (!ui) + if(!ui) // the ui does not exist, so we'll create a new() one // for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm ui = new(user, src, ui_key, "freezer.tmpl", "Gas Cooling System", 440, 300) @@ -98,30 +93,31 @@ ui.set_auto_update(1) /obj/machinery/atmospherics/unary/freezer/Topic(href, href_list) - if (href_list["toggleStatus"]) - src.use_power = !src.use_power + if(href_list["toggleStatus"]) + use_power = !use_power update_icon() if(href_list["temp"]) var/amount = text2num(href_list["temp"]) if(amount > 0) - src.set_temperature = min(src.set_temperature+amount, 1000) + set_temperature = min(set_temperature + amount, 1000) else - src.set_temperature = max(src.set_temperature+amount, 0) + set_temperature = max(set_temperature + amount, 0) if(href_list["setPower"]) //setting power to 0 is redundant anyways var/new_setting = between(0, text2num(href_list["setPower"]), 100) set_power_level(new_setting) - src.add_fingerprint(usr) + add_fingerprint(usr) return 1 /obj/machinery/atmospherics/unary/freezer/process() ..() + if(stat & (NOPOWER|BROKEN) || !use_power) cooling = 0 update_icon() return - if (network && air_contents.temperature > set_temperature) + if(network && air_contents.temperature > set_temperature) cooling = 1 var/heat_transfer = max( -air_contents.get_thermal_energy_change(set_temperature - 5), 0 ) @@ -132,7 +128,7 @@ heat_transfer = min(heat_transfer, cop * power_rating) //limit heat transfer by available power var/removed = -air_contents.add_thermal_energy(-heat_transfer) //remove the heat - if (debug) + if(debug) visible_message("[src]: Removing [removed] W.") use_power(power_rating) @@ -147,49 +143,37 @@ /obj/machinery/atmospherics/unary/freezer/RefreshParts() ..() var/cap_rating = 0 - var/cap_count = 0 var/manip_rating = 0 - var/manip_count = 0 var/bin_rating = 0 - var/bin_count = 0 for(var/obj/item/weapon/stock_parts/P in component_parts) if(istype(P, /obj/item/weapon/stock_parts/capacitor)) cap_rating += P.rating - cap_count++ if(istype(P, /obj/item/weapon/stock_parts/manipulator)) manip_rating += P.rating - manip_count++ if(istype(P, /obj/item/weapon/stock_parts/matter_bin)) bin_rating += P.rating - bin_count++ - cap_rating /= cap_count - bin_rating /= bin_count - manip_rating /= manip_count - power_rating = initial(power_rating)*cap_rating //more powerful - heatsink_temperature = initial(heatsink_temperature)/((manip_rating+bin_rating)/2) //more efficient - air_contents.volume = max(initial(internal_volume) - 200, 0) + 200*bin_rating + power_rating = initial(power_rating) * cap_rating / 2 //more powerful + heatsink_temperature = initial(heatsink_temperature) / ((manip_rating + bin_rating) / 2) //more efficient + air_contents.volume = max(initial(internal_volume) - 200, 0) + 200 * bin_rating set_power_level(power_setting) /obj/machinery/atmospherics/unary/freezer/proc/set_power_level(var/new_power_setting) power_setting = new_power_setting power_rating = max_power_rating * (power_setting/100) -//dismantling code. copied from autolathe /obj/machinery/atmospherics/unary/freezer/attackby(var/obj/item/O as obj, var/mob/user as mob) - if(istype(O, /obj/item/weapon/screwdriver)) - opened = !opened - user << "You [opened ? "open" : "close"] the maintenance hatch of [src]." + if(default_deconstruction_screwdriver(user, O)) return - - if (opened && istype(O, /obj/item/weapon/crowbar)) - dismantle() + if(default_deconstruction_crowbar(user, O)) + return + if(default_part_replacement(user, O)) return ..() /obj/machinery/atmospherics/unary/freezer/examine(mob/user) ..(user) - if (opened) + if(panel_open) user << "The maintenance hatch is open." diff --git a/code/ATMOSPHERICS/components/unary/heat_source.dm b/code/ATMOSPHERICS/components/unary/heat_source.dm index 891a19cc74..829f06f420 100644 --- a/code/ATMOSPHERICS/components/unary/heat_source.dm +++ b/code/ATMOSPHERICS/components/unary/heat_source.dm @@ -7,25 +7,21 @@ icon = 'icons/obj/Cryogenic2.dmi' icon_state = "heater_0" density = 1 - - anchored = 1.0 - - var/set_temperature = T20C //thermostat - var/max_temperature = T20C + 680 - var/internal_volume = 600 //L - + anchored = 1 use_power = 0 idle_power_usage = 5 //5 Watts for thermostat related circuitry + var/max_temperature = T20C + 680 + var/internal_volume = 600 //L + var/max_power_rating = 20000 //power rating when the usage is turned up to 100 var/power_setting = 100 + var/set_temperature = T20C //thermostat var/heating = 0 //mainly for icon updates - var/opened = 0 //for deconstruction /obj/machinery/atmospherics/unary/heater/New() ..() - air_contents.volume = internal_volume initialize_directions = dir component_parts = list() @@ -33,16 +29,18 @@ component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/capacitor(src) component_parts += new /obj/item/weapon/stock_parts/capacitor(src) + component_parts += new /obj/item/stack/cable_coil(src, 5) - power_rating = max_power_rating * (power_setting/100) + RefreshParts() /obj/machinery/atmospherics/unary/heater/initialize() - if(node) return + if(node) + return var/node_connect = dir - for(var/obj/machinery/atmospherics/target in get_step(src,node_connect)) - if(target.initialize_directions & get_dir(target,src)) + for(var/obj/machinery/atmospherics/target in get_step(src, node_connect)) + if(target.initialize_directions & get_dir(target, src)) node = target break @@ -50,8 +48,8 @@ /obj/machinery/atmospherics/unary/heater/update_icon() - if(src.node) - if(src.use_power && src.heating) + if(node) + if(use_power && heating) icon_state = "heater_1" else icon_state = "heater" @@ -68,7 +66,7 @@ update_icon() return - if (network && air_contents.total_moles && air_contents.temperature < set_temperature) + if(network && air_contents.total_moles && air_contents.temperature < set_temperature) air_contents.add_thermal_energy(power_rating * HEATER_PERF_MULT) use_power(power_rating) @@ -80,10 +78,10 @@ update_icon() /obj/machinery/atmospherics/unary/heater/attack_ai(mob/user as mob) - src.ui_interact(user) + ui_interact(user) /obj/machinery/atmospherics/unary/heater/attack_hand(mob/user as mob) - src.ui_interact(user) + ui_interact(user) /obj/machinery/atmospherics/unary/heater/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) // this is the data which will be sent to the ui @@ -97,13 +95,13 @@ data["powerSetting"] = power_setting var/temp_class = "normal" - if (air_contents.temperature > (T20C+40)) + if(air_contents.temperature > (T20C+40)) temp_class = "bad" data["gasTemperatureClass"] = temp_class // update the ui if it exists, returns null if no ui is passed/found ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open) - if (!ui) + if(!ui) // the ui does not exist, so we'll create a new() one // for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm ui = new(user, src, ui_key, "freezer.tmpl", "Gas Heating System", 440, 300) @@ -115,63 +113,54 @@ ui.set_auto_update(1) /obj/machinery/atmospherics/unary/heater/Topic(href, href_list) - if (href_list["toggleStatus"]) - src.use_power = !src.use_power + if(href_list["toggleStatus"]) + use_power = !use_power update_icon() if(href_list["temp"]) var/amount = text2num(href_list["temp"]) if(amount > 0) - src.set_temperature = min(src.set_temperature+amount, max_temperature) + set_temperature = min(set_temperature + amount, max_temperature) else - src.set_temperature = max(src.set_temperature+amount, 0) + set_temperature = max(set_temperature + amount, 0) if(href_list["setPower"]) //setting power to 0 is redundant anyways var/new_setting = between(0, text2num(href_list["setPower"]), 100) set_power_level(new_setting) - src.add_fingerprint(usr) + add_fingerprint(usr) return 1 //upgrading parts /obj/machinery/atmospherics/unary/heater/RefreshParts() ..() - var/cap_rating = 0 - var/cap_count = 0 var/bin_rating = 0 - var/bin_count = 0 + for(var/obj/item/weapon/stock_parts/P in component_parts) if(istype(P, /obj/item/weapon/stock_parts/capacitor)) cap_rating += P.rating - cap_count++ if(istype(P, /obj/item/weapon/stock_parts/matter_bin)) bin_rating += P.rating - bin_count++ - cap_rating /= cap_count - bin_rating /= bin_count - max_power_rating = initial(max_power_rating)*cap_rating - max_temperature = max(initial(max_temperature) - T20C, 0)*((bin_rating*2 + cap_rating)/3) + T20C - air_contents.volume = max(initial(internal_volume) - 200, 0) + 200*bin_rating + max_power_rating = initial(max_power_rating) * cap_rating / 2 + max_temperature = max(initial(max_temperature) - T20C, 0) * ((bin_rating * 4 + cap_rating) / 5) + T20C + air_contents.volume = max(initial(internal_volume) - 200, 0) + 200 * bin_rating set_power_level(power_setting) /obj/machinery/atmospherics/unary/heater/proc/set_power_level(var/new_power_setting) power_setting = new_power_setting power_rating = max_power_rating * (power_setting/100) -//dismantling code. copied from autolathe /obj/machinery/atmospherics/unary/heater/attackby(var/obj/item/O as obj, var/mob/user as mob) - if(istype(O, /obj/item/weapon/screwdriver)) - opened = !opened - user << "You [opened ? "open" : "close"] the maintenance hatch of [src]." + if(default_deconstruction_screwdriver(user, O)) return - - if (opened && istype(O, /obj/item/weapon/crowbar)) - dismantle() + if(default_deconstruction_crowbar(user, O)) + return + if(default_part_replacement(user, O)) return ..() /obj/machinery/atmospherics/unary/heater/examine(mob/user) ..(user) - if (opened) + if(panel_open) user << "The maintenance hatch is open." diff --git a/code/defines/obj/weapon.dm b/code/defines/obj/weapon.dm index ab7b57cb42..634121b08c 100644 --- a/code/defines/obj/weapon.dm +++ b/code/defines/obj/weapon.dm @@ -395,6 +395,22 @@ ///////////////////////////////////////Stock Parts ///////////////////////////////// +/obj/item/weapon/storage/part_replacer + name = "rapid part exchange device" + desc = "Special mechanical module made to store, sort, and apply standard machine parts." + icon_state = "RPED" + item_state = "RPED" + w_class = 5 + can_hold = list("/obj/item/weapon/stock_parts") + storage_slots = 50 + use_to_pickup = 1 + allow_quick_gather = 1 + allow_quick_empty = 1 + collection_mode = 1 + display_contents_with_number = 1 + max_w_class = 3 + max_combined_w_class = 100 + /obj/item/weapon/stock_parts name = "stock part" desc = "What?" diff --git a/code/game/machinery/autolathe.dm b/code/game/machinery/autolathe.dm index 7b44e443c4..5361bea23a 100644 --- a/code/game/machinery/autolathe.dm +++ b/code/game/machinery/autolathe.dm @@ -13,14 +13,30 @@ var/list/storage_capacity = list("metal" = 0, "glass" = 0) var/show_category = "All" - var/panel_open = 0 var/hacked = 0 var/disabled = 0 var/shocked = 0 var/busy = 0 + var/mat_efficiency = 1 + var/build_time = 50 + var/datum/wires/autolathe/wires = null +/obj/machinery/autolathe/New() + + ..() + wires = new(src) + //Create parts for lathe. + component_parts = list() + component_parts += new /obj/item/weapon/circuitboard/autolathe(src) + component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) + component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) + component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) + component_parts += new /obj/item/weapon/stock_parts/manipulator(src) + component_parts += new /obj/item/weapon/stock_parts/console_screen(src) + RefreshParts() + /obj/machinery/autolathe/proc/update_recipe_list() if(!machine_recipes) machine_recipes = autolathe_recipes @@ -33,8 +49,8 @@ user << "\The [src] is disabled!" return - if (shocked) - shock(user,50) + if(shocked) + shock(user, 50) var/dat = "

Autolathe Control Panel


" @@ -65,16 +81,16 @@ else //Make sure it's buildable and list requires resources. for(var/material in R.resources) - var/sheets = round(stored_material[material]/R.resources[material]) + var/sheets = round(stored_material[material]/round(R.resources[material]*mat_efficiency)) if(isnull(max_sheets) || max_sheets > sheets) max_sheets = sheets - if(!isnull(stored_material[material]) && stored_material[material] < R.resources[material]) + if(!isnull(stored_material[material]) && stored_material[material] < round(R.resources[material]*mat_efficiency)) can_make = 0 if(!comma) comma = 1 else material_string += ", " - material_string += "[R.resources[material]] [material]" + material_string += "[round(R.resources[material] * mat_efficiency)] [material]" material_string += ".
" //Build list of multipliers for sheets. if(R.is_stack) @@ -99,31 +115,27 @@ /obj/machinery/autolathe/attackby(var/obj/item/O as obj, var/mob/user as mob) - if (stat) - return - - if (busy) + if(busy) user << "\The [src] is busy. Please wait for completion of previous operation." return - if(istype(O, /obj/item/weapon/screwdriver)) - panel_open = !panel_open - icon_state = (panel_open ? "autolathe_t": "autolathe") - user << "You [panel_open ? "open" : "close"] the maintenance hatch of [src]." + if(default_deconstruction_screwdriver(user, O)) updateUsrDialog() return + if(default_deconstruction_crowbar(user, O)) + return + if(default_part_replacement(user, O)) + return - if (panel_open) + if(stat) + return + + if(panel_open) //Don't eat multitools or wirecutters used on an open lathe. if(istype(O, /obj/item/device/multitool) || istype(O, /obj/item/weapon/wirecutters)) attack_hand(user) return - //Dismantle the frame. - if(istype(O, /obj/item/weapon/crowbar)) - dismantle() - return - if(O.loc != user && !(istype(O,/obj/item/stack))) return 0 @@ -170,11 +182,11 @@ else user << "You fill \the [src] with \the [eating]." - flick("autolathe_o",src) // Plays metal insertion animation. Work out a good way to work out a fitting animation. ~Z + flick("autolathe_o", src) // Plays metal insertion animation. Work out a good way to work out a fitting animation. ~Z if(istype(eating,/obj/item/stack)) var/obj/item/stack/stack = eating - stack.use(max(1,round(total_used/mass_per_sheet))) // Always use at least 1 to prevent infinite materials. + stack.use(max(1, round(total_used/mass_per_sheet))) // Always use at least 1 to prevent infinite materials. else user.drop_item(O) del(O) @@ -227,18 +239,18 @@ //Check if we still have the materials. for(var/material in making.resources) if(!isnull(stored_material[material])) - if(stored_material[material] < (making.resources[material]*multiplier)) + if(stored_material[material] < round(making.resources[material] * mat_efficiency) * multiplier) return //Consume materials. for(var/material in making.resources) if(!isnull(stored_material[material])) - stored_material[material] = max(0,stored_material[material]-(making.resources[material]*multiplier)) + stored_material[material] = max(0, stored_material[material] - round(making.resources[material] * mat_efficiency) * multiplier) //Fancy autolathe animation. - flick("autolathe_n",src) + flick("autolathe_n", src) - sleep(50) + sleep(build_time) busy = 0 @@ -247,39 +259,31 @@ //Create the desired item. var/obj/item/I = new making.path(get_step(loc, get_dir(src,usr))) - if(multiplier>1 && istype(I,/obj/item/stack)) + if(multiplier > 1 && istype(I, /obj/item/stack)) var/obj/item/stack/S = I S.amount = multiplier updateUsrDialog() - -/obj/machinery/autolathe/New() - - ..() - wires = new(src) - //Create parts for lathe. - component_parts = list() - component_parts += new /obj/item/weapon/circuitboard/autolathe(src) - component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) - component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) - component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) - component_parts += new /obj/item/weapon/stock_parts/manipulator(src) - component_parts += new /obj/item/weapon/stock_parts/console_screen(src) - RefreshParts() +/obj/machinery/autolathe/update_icon() + icon_state = (panel_open ? "autolathe_t" : "autolathe") //Updates overall lathe storage size. /obj/machinery/autolathe/RefreshParts() ..() - var/tot_rating = 0 + var/mb_rating = 0 + var/man_rating = 0 for(var/obj/item/weapon/stock_parts/matter_bin/MB in component_parts) - tot_rating += MB.rating + mb_rating += MB.rating + for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) + man_rating += M.rating - storage_capacity["metal"] = tot_rating * 25000 - storage_capacity["glass"] = tot_rating * 12500 + storage_capacity["metal"] = mb_rating * 25000 + storage_capacity["glass"] = mb_rating * 12500 + build_time = 50 / man_rating + mat_efficiency = 1.1 - man_rating * 0.1// Normally, price is 1.25 the amount of material, so this shouldn't go higher than 0.8. Maximum rating of parts is 3 /obj/machinery/autolathe/dismantle() - ..() var/list/sheets = list("metal" = /obj/item/stack/sheet/metal, "glass" = /obj/item/stack/sheet/glass) for(var/mat in stored_material) @@ -288,3 +292,4 @@ if(stored_material[mat] > S.perunit) S.amount = round(stored_material[mat] / S.perunit) S.loc = loc + ..() diff --git a/code/game/machinery/autolathe_datums.dm b/code/game/machinery/autolathe_datums.dm index 3948f70f33..f13c3dc634 100644 --- a/code/game/machinery/autolathe_datums.dm +++ b/code/game/machinery/autolathe_datums.dm @@ -15,7 +15,7 @@ if(I.matter && !recipe.resources) //This can be overidden in the datums. recipe.resources = list() for(var/material in I.matter) - recipe.resources[material] = round(I.matter[material]*1.25) // More expensive to produce than they are to recycle. + recipe.resources[material] = I.matter[material]*1.25 // More expensive to produce than they are to recycle. del(I) /datum/autolathe/recipe diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm index d631ca46df..3b3104201f 100644 --- a/code/game/machinery/camera/camera.dm +++ b/code/game/machinery/camera/camera.dm @@ -13,7 +13,6 @@ var/c_tag_order = 999 var/status = 1 anchored = 1.0 - var/panel_open = 0 // 0 = Closed / 1 = Open var/invuln = null var/bugged = 0 var/obj/item/weapon/camera_assembly/assembly = null @@ -57,7 +56,7 @@ /obj/machinery/camera/Del() if(!alarm_on) triggerCameraAlarm() - + cancelCameraAlarm() ..() @@ -70,7 +69,7 @@ kick_viewers() triggerCameraAlarm() update_icon() - + spawn(900) stat &= ~EMPED cancelCameraAlarm() @@ -85,11 +84,11 @@ /obj/machinery/camera/ex_act(severity) if(src.invuln) return - + //camera dies if an explosion touches it! if(severity <= 2 || prob(50)) destroy() - + ..() //and give it the regular chance of being deleted outright @@ -174,7 +173,7 @@ if (S.current == src) O << "[U] holds \a [itemname] up to one of the cameras ..." O << browse(text("[][]", itemname, info), text("window=[]", itemname)) - + else if (istype(W, /obj/item/weapon/camera_bug)) if (!src.can_use()) user << "\blue Camera non-functional" @@ -185,7 +184,7 @@ else user << "\blue Camera bugged." src.bugged = 1 - + else if(W.damtype == BRUTE || W.damtype == BURN) //bashing cameras if (W.force >= src.toughness) visible_message("[src] has been [pick(W.attack_verb)] with [W] by [user]!") @@ -194,7 +193,7 @@ if (I.hitsound) playsound(loc, I.hitsound, 50, 1, -1) take_damage(W.force) - + else ..() @@ -221,14 +220,14 @@ if (force >= toughness && (force > toughness*4 || prob(25))) destroy() -//Used when someone breaks a camera +//Used when someone breaks a camera /obj/machinery/camera/proc/destroy() invalidateCameraCache() stat |= BROKEN kick_viewers() triggerCameraAlarm() update_icon() - + //sparks var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread() spark_system.set_up(5, 0, loc) @@ -266,7 +265,7 @@ alarm_on = 1 if(!get_area(src)) return - + for(var/mob/living/silicon/S in mob_list) S.triggerAlarm("Camera", get_area(src), list(src), src) @@ -275,7 +274,7 @@ alarm_on = 0 if(!get_area(src)) return - + for(var/mob/living/silicon/S in mob_list) S.cancelAlarm("Camera", get_area(src), src) @@ -355,7 +354,7 @@ /obj/machinery/camera/interact(mob/living/user as mob) if(!panel_open || istype(user, /mob/living/silicon/ai)) return - + if(stat & BROKEN) user << "\The [src] is broken." return diff --git a/code/game/machinery/cloning.dm b/code/game/machinery/cloning.dm index 454e6e44fc..343c8ab2db 100644 --- a/code/game/machinery/cloning.dm +++ b/code/game/machinery/cloning.dm @@ -3,18 +3,41 @@ //Potential replacement for genetics revives or something I dunno (?) +//Find a dead mob with a brain and client. +/proc/find_dead_player(var/find_key) + if(isnull(find_key)) + return + + var/mob/selected = null + for(var/mob/living/M in player_list) + //Dead people only thanks! + if((M.stat != 2) || (!M.client)) + continue + //They need a brain! + if(istype(M, /mob/living/carbon/human)) + var/mob/living/carbon/human/H = M + if(H.species.has_organ["brain"] && !H.has_brain()) + continue + if(M.ckey == find_key) + selected = M + break + return selected + #define CLONE_BIOMASS 150 /obj/machinery/clonepod - anchored = 1 name = "cloning pod" desc = "An electronically-lockable pod for growing organic tissue." density = 1 + anchored = 1 icon = 'icons/obj/cloning.dmi' icon_state = "pod_0" req_access = list(access_genetics) //For premature unlocking. + var/mob/living/occupant - var/heal_level = 90 //The clone is released once its health reaches this level. + var/heal_level = 20 //The clone is released once its health reaches this level. + var/heal_rate = 1 + var/notoxin = 0 var/locked = 0 var/obj/machinery/computer/cloning/connected = null //So we remember the connected clone machine. var/mess = 0 //Need to clean out it if it's full of exploded clone. @@ -22,6 +45,366 @@ var/eject_wait = 0 //Don't eject them as soon as they are created fuckkk var/biomass = CLONE_BIOMASS * 3 +/obj/machinery/clonepod/New() + ..() + component_parts = list() + component_parts += new /obj/item/weapon/circuitboard/clonepod(src) + component_parts += new /obj/item/weapon/stock_parts/manipulator(src) + component_parts += new /obj/item/weapon/stock_parts/manipulator(src) + component_parts += new /obj/item/weapon/stock_parts/scanning_module(src) + component_parts += new /obj/item/weapon/stock_parts/scanning_module(src) + component_parts += new /obj/item/weapon/stock_parts/console_screen(src) + component_parts += new /obj/item/stack/cable_coil(src, 2) + + RefreshParts() + +/obj/machinery/clonepod/attack_ai(mob/user as mob) + add_hiddenprint(user) + return attack_hand(user) + +/obj/machinery/clonepod/attack_hand(mob/user as mob) + if((isnull(occupant)) || (stat & NOPOWER)) + return + if((!isnull(occupant)) && (occupant.stat != 2)) + var/completion = (100 * ((occupant.health + 50) / (heal_level + 100))) // Clones start at -150 health + user << "Current clone cycle is [round(completion)]% complete." + return + +//Clonepod + +//Start growing a human clone in the pod! +/obj/machinery/clonepod/proc/growclone(var/datum/dna2/record/R) + if(mess || attempting) + return 0 + var/datum/mind/clonemind = locate(R.mind) + if(!istype(clonemind, /datum/mind)) //not a mind + return 0 + if(clonemind.current && clonemind.current.stat != DEAD) //mind is associated with a non-dead body + return 0 + if(clonemind.active) //somebody is using that mind + if(ckey(clonemind.key) != R.ckey) + return 0 + else + for(var/mob/dead/observer/G in player_list) + if(G.ckey == R.ckey) + if(G.can_reenter_corpse) + break + else + return 0 + + attempting = 1 //One at a time!! + locked = 1 + + eject_wait = 1 + spawn(30) + eject_wait = 0 + + var/mob/living/carbon/human/H = new /mob/living/carbon/human(src, R.dna.species) + occupant = H + + if(!R.dna.real_name) //to prevent null names + R.dna.real_name = "clone ([rand(0,999)])" + H.real_name = R.dna.real_name + + icon_state = "pod_1" + //Get the clone body ready + H.adjustCloneLoss(150) // New damage var so you can't eject a clone early then stab them to abuse the current damage system --NeoFite + H.adjustBrainLoss(80) // Even if healed to full health, it will have some brain damage + H.Paralyse(4) + + //Here let's calculate their health so the pod doesn't immediately eject them!!! + H.updatehealth() + + clonemind.transfer_to(H) + H.ckey = R.ckey + H << "Consciousness slowly creeps over you as your body regenerates.
So this is what cloning feels like?
" + + // -- Mode/mind specific stuff goes here + callHook("clone", list(H)) + + switch(ticker.mode.name) + if("revolution") + if((H.mind in ticker.mode:revolutionaries) || (H.mind in ticker.mode:head_revolutionaries)) + ticker.mode.update_all_rev_icons() //So the icon actually appears + if("mercenary") + if(H.mind in ticker.mode.syndicates) + ticker.mode.update_all_synd_icons() + if("cult") + if(H.mind in ticker.mode.cult) + ticker.mode.add_cultist(occupant.mind) + ticker.mode.update_all_cult_icons() //So the icon actually appears + + // -- End mode specific stuff + + if(!R.dna) + H.dna = new /datum/dna() + H.dna.real_name = H.real_name + else + H.dna = R.dna + H.UpdateAppearance() + if(heal_level < 60) + randmutb(H) //Sometimes the clones come out wrong. + H.dna.UpdateSE() + H.dna.UpdateUI() + + H.set_cloned_appearance() + + for(var/datum/language/L in R.languages) + H.add_language(L.name) + H.flavor_texts = R.flavor.Copy() + H.suiciding = 0 + attempting = 0 + return 1 + +//Grow clones to maturity then kick them out. FREELOADERS +/obj/machinery/clonepod/process() + + if(stat & NOPOWER) //Autoeject if power is lost + if(occupant) + locked = 0 + go_out() + return + + if((occupant) && (occupant.loc == src)) + if((occupant.stat == DEAD) || (occupant.suiciding) || !occupant.key) //Autoeject corpses and suiciding dudes. + locked = 0 + go_out() + connected_message("Clone Rejected: Deceased.") + return + + else if(occupant.health < heal_level && occupant.getCloneLoss() > 0) + occupant.Paralyse(4) + + //Slowly get that clone healed and finished. + occupant.adjustCloneLoss(-2 * heal_rate) + + //Premature clones may have brain damage. + occupant.adjustBrainLoss(-1 * heal_rate) + + //So clones don't die of oxyloss in a running pod. + if(occupant.reagents.get_reagent_amount("inaprovaline") < 30) + occupant.reagents.add_reagent("inaprovaline", 60) + + //So clones will remain asleep for long enough to get them into cryo (Bay RP edit) + if(occupant.reagents.get_reagent_amount("stoxin") < 10) + occupant.reagents.add_reagent("stoxin", 5) + if(occupant.reagents.get_reagent_amount("chloralhydrate") < 1) + occupant.reagents.add_reagent("chloralhydrate", 1) + + //Also heal some oxyloss ourselves because inaprovaline is so bad at preventing it!! + occupant.adjustOxyLoss(-4) + if(notoxin) + occupant.adjustToxLoss(-2) // If sufficiently upgraded - remove toxin damage from chloral + + use_power(7500) //This might need tweaking. + return + + else if((occupant.health >= heal_level) && (!eject_wait)) + connected_message("Cloning Process Complete.") + locked = 0 + go_out() + return + + else if((!occupant) || (occupant.loc != src)) + occupant = null + if(locked) + locked = 0 + if(!mess) + icon_state = "pod_0" + //use_power(200) + return + + return + +//Let's unlock this early I guess. Might be too early, needs tweaking. +/obj/machinery/clonepod/attackby(obj/item/weapon/W as obj, mob/user as mob) + if(isnull(occupant)) + if(default_deconstruction_screwdriver(user, W)) + return + if(default_deconstruction_crowbar(user, W)) + return + if(default_part_replacement(user, W)) + return + if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) + if(!check_access(W)) + user << "Access Denied." + return + if((!locked) || (isnull(occupant))) + return + if((occupant.health < -20) && (occupant.stat != 2)) + user << "Access Refused." + return + else + locked = 0 + user << "System unlocked." + else if(istype(W, /obj/item/weapon/card/emag)) + if(isnull(occupant)) + return + user << "You force an emergency ejection." + locked = 0 + go_out() + return + else if(istype(W, /obj/item/weapon/reagent_containers/food/snacks/meat)) + user << "\The [src] processes \the [W]." + biomass += 50 + user.drop_item() + del(W) + return + else if(istype(W, /obj/item/weapon/wrench)) + if(locked && (anchored || occupant)) + user << "Can not do that while [src] is in use." + else + if(anchored) + anchored = 0 + connected.pod1 = null + connected = null + else + anchored = 1 + playsound(loc, 'sound/items/Ratchet.ogg', 100, 1) + if(anchored) + user.visible_message("[user] secures [src] to the floor.", "You secure [src] to the floor.") + else + user.visible_message("[user] unsecures [src] from the floor.", "You unsecure [src] from the floor.") + else + ..() + +//Put messages in the connected computer's temp var for display. +/obj/machinery/clonepod/proc/connected_message(var/message) + if((isnull(connected)) || (!istype(connected, /obj/machinery/computer/cloning))) + return 0 + if(!message) + return 0 + + connected.temp = message + connected.updateUsrDialog() + return 1 + +/obj/machinery/clonepod/RefreshParts() + ..() + var/rating = 0 + for(var/obj/item/weapon/stock_parts/P in component_parts) + if(istype(P, /obj/item/weapon/stock_parts/scanning_module) || istype(P, /obj/item/weapon/stock_parts/manipulator)) + rating += P.rating + + heal_level = rating * 10 - 20 + heal_rate = round(rating / 4) + if(rating >= 8) + notoxin = 1 + else + notoxin = 0 + +/obj/machinery/clonepod/verb/eject() + set name = "Eject Cloner" + set category = "Object" + set src in oview(1) + + if(usr.stat != 0) + return + go_out() + add_fingerprint(usr) + return + +/obj/machinery/clonepod/proc/go_out() + if(locked) + return + + if(mess) //Clean that mess and dump those gibs! + mess = 0 + gibs(loc) + icon_state = "pod_0" + + /* + for(var/obj/O in src) + O.loc = loc + */ + return + + if(!(occupant)) + return + + /* + for(var/obj/O in src) + O.loc = loc + */ + + if(occupant.client) + occupant.client.eye = occupant.client.mob + occupant.client.perspective = MOB_PERSPECTIVE + occupant.loc = loc + icon_state = "pod_0" + eject_wait = 0 //If it's still set somehow. + domutcheck(occupant) //Waiting until they're out before possible monkeyizing. +// occupant.add_side_effect("Bad Stomach") // Give them an extra side-effect for free. + occupant = null + + biomass -= CLONE_BIOMASS + + return + +/obj/machinery/clonepod/proc/malfunction() + if(occupant) + connected_message("Critical Error!") + mess = 1 + icon_state = "pod_g" + occupant.ghostize() + spawn(5) + del(occupant) + return + +/obj/machinery/clonepod/relaymove(mob/user as mob) + if(user.stat) + return + go_out() + return + +/obj/machinery/clonepod/emp_act(severity) + if(prob(100/severity)) + malfunction() + ..() + +/obj/machinery/clonepod/ex_act(severity) + switch(severity) + if(1.0) + for(var/atom/movable/A as mob|obj in src) + A.loc = loc + ex_act(severity) + del(src) + return + if(2.0) + if(prob(50)) + for(var/atom/movable/A as mob|obj in src) + A.loc = loc + ex_act(severity) + del(src) + return + if(3.0) + if(prob(25)) + for(var/atom/movable/A as mob|obj in src) + A.loc = loc + ex_act(severity) + del(src) + return + else + return + +//Health Tracker Implant + +/obj/item/weapon/implant/health + name = "health implant" + var/healthstring = "" + +/obj/item/weapon/implant/health/proc/sensehealth() + if(!implanted) + return "ERROR" + else + if(isliving(implanted)) + var/mob/living/L = implanted + healthstring = "[round(L.getOxyLoss())] - [round(L.getFireLoss())] - [round(L.getToxLoss())] - [round(L.getBruteLoss())]" + if(!healthstring) + healthstring = "ERROR" + return healthstring + +//Disk stuff. //The return of data disks?? Just for transferring between genetics machine/cloning machine. //TO-DO: Make the genetics machine accept them. /obj/item/weapon/disk/data @@ -30,7 +413,7 @@ icon_state = "datadisk0" //Gosh I hope syndies don't mistake them for the nuke disk. item_state = "card-id" w_class = 2.0 - var/datum/dna2/record/buf=null + var/datum/dna2/record/buf = null var/read_only = 0 //Well,it's still a floppy disk /obj/item/weapon/disk/data/proc/initializeDisk() @@ -65,363 +448,18 @@ buf.dna.SE=new_SE buf.dna.SetSEValueRange(MONKEYBLOCK,0xDAC, 0xFFF) - -//Find a dead mob with a brain and client. -/proc/find_dead_player(var/find_key) - if (isnull(find_key)) - return - - var/mob/selected = null - for(var/mob/living/M in player_list) - //Dead people only thanks! - if ((M.stat != 2) || (!M.client)) - continue - //They need a brain! - if(istype(M, /mob/living/carbon/human)) - var/mob/living/carbon/human/H = M - if(H.species.has_organ["brain"] && !H.has_brain()) - continue - if (M.ckey == find_key) - selected = M - break - return selected - -//Disk stuff. /obj/item/weapon/disk/data/New() ..() var/diskcolor = pick(0,1,2) - src.icon_state = "datadisk[diskcolor]" + icon_state = "datadisk[diskcolor]" /obj/item/weapon/disk/data/attack_self(mob/user as mob) - src.read_only = !src.read_only - user << "You flip the write-protect tab to [src.read_only ? "protected" : "unprotected"]." + read_only = !read_only + user << "You flip the write-protect tab to [read_only ? "protected" : "unprotected"]." /obj/item/weapon/disk/data/examine(mob/user) ..(user) - user << text("The write-protect tab is set to [src.read_only ? "protected" : "unprotected"].") - return - -//Health Tracker Implant - -/obj/item/weapon/implant/health - name = "health implant" - var/healthstring = "" - -/obj/item/weapon/implant/health/proc/sensehealth() - if (!src.implanted) - return "ERROR" - else - if(isliving(src.implanted)) - var/mob/living/L = src.implanted - src.healthstring = "[round(L.getOxyLoss())] - [round(L.getFireLoss())] - [round(L.getToxLoss())] - [round(L.getBruteLoss())]" - if (!src.healthstring) - src.healthstring = "ERROR" - return src.healthstring - -/obj/machinery/clonepod/attack_ai(mob/user as mob) - src.add_hiddenprint(user) - return attack_hand(user) - -/obj/machinery/clonepod/attack_hand(mob/user as mob) - if ((isnull(src.occupant)) || (stat & NOPOWER)) - return - if ((!isnull(src.occupant)) && (src.occupant.stat != 2)) - var/completion = (100 * ((src.occupant.health + 100) / (src.heal_level + 100))) - user << "Current clone cycle is [round(completion)]% complete." - return - -//Clonepod - -//Start growing a human clone in the pod! -/obj/machinery/clonepod/proc/growclone(var/datum/dna2/record/R) - if(mess || attempting) - return 0 - var/datum/mind/clonemind = locate(R.mind) - if(!istype(clonemind,/datum/mind)) //not a mind - return 0 - if( clonemind.current && clonemind.current.stat != DEAD ) //mind is associated with a non-dead body - return 0 - if(clonemind.active) //somebody is using that mind - if( ckey(clonemind.key)!=R.ckey ) - return 0 - else - for(var/mob/dead/observer/G in player_list) - if(G.ckey == R.ckey) - if(G.can_reenter_corpse) - break - else - return 0 - - - src.heal_level = rand(10,40) //Randomizes what health the clone is when ejected - src.attempting = 1 //One at a time!! - src.locked = 1 - - src.eject_wait = 1 - spawn(30) - src.eject_wait = 0 - - var/mob/living/carbon/human/H = new /mob/living/carbon/human(src, R.dna.species) - occupant = H - - if(!R.dna.real_name) //to prevent null names - R.dna.real_name = "clone ([rand(0,999)])" - H.real_name = R.dna.real_name - - src.icon_state = "pod_1" - //Get the clone body ready - H.adjustCloneLoss(150) //new damage var so you can't eject a clone early then stab them to abuse the current damage system --NeoFite - H.adjustBrainLoss(src.heal_level + 50 + rand(10, 30)) // The rand(10, 30) will come out as extra brain damage - H.Paralyse(4) - - //Here let's calculate their health so the pod doesn't immediately eject them!!! - H.updatehealth() - - clonemind.transfer_to(H) - H.ckey = R.ckey - H << "Consciousness slowly creeps over you as your body regenerates.
So this is what cloning feels like?
" - - // -- Mode/mind specific stuff goes here - callHook("clone", list(H)) - - switch(ticker.mode.name) - if("revolution") - if((H.mind in ticker.mode:revolutionaries) || (H.mind in ticker.mode:head_revolutionaries)) - ticker.mode.update_all_rev_icons() //So the icon actually appears - if("mercenary") - if(H.mind in ticker.mode.syndicates) - ticker.mode.update_all_synd_icons() - if("cult") - if (H.mind in ticker.mode.cult) - ticker.mode.add_cultist(src.occupant.mind) - ticker.mode.update_all_cult_icons() //So the icon actually appears - - // -- End mode specific stuff - - if(!R.dna) - H.dna = new /datum/dna() - H.dna.real_name = H.real_name - else - H.dna=R.dna - H.UpdateAppearance() - randmutb(H) //Sometimes the clones come out wrong. - H.dna.UpdateSE() - H.dna.UpdateUI() - - H.set_cloned_appearance() - - for(var/datum/language/L in R.languages) - H.add_language(L.name) - H.flavor_texts = R.flavor.Copy() - H.suiciding = 0 - src.attempting = 0 - return 1 - -//Grow clones to maturity then kick them out. FREELOADERS -/obj/machinery/clonepod/process() - - if(stat & NOPOWER) //Autoeject if power is lost - if (src.occupant) - src.locked = 0 - src.go_out() - return - - if((src.occupant) && (src.occupant.loc == src)) - if((src.occupant.stat == DEAD) || (src.occupant.suiciding) || !occupant.key) //Autoeject corpses and suiciding dudes. - src.locked = 0 - src.go_out() - src.connected_message("Clone Rejected: Deceased.") - return - - else if(src.occupant.health < src.heal_level) - src.occupant.Paralyse(4) - - //Slowly get that clone healed and finished. - src.occupant.adjustCloneLoss(-2) - - //Premature clones may have brain damage. - src.occupant.adjustBrainLoss(-1) - - //So clones don't die of oxyloss in a running pod. - if (src.occupant.reagents.get_reagent_amount("inaprovaline") < 30) - src.occupant.reagents.add_reagent("inaprovaline", 60) - - //So clones will remain asleep for long enough to get them into cryo (Bay RP edit) - if (src.occupant.reagents.get_reagent_amount("stoxin") < 10) - src.occupant.reagents.add_reagent("stoxin", 5) - if (src.occupant.reagents.get_reagent_amount("chloralhydrate") < 1) - src.occupant.reagents.add_reagent("chloralhydrate", 1) - - //Also heal some oxyloss ourselves because inaprovaline is so bad at preventing it!! - src.occupant.adjustOxyLoss(-4) - - use_power(7500) //This might need tweaking. - return - - else if((src.occupant.health >= src.heal_level) && (!src.eject_wait)) - src.connected_message("Cloning Process Complete.") - src.locked = 0 - src.go_out() - return - - else if ((!src.occupant) || (src.occupant.loc != src)) - src.occupant = null - if (src.locked) - src.locked = 0 - if (!src.mess) - icon_state = "pod_0" - //use_power(200) - return - - return - -//Let's unlock this early I guess. Might be too early, needs tweaking. -/obj/machinery/clonepod/attackby(obj/item/weapon/W as obj, mob/user as mob) - if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) - if (!src.check_access(W)) - user << "\red Access Denied." - return - if ((!src.locked) || (isnull(src.occupant))) - return - if ((src.occupant.health < -20) && (src.occupant.stat != 2)) - user << "\red Access Refused." - return - else - src.locked = 0 - user << "System unlocked." - else if (istype(W, /obj/item/weapon/card/emag)) - if (isnull(src.occupant)) - return - user << "You force an emergency ejection." - src.locked = 0 - src.go_out() - return - else if (istype(W, /obj/item/weapon/reagent_containers/food/snacks/meat)) - user << "\blue \The [src] processes \the [W]." - biomass += 50 - user.drop_item() - del(W) - return - else if (istype(W, /obj/item/weapon/wrench)) - if(src.locked && (src.anchored || src.occupant)) - user << "\red Can not do that while [src] is in use." - else - if(src.anchored) - src.anchored = 0 - connected.pod1 = null - connected = null - else - src.anchored = 1 - playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1) - if(anchored) - user.visible_message("[user] secures [src] to the floor.", "You secure [src] to the floor.") - else - user.visible_message("[user] unsecures [src] from the floor.", "You unsecure [src] from the floor.") - else - ..() - -//Put messages in the connected computer's temp var for display. -/obj/machinery/clonepod/proc/connected_message(var/message) - if ((isnull(src.connected)) || (!istype(src.connected, /obj/machinery/computer/cloning))) - return 0 - if (!message) - return 0 - - src.connected.temp = message - src.connected.updateUsrDialog() - return 1 - -/obj/machinery/clonepod/verb/eject() - set name = "Eject Cloner" - set category = "Object" - set src in oview(1) - - if (usr.stat != 0) - return - src.go_out() - add_fingerprint(usr) - return - -/obj/machinery/clonepod/proc/go_out() - if (src.locked) - return - - if (src.mess) //Clean that mess and dump those gibs! - src.mess = 0 - gibs(src.loc) - src.icon_state = "pod_0" - - /* - for(var/obj/O in src) - O.loc = src.loc - */ - return - - if (!(src.occupant)) - return - - /* - for(var/obj/O in src) - O.loc = src.loc - */ - - if (src.occupant.client) - src.occupant.client.eye = src.occupant.client.mob - src.occupant.client.perspective = MOB_PERSPECTIVE - src.occupant.loc = src.loc - src.icon_state = "pod_0" - src.eject_wait = 0 //If it's still set somehow. - domutcheck(src.occupant) //Waiting until they're out before possible monkeyizing. -// src.occupant.add_side_effect("Bad Stomach") // Give them an extra side-effect for free. - src.occupant = null - - src.biomass -= CLONE_BIOMASS - - return - -/obj/machinery/clonepod/proc/malfunction() - if(src.occupant) - src.connected_message("Critical Error!") - src.mess = 1 - src.icon_state = "pod_g" - src.occupant.ghostize() - spawn(5) - del(src.occupant) - return - -/obj/machinery/clonepod/relaymove(mob/user as mob) - if (user.stat) - return - src.go_out() - return - -/obj/machinery/clonepod/emp_act(severity) - if(prob(100/severity)) malfunction() - ..() - -/obj/machinery/clonepod/ex_act(severity) - switch(severity) - if(1.0) - for(var/atom/movable/A as mob|obj in src) - A.loc = src.loc - ex_act(severity) - del(src) - return - if(2.0) - if (prob(50)) - for(var/atom/movable/A as mob|obj in src) - A.loc = src.loc - ex_act(severity) - del(src) - return - if(3.0) - if (prob(25)) - for(var/atom/movable/A as mob|obj in src) - A.loc = src.loc - ex_act(severity) - del(src) - return - else + user << text("The write-protect tab is set to [read_only ? "protected" : "unprotected"].") return /* diff --git a/code/game/machinery/kitchen/smartfridge.dm b/code/game/machinery/kitchen/smartfridge.dm index 8e86678ef2..7b186bcc9c 100644 --- a/code/game/machinery/kitchen/smartfridge.dm +++ b/code/game/machinery/kitchen/smartfridge.dm @@ -19,7 +19,6 @@ var/seconds_electrified = 0; var/shoot_inventory = 0 var/locked = 0 - var/panel_open = 0 //Hacking a smartfridge var/scan_id = 1 var/is_secure = 0 var/datum/wires/smartfridge/wires = null diff --git a/code/game/machinery/machinery.dm b/code/game/machinery/machinery.dm index c5eaf35497..819cc05632 100644 --- a/code/game/machinery/machinery.dm +++ b/code/game/machinery/machinery.dm @@ -28,6 +28,9 @@ Class Variables: component_parts (list) A list of component parts of machine used by frame based machines. + panel_open (num) + Whether the panel is open + uid (num) Unique id of machine across all machines. @@ -43,9 +46,6 @@ Class Variables: MAINT:8 -- machine is currently under going maintenance. EMPED:16 -- temporary broken by EMP pulse - manual (num) - Currently unused. - Class Procs: New() 'game/machinery/machine.dm' @@ -104,13 +104,12 @@ Class Procs: //2 = run auto, use active var/idle_power_usage = 0 var/active_power_usage = 0 - var/power_channel = EQUIP - //EQUIP,ENVIRON or LIGHT - var/list/component_parts = list() //list of all the parts used to build it, if made from certain kinds of frames. + var/power_channel = EQUIP //EQUIP, ENVIRON or LIGHT + var/list/component_parts = null //list of all the parts used to build it, if made from certain kinds of frames. var/uid - var/manual = 0 - var/interact_offline = 0 // Can the machine be interacted with while de-powered. + var/panel_open = 0 var/global/gl_uid = 1 + var/interact_offline = 0 // Can the machine be interacted with while de-powered. /obj/machinery/New(l, d=0) ..(l) @@ -238,15 +237,15 @@ Class Procs: gl_uid++ /obj/machinery/proc/state(var/msg) - for(var/mob/O in hearers(src, null)) - O.show_message("\icon[src] [msg]", 2) + for(var/mob/O in hearers(src, null)) + O.show_message("\icon[src] [msg]", 2) /obj/machinery/proc/ping(text=null) - if (!text) - text = "\The [src] pings." + if (!text) + text = "\The [src] pings." - state(text, "blue") - playsound(src.loc, 'sound/machines/ping.ogg', 50, 0) + state(text, "blue") + playsound(src.loc, 'sound/machines/ping.ogg', 50, 0) /obj/machinery/proc/shock(mob/user, prb) if(inoperable()) @@ -267,6 +266,54 @@ Class Procs: else return 0 +/obj/machinery/proc/default_deconstruction_crowbar(var/mob/user, var/obj/item/weapon/crowbar/C) + if(!istype(C)) + return 0 + if(!panel_open) + return 0 + . = dismantle() + +/obj/machinery/proc/default_deconstruction_screwdriver(var/mob/user, var/obj/item/weapon/screwdriver/S) + if(!istype(S)) + return 0 + playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) + panel_open = !panel_open + user << "You [panel_open ? "open" : "close"] the maintenance hatch of [src]." + update_icon() + return 1 + +/obj/machinery/proc/default_part_replacement(var/mob/user, var/obj/item/weapon/storage/part_replacer/R) + if(!istype(R)) + return 0 + if(!component_parts) + return 0 + if(panel_open) + var/obj/item/weapon/circuitboard/CB = locate(/obj/item/weapon/circuitboard) in component_parts + var/P + for(var/obj/item/weapon/stock_parts/A in component_parts) + for(var/D in CB.req_components) + var/T = text2path(D) + if(ispath(A.type, T)) + P = T + break + for(var/obj/item/weapon/stock_parts/B in R.contents) + if(istype(B, P) && istype(A, P)) + if(B.rating > A.rating) + R.remove_from_storage(B, src) + R.handle_item_insertion(A, 1) + component_parts -= A + component_parts += B + B.loc = null + user << "[A.name] replaced with [B.name]." + break + update_icon() + RefreshParts() + else + user << "Following parts detected in the machine:" + for(var/var/obj/item/C in component_parts) + user << " [C.name]" + return 1 + /obj/machinery/proc/dismantle() playsound(loc, 'sound/items/Crowbar.ogg', 50, 1) var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(loc) diff --git a/code/game/machinery/rechargestation.dm b/code/game/machinery/rechargestation.dm index 3049a6f694..63abf6bfbf 100644 --- a/code/game/machinery/rechargestation.dm +++ b/code/game/machinery/rechargestation.dm @@ -3,7 +3,7 @@ icon = 'icons/obj/objects.dmi' icon_state = "borgcharger0" density = 1 - anchored = 1.0 + anchored = 1 use_power = 1 idle_power_usage = 50 active_power_usage = 50 @@ -13,177 +13,216 @@ var/charging_cap_active = 25000 // Active Cap - When cyborg is inside var/charging_cap_passive = 2500 // Passive Cap - Recharging internal capacitor when no cyborg is inside var/icon_update_tick = 0 // Used to update icon only once every 10 ticks + var/charge_rate = 250 // How much charge is restored per tick + var/weld_rate = 0 // How much brute damage is repaired per tick + var/wire_rate = 0 // How much burn damage is repaired per tick +/obj/machinery/recharge_station/New() + ..() + component_parts = list() + component_parts += new /obj/item/weapon/circuitboard/recharge_station(src) + component_parts += new /obj/item/weapon/stock_parts/manipulator(src) + component_parts += new /obj/item/weapon/stock_parts/manipulator(src) + component_parts += new /obj/item/weapon/stock_parts/capacitor(src) + component_parts += new /obj/item/weapon/stock_parts/capacitor(src) + component_parts += new /obj/item/stack/cable_coil(src, 5) - New() - ..() - build_icon() - update_icon() + build_icon() + update_icon() - process() - if(stat & (BROKEN)) - return + RefreshParts() - if((stat & (NOPOWER)) && !current_internal_charge) // No Power. - return - - var/chargemode = 0 - if(src.occupant) - process_occupant() - chargemode = 1 - // Power Stuff - - if(stat & NOPOWER) - current_internal_charge = max(0, (current_internal_charge - (50 * CELLRATE))) // Internal Circuitry, 50W load. No power - Runs from internal cell - return // No external power = No charging - - - - if(max_internal_charge < current_internal_charge) - current_internal_charge = max_internal_charge// Safety check if varedit adminbus or something screws up - // Calculating amount of power to draw - var/charge_diff = max_internal_charge - current_internal_charge // OK we have charge differences - charge_diff = charge_diff / CELLRATE // Deconvert from Charge to Joules - if(chargemode) // Decide if use passive or active power - charge_diff = between(0, charge_diff, charging_cap_active) // Trim the values to limits - else // We should have load for this tick in Watts - charge_diff = between(0, charge_diff, charging_cap_passive) - - charge_diff += 50 // 50W for circuitry - - if(idle_power_usage != charge_diff) // Force update, but only when our power usage changed this tick. - idle_power_usage = charge_diff - update_use_power(1,1) - - current_internal_charge = min((current_internal_charge + ((charge_diff - 50) * CELLRATE)), max_internal_charge) - - if(icon_update_tick >= 10) - update_icon() - icon_update_tick = 0 - else - icon_update_tick++ - - return 1 - - - allow_drop() - return 0 - - examine(mob/user) - ..(user) - user << "The charge meter reads: [round(chargepercentage())]%" - - proc/chargepercentage() - return ((current_internal_charge / max_internal_charge) * 100) - - relaymove(mob/user as mob) - if(user.stat) - return - src.go_out() +/obj/machinery/recharge_station/process() + if(stat & (BROKEN)) return - emp_act(severity) - if(stat & (BROKEN|NOPOWER)) - ..(severity) - return - if(occupant) - occupant.emp_act(severity) - go_out() - ..(severity) - - update_icon() - ..() - overlays.Cut() - switch(round(chargepercentage())) - if(1 to 20) - overlays += image('icons/obj/objects.dmi', "statn_c0") - if(21 to 40) - overlays += image('icons/obj/objects.dmi', "statn_c20") - if(41 to 60) - overlays += image('icons/obj/objects.dmi', "statn_c40") - if(61 to 80) - overlays += image('icons/obj/objects.dmi', "statn_c60") - if(81 to 98) - overlays += image('icons/obj/objects.dmi', "statn_c80") - if(99 to 110) - overlays += image('icons/obj/objects.dmi', "statn_c100") - - proc - build_icon() - if(NOPOWER|BROKEN) - if(src.occupant) - icon_state = "borgcharger1" - else - icon_state = "borgcharger0" - else - icon_state = "borgcharger0" + if((stat & (NOPOWER)) && !current_internal_charge) // No Power. + return + var/chargemode = 0 + if(occupant) process_occupant() - if(src.occupant) - if (istype(occupant, /mob/living/silicon/robot)) - var/mob/living/silicon/robot/R = occupant - if(R.module) - R.module.respawn_consumable(R) - if(!R.cell) - return - if(!R.cell.fully_charged()) - var/diff = min(R.cell.maxcharge - R.cell.charge, 250) // Capped at 250 charge / tick - diff = min(diff, current_internal_charge) // No over-discharging - R.cell.give(diff) - current_internal_charge -= diff - else - update_use_power(1) + chargemode = 1 + // Power Stuff + + if(stat & NOPOWER) + current_internal_charge = max(0, (current_internal_charge - (50 * CELLRATE))) // Internal Circuitry, 50W load. No power - Runs from internal cell + return // No external power = No charging + + if(max_internal_charge < current_internal_charge) + current_internal_charge = max_internal_charge// Safety check if varedit adminbus or something screws up + // Calculating amount of power to draw + var/charge_diff = max_internal_charge - current_internal_charge // OK we have charge differences + charge_diff = charge_diff / CELLRATE // Deconvert from Charge to Joules + if(chargemode) // Decide if use passive or active power + charge_diff = between(0, charge_diff, charging_cap_active) // Trim the values to limits + else // We should have load for this tick in Watts + charge_diff = between(0, charge_diff, charging_cap_passive) + + charge_diff += 50 // 50W for circuitry + + if(idle_power_usage != charge_diff) // Force update, but only when our power usage changed this tick. + idle_power_usage = charge_diff + update_use_power(1, 1) + + current_internal_charge = min((current_internal_charge + ((charge_diff - 50) * CELLRATE)), max_internal_charge) + + if(icon_update_tick >= 10) + update_icon() + icon_update_tick = 0 + else + icon_update_tick++ + + return 1 + + +/obj/machinery/recharge_station/allow_drop() + return 0 + +/obj/machinery/recharge_station/examine(mob/user) + ..(user) + user << "The charge meter reads: [round(chargepercentage())]%" + +/obj/machinery/recharge_station/proc/chargepercentage() + return ((current_internal_charge / max_internal_charge) * 100) + +/obj/machinery/recharge_station/relaymove(mob/user as mob) + if(user.stat) + return + go_out() + return + +/obj/machinery/recharge_station/emp_act(severity) + if(stat & (BROKEN|NOPOWER)) + ..(severity) + return + if(occupant) + occupant.emp_act(severity) go_out() - if(!( src.occupant )) - return - //for(var/obj/O in src) - // O.loc = src.loc - if (src.occupant.client) - src.occupant.client.eye = src.occupant.client.mob - src.occupant.client.perspective = MOB_PERSPECTIVE - src.occupant.loc = src.loc - src.occupant = null - build_icon() - update_use_power(1) + ..(severity) + +/obj/machinery/recharge_station/attackby(var/obj/item/O as obj, var/mob/user as mob) + if(!occupant) + if(default_deconstruction_screwdriver(user, O)) + return + if(default_deconstruction_crowbar(user, O)) + return + if(default_part_replacement(user, O)) return + ..() - verb - move_eject() - set category = "Object" - set src in oview(1) - if (usr.stat != 0) - return - src.go_out() - add_fingerprint(usr) - return +/obj/machinery/recharge_station/RefreshParts() + ..() + var/man_rating = 0 + var/cap_rating = 0 - move_inside() - set category = "Object" - set src in oview(1) - if (usr.stat == 2) - //Whoever had it so that a borg with a dead cell can't enter this thing should be shot. --NEO + for(var/obj/item/weapon/stock_parts/P in component_parts) + if(istype(P, /obj/item/weapon/stock_parts/capacitor)) + cap_rating += P.rating + if(istype(P, /obj/item/weapon/stock_parts/manipulator)) + man_rating += P.rating + + charge_rate = 125 * cap_rating + weld_rate = max(0, man_rating - 3) + wire_rate = max(0, man_rating - 5) + +/obj/machinery/recharge_station/update_icon() + ..() + overlays.Cut() + switch(round(chargepercentage())) + if(1 to 20) + overlays += image('icons/obj/objects.dmi', "statn_c0") + if(21 to 40) + overlays += image('icons/obj/objects.dmi', "statn_c20") + if(41 to 60) + overlays += image('icons/obj/objects.dmi', "statn_c40") + if(61 to 80) + overlays += image('icons/obj/objects.dmi', "statn_c60") + if(81 to 98) + overlays += image('icons/obj/objects.dmi', "statn_c80") + if(99 to 110) + overlays += image('icons/obj/objects.dmi', "statn_c100") + + +/obj/machinery/recharge_station/proc/build_icon() + if(NOPOWER|BROKEN) + if(occupant) + icon_state = "borgcharger1" + else + icon_state = "borgcharger0" + else + icon_state = "borgcharger0" + +/obj/machinery/recharge_station/proc/process_occupant() + if(occupant) + if(istype(occupant, /mob/living/silicon/robot)) + var/mob/living/silicon/robot/R = occupant + if(R.module) + R.module.respawn_consumable(R) + if(!R.cell) return - if (!(istype(usr, /mob/living/silicon/))) - usr << "\blue Only non-organics may enter the recharger!" - return - if (src.occupant) - usr << "\blue The cell is already occupied!" - return - if (!usr:cell) - usr<<"\blue Without a powercell, you can't be recharged." - //Make sure they actually HAVE a cell, now that they can get in while powerless. --NEO - return - usr.stop_pulling() - if(usr && usr.client) - usr.client.perspective = EYE_PERSPECTIVE - usr.client.eye = src - usr.loc = src - src.occupant = usr - /*for(var/obj/O in src) - O.loc = src.loc*/ - src.add_fingerprint(usr) - build_icon() - update_use_power(1) - return \ No newline at end of file + if(!R.cell.fully_charged()) + var/diff = min(R.cell.maxcharge - R.cell.charge, charge_rate) // Capped at charge_rate charge / tick + diff = min(diff, current_internal_charge) // No over-discharging + R.cell.give(diff) + current_internal_charge -= diff + if(weld_rate && R.getBruteLoss()) + R.adjustBruteLoss(-1) + if(wire_rate && R.getFireLoss()) + R.adjustFireLoss(-1) + else + update_use_power(1) + +/obj/machinery/recharge_station/proc/go_out() + if(!(occupant)) + return + //for(var/obj/O in src) + // O.loc = loc + if(occupant.client) + occupant.client.eye = occupant.client.mob + occupant.client.perspective = MOB_PERSPECTIVE + occupant.loc = loc + occupant = null + build_icon() + update_use_power(1) + return + +/obj/machinery/recharge_station/verb/move_eject() + set category = "Object" + set src in oview(1) + if(usr.stat != 0) + return + go_out() + add_fingerprint(usr) + return + +/obj/machinery/recharge_station/verb/move_inside() + set category = "Object" + set src in oview(1) + if(usr.stat == 2) + //Whoever had it so that a borg with a dead cell can't enter this thing should be shot. --NEO + return + if(!(istype(usr, /mob/living/silicon/))) + usr << "Only non-organics may enter the recharger!" + return + if(occupant) + usr << "The cell is already occupied!" + return + if(!usr:cell) + usr << "Without a powercell, you can't be recharged." + //Make sure they actually HAVE a cell, now that they can get in while powerless. --NEO + return + usr.stop_pulling() + if(usr && usr.client) + usr.client.perspective = EYE_PERSPECTIVE + usr.client.eye = src + usr.loc = src + occupant = usr + /*for(var/obj/O in src) + O.loc = loc*/ + add_fingerprint(usr) + build_icon() + update_use_power(1) + return \ No newline at end of file diff --git a/code/game/machinery/spaceheater.dm b/code/game/machinery/spaceheater.dm index ab4967d04e..c5d389c66e 100644 --- a/code/game/machinery/spaceheater.dm +++ b/code/game/machinery/spaceheater.dm @@ -7,7 +7,6 @@ desc = "Made by Space Amish using traditional space techniques, this heater is guaranteed not to set the station on fire." var/obj/item/weapon/cell/cell var/on = 0 - var/open = 0 var/set_temperature = T0C + 50 //K var/heating_power = 40000 @@ -20,14 +19,14 @@ /obj/machinery/space_heater/update_icon() overlays.Cut() icon_state = "sheater[on]" - if(open) + if(panel_open) overlays += "sheater-open" /obj/machinery/space_heater/examine(mob/user) ..(user) - user << "The heater is [on ? "on" : "off"] and the hatch is [open ? "open" : "closed"]." - if(open) + user << "The heater is [on ? "on" : "off"] and the hatch is [panel_open ? "open" : "closed"]." + if(panel_open) user << "The power cell is [cell ? "installed" : "missing"]." else user << "The charge meter reads [cell ? round(cell.percent(),1) : 0]%" @@ -43,7 +42,7 @@ /obj/machinery/space_heater/attackby(obj/item/I, mob/user) if(istype(I, /obj/item/weapon/cell)) - if(open) + if(panel_open) if(cell) user << "There is already a power cell inside." return @@ -61,10 +60,10 @@ user << "The hatch must be open to insert a power cell." return else if(istype(I, /obj/item/weapon/screwdriver)) - open = !open - user.visible_message("\blue [user] [open ? "opens" : "closes"] the hatch on the [src].", "\blue You [open ? "open" : "close"] the hatch on the [src].") + panel_open = !panel_open + user.visible_message("\blue [user] [panel_open ? "opens" : "closes"] the hatch on the [src].", "\blue You [panel_open ? "open" : "close"] the hatch on the [src].") update_icon() - if(!open && user.machine == src) + if(!panel_open && user.machine == src) user << browse(null, "window=spaceheater") user.unset_machine() else @@ -77,7 +76,7 @@ /obj/machinery/space_heater/interact(mob/user as mob) - if(open) + if(panel_open) var/dat dat = "Power cell: " @@ -120,7 +119,7 @@ set_temperature = dd_range(T0C, T0C + 90, set_temperature + value) if("cellremove") - if(open && cell && !usr.get_active_hand()) + if(panel_open && cell && !usr.get_active_hand()) usr.visible_message("\blue [usr] removes \the [cell] from \the [src].", "\blue You remove \the [cell] from \the [src].") cell.updateicon() usr.put_in_hands(cell) @@ -129,7 +128,7 @@ if("cellinstall") - if(open && !cell) + if(panel_open && !cell) var/obj/item/weapon/cell/C = usr.get_active_hand() if(istype(C)) usr.drop_item() diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm index 4bf1c07abc..f8ae293bba 100644 --- a/code/game/machinery/suit_storage_unit.dm +++ b/code/game/machinery/suit_storage_unit.dm @@ -589,7 +589,6 @@ var/radiation_level = 2 // 1 is removing germs, 2 is removing blood, 3 is removing phoron. var/model_text = "" // Some flavour text for the topic box. var/locked = 1 // If locked, nothing can be taken from or added to the cycler. - var/panel_open = 0 // Hacking! var/can_repair // If set, the cycler can repair voidsuits. var/electrified = 0 diff --git a/code/game/machinery/vending.dm b/code/game/machinery/vending.dm index 26f1c620c7..7d7ee3113d 100644 --- a/code/game/machinery/vending.dm +++ b/code/game/machinery/vending.dm @@ -54,7 +54,6 @@ var/shoot_inventory = 0 //Fire items at customers! We're broken! var/shut_up = 1 //Stop spouting those godawful pitches! var/extended_inventory = 0 //can we access the hidden inventory? - var/panel_open = 0 //Hacking that vending machine. Gonna get a free candy bar. var/scan_id = 1 var/obj/item/weapon/coin/coin var/datum/wires/vending/wires = null diff --git a/code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm b/code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm new file mode 100644 index 0000000000..c01893b158 --- /dev/null +++ b/code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm @@ -0,0 +1,13 @@ +#ifndef T_BOARD +#error T_BOARD macro is not defined but we need it! +#endif + +/obj/item/weapon/circuitboard/biogenerator + name = T_BOARD("biogenerator") + build_path = "/obj/machinery/biogenerator" + board_type = "machine" + origin_tech = "programming=2" + frame_desc = "Requires 1 Manipulator, and 1 Matter Bin." + req_components = list( + "/obj/item/weapon/stock_parts/matter_bin" = 1, + "/obj/item/weapon/stock_parts/manipulator" = 1) \ No newline at end of file diff --git a/code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm b/code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm new file mode 100644 index 0000000000..6018d4c2bf --- /dev/null +++ b/code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm @@ -0,0 +1,14 @@ +#ifndef T_BOARD +#error T_BOARD macro is not defined but we need it! +#endif + +/obj/item/weapon/circuitboard/recharge_station + name = T_BOARD("cyborg recharging station") + build_path = "/obj/machinery/recharge_station" + board_type = "machine" + origin_tech = "programming=3;engineering=3" + frame_desc = "Requires 2 Manipulator, 2 Capacitor, and 5 pieces of cable." + req_components = list( + "/obj/item/stack/cable_coil" = 5, + "/obj/item/weapon/stock_parts/capacitor" = 2, + "/obj/item/weapon/stock_parts/manipulator" = 2) \ No newline at end of file diff --git a/code/modules/hydroponics/biogenerator.dm b/code/modules/hydroponics/biogenerator.dm index 263f797a95..4afd4f0e44 100644 --- a/code/modules/hydroponics/biogenerator.dm +++ b/code/modules/hydroponics/biogenerator.dm @@ -11,66 +11,80 @@ var/obj/item/weapon/reagent_containers/glass/beaker = null var/points = 0 var/menustat = "menu" + var/build_eff = 1 + var/eat_eff = 1 - New() - ..() - var/datum/reagents/R = new/datum/reagents(1000) - reagents = R - R.my_atom = src - beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src) +/obj/machinery/biogenerator/New() + ..() + var/datum/reagents/R = new/datum/reagents(1000) + reagents = R + R.my_atom = src + beaker = new /obj/item/weapon/reagent_containers/glass/bottle(src) - on_reagent_change() //When the reagents change, change the icon as well. - update_icon() + component_parts = list() + component_parts += new /obj/item/weapon/circuitboard/biogenerator(src) + component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) + component_parts += new /obj/item/weapon/stock_parts/manipulator(src) + RefreshParts() + +/obj/machinery/biogenerator/on_reagent_change() //When the reagents change, change the icon as well. update_icon() - if(!src.beaker) - icon_state = "biogen-empty" - else if(!src.processing) - icon_state = "biogen-stand" - else - icon_state = "biogen-work" - return + +/obj/machinery/biogenerator/update_icon() + if(!beaker) + icon_state = "biogen-empty" + else if(!processing) + icon_state = "biogen-stand" + else + icon_state = "biogen-work" + return /obj/machinery/biogenerator/attackby(var/obj/item/O as obj, var/mob/user as mob) + if(default_deconstruction_screwdriver(user, O)) + return + if(default_deconstruction_crowbar(user, O)) + return + if(default_part_replacement(user, O)) + return if(istype(O, /obj/item/weapon/reagent_containers/glass)) if(beaker) - user << "\red The biogenerator is already loaded." + user << "]The [src] is already loaded." else user.before_take_item(O) O.loc = src beaker = O updateUsrDialog() else if(processing) - user << "\red The biogenerator is currently processing." + user << "\The [src] is currently processing." else if(istype(O, /obj/item/weapon/storage/bag/plants)) var/i = 0 for(var/obj/item/weapon/reagent_containers/food/snacks/grown/G in contents) i++ if(i >= 10) - user << "\red The biogenerator is already full! Activate it." + user << "\The [src] is already full! Activate it." else for(var/obj/item/weapon/reagent_containers/food/snacks/grown/G in O.contents) G.loc = src i++ if(i >= 10) - user << "\blue You fill the biogenerator to its capacity." + user << "You fill \the [src] to its capacity." break - if(i<10) - user << "\blue You empty the plant bag into the biogenerator." - + if(i < 10) + user << "You empty \the [O] into \the [src]." else if(!istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown)) - user << "\red You cannot put this in [src.name]" + user << "You cannot put this in \the [src]." else var/i = 0 for(var/obj/item/weapon/reagent_containers/food/snacks/grown/G in contents) i++ if(i >= 10) - user << "\red The biogenerator is full! Activate it." + user << "\The [src] is full! Activate it." else user.before_take_item(O) O.loc = src - user << "\blue You put [O.name] in [src.name]" + user << "You put \the [O] in \the [src]" update_icon() return @@ -89,18 +103,18 @@ dat += "Activate Biogenerator!
" dat += "Detach Container

" dat += "Food
" - dat += "10 milk (20)
" - dat += "Slab of meat (50)
" + dat += "10 milk ([round(20/build_eff)])
" + dat += "Slab of meat ([round(50/build_eff)])
" dat += "Nutrient
" - dat += "E-Z-Nutrient (10) | x5
" - dat += "Left 4 Zed (20) | x5
" - dat += "Robust Harvest (25) | x5
" + dat += "E-Z-Nutrient ([round(10/build_eff)]) | x5
" + dat += "Left 4 Zed ([round(20/build_eff)]) | x5
" + dat += "Robust Harvest ([round(25/build_eff)]) | x5
" dat += "Leather
" - dat += "Wallet (100)
" - dat += "Botanical gloves (250)
" - dat += "Utility belt (300)
" - dat += "Leather Satchel (400)
" - dat += "Cash Bag (400)
" + dat += "Wallet ([round(100/build_eff)])
" + dat += "Botanical gloves ([round(250/build_eff)])
" + dat += "Utility belt ([round(300/build_eff)])
" + dat += "Leather Satchel ([round(400/build_eff)])
" + dat += "Cash Bag ([round(400/build_eff)])
" //dat += "Other
" //dat += "Monkey (500)
" else @@ -122,34 +136,35 @@ interact(user) /obj/machinery/biogenerator/proc/activate() - if (usr.stat != 0) + if (usr.stat) return - if (src.stat != 0) //NOPOWER etc + if (stat) //NOPOWER etc return - if(src.processing) - usr << "\red The biogenerator is in the process of working." + if(processing) + usr << "The biogenerator is in the process of working." return var/S = 0 for(var/obj/item/weapon/reagent_containers/food/snacks/grown/I in contents) S += 5 if(I.reagents.get_reagent_amount("nutriment") < 0.1) points += 1 - else points += I.reagents.get_reagent_amount("nutriment")*10 + else points += I.reagents.get_reagent_amount("nutriment") * 10 * eat_eff del(I) if(S) processing = 1 update_icon() updateUsrDialog() playsound(src.loc, 'sound/machines/blender.ogg', 50, 1) - use_power(S*30) - sleep(S+15) + use_power(S * 30) + sleep((S + 15) / eat_eff) processing = 0 update_icon() else menustat = "void" return -/obj/machinery/biogenerator/proc/create_product(var/item,var/cost) +/obj/machinery/biogenerator/proc/create_product(var/item, var/cost) + cost = round(cost/build_eff) if(cost > points) menustat = "nopoints" return 0 @@ -160,45 +175,45 @@ sleep(30) switch(item) if("milk") - beaker.reagents.add_reagent("milk",10) + beaker.reagents.add_reagent("milk", 10) if("meat") - new/obj/item/weapon/reagent_containers/food/snacks/meat(src.loc) + new/obj/item/weapon/reagent_containers/food/snacks/meat(loc) if("ez") - new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(src.loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(loc) if("l4z") - new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(src.loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(loc) if("rh") - new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(src.loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(loc) if("ez5") //It's not an elegant method, but it's safe and easy. -Cheridan - new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(src.loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/ez(loc) if("l4z5") - new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(src.loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/l4z(loc) if("rh5") - new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(src.loc) - new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(src.loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(loc) + new/obj/item/weapon/reagent_containers/glass/fertilizer/rh(loc) if("wallet") - new/obj/item/weapon/storage/wallet(src.loc) + new/obj/item/weapon/storage/wallet(loc) if("gloves") - new/obj/item/clothing/gloves/botanic_leather(src.loc) + new/obj/item/clothing/gloves/botanic_leather(loc) if("tbelt") - new/obj/item/weapon/storage/belt/utility(src.loc) + new/obj/item/weapon/storage/belt/utility(loc) if("satchel") - new/obj/item/weapon/storage/backpack/satchel(src.loc) + new/obj/item/weapon/storage/backpack/satchel(loc) if("cashbag") - new/obj/item/weapon/storage/bag/cash(src.loc) + new/obj/item/weapon/storage/bag/cash(loc) if("monkey") - new/mob/living/carbon/monkey(src.loc) + new/mob/living/carbon/monkey(loc) processing = 0 menustat = "complete" update_icon() @@ -220,7 +235,21 @@ beaker = null update_icon() if("create") - create_product(href_list["item"],text2num(href_list["cost"])) + create_product(href_list["item"], text2num(href_list["cost"])) if("menu") menustat = "menu" updateUsrDialog() + +/obj/machinery/biogenerator/RefreshParts() + ..() + var/man_rating = 0 + var/bin_rating = 0 + + for(var/obj/item/weapon/stock_parts/P in component_parts) + if(istype(P, /obj/item/weapon/stock_parts/matter_bin)) + bin_rating += P.rating + if(istype(P, /obj/item/weapon/stock_parts/manipulator)) + man_rating += P.rating + + build_eff = man_rating + eat_eff = bin_rating diff --git a/code/modules/research/circuitprinter.dm b/code/modules/research/circuitprinter.dm index e64504cf51..a16e5653a9 100644 --- a/code/modules/research/circuitprinter.dm +++ b/code/modules/research/circuitprinter.dm @@ -14,138 +14,136 @@ using metal and glass, it uses glass and reagents (usually sulfuric acis). var/diamond_amount = 0 var/uranium_amount = 0 var/max_material_amount = 75000.0 + var/mat_efficiency = 1 use_power = 1 idle_power_usage = 30 active_power_usage = 2500 - New() - ..() - component_parts = list() - component_parts += new /obj/item/weapon/circuitboard/circuit_imprinter(src) - component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) - component_parts += new /obj/item/weapon/stock_parts/manipulator(src) - component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src) - component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src) - RefreshParts() - +/obj/machinery/r_n_d/circuit_imprinter/New() + ..() + component_parts = list() + component_parts += new /obj/item/weapon/circuitboard/circuit_imprinter(src) + component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) + component_parts += new /obj/item/weapon/stock_parts/manipulator(src) + component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src) + component_parts += new /obj/item/weapon/reagent_containers/glass/beaker(src) RefreshParts() - var/T = 0 - for(var/obj/item/weapon/reagent_containers/glass/G in component_parts) - T += G.reagents.maximum_volume - var/datum/reagents/R = new/datum/reagents(T) //Holder for the reagents used as materials. - reagents = R - R.my_atom = src - T = 0 - for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts) - T += M.rating - max_material_amount = T * 75000.0 +/obj/machinery/r_n_d/circuit_imprinter/RefreshParts() + var/T = 0 + for(var/obj/item/weapon/reagent_containers/glass/G in component_parts) + T += G.reagents.maximum_volume + var/datum/reagents/R = new/datum/reagents(T) //Holder for the reagents used as materials. + reagents = R + R.my_atom = src + T = 0 + for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts) + T += M.rating + max_material_amount = T * 75000.0 + T = 0 + for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) + T += M.rating + mat_efficiency = 1 - (T - 1) / 4 - blob_act() - if (prob(50)) - del(src) +/obj/machinery/r_n_d/circuit_imprinter/update_icon() + if(panel_open) + icon_state = "circuit_imprinter_t" + else + icon_state = "circuit_imprinter" - meteorhit() +/obj/machinery/r_n_d/circuit_imprinter/blob_act() + if(prob(50)) del(src) + +/obj/machinery/r_n_d/circuit_imprinter/meteorhit() + del(src) + return + +/obj/machinery/r_n_d/circuit_imprinter/proc/TotalMaterials() + return g_amount + gold_amount + diamond_amount + uranium_amount + +/obj/machinery/r_n_d/circuit_imprinter/dismantle() + for(var/obj/I in component_parts) + if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker)) + reagents.trans_to(I, reagents.total_volume) + if(g_amount >= 3750) + var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(loc) + G.amount = round(g_amount / 3750) + if(gold_amount >= 2000) + var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(loc) + G.amount = round(gold_amount / 2000) + if(diamond_amount >= 2000) + var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(loc) + G.amount = round(diamond_amount / 2000) + if(uranium_amount >= 2000) + var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(loc) + G.amount = round(uranium_amount / 2000) + ..() + +/obj/machinery/r_n_d/circuit_imprinter/attackby(var/obj/item/O as obj, var/mob/user as mob) + if(shocked) + shock(user, 50) + if(default_deconstruction_screwdriver(user, O)) + if(linked_console) + linked_console.linked_imprinter = null + linked_console = null return + if(default_deconstruction_crowbar(user, O)) + return + if(default_part_replacement(user, O)) + return + if(panel_open) + user << "You can't load \the [src] while it's opened." + return 1 + if(disabled) + user << "\The [src] appears to not be working!" + return + if(!linked_console) + user << "\The [src] must be linked to an R&D console first!" + return 1 + if(O.is_open_container()) + return 0 + if(!istype(O, /obj/item/stack/sheet/glass) && !istype(O, /obj/item/stack/sheet/mineral/gold) && !istype(O, /obj/item/stack/sheet/mineral/diamond) && !istype(O, /obj/item/stack/sheet/mineral/uranium)) + user << "You cannot insert this item into \the [src]!" + return 1 + if(stat) + return 1 + if(busy) + user << "\The [src] is busy. Please wait for completion of previous operation." + return 1 + var/obj/item/stack/sheet/stack = O + if((TotalMaterials() + stack.perunit) > max_material_amount) + user << "\The [src] is full. Please remove glass from \the [src] in order to insert more." + return 1 - proc/TotalMaterials() - return g_amount + gold_amount + diamond_amount + uranium_amount + var/amount = round(input("How many sheets do you want to add?") as num) + if(amount < 0) + amount = 0 + if(amount == 0) + return + if(amount > stack.amount) + amount = min(stack.amount, round((max_material_amount - TotalMaterials()) / stack.perunit)) - attackby(var/obj/item/O as obj, var/mob/user as mob) - if (shocked) - shock(user,50) - if (istype(O, /obj/item/weapon/screwdriver)) - if (!opened) - opened = 1 - if(linked_console) - linked_console.linked_imprinter = null - linked_console = null - icon_state = "circuit_imprinter_t" - user << "You open the maintenance hatch of [src]." - else - opened = 0 - icon_state = "circuit_imprinter" - user << "You close the maintenance hatch of [src]." - return - if (opened) - if(istype(O, /obj/item/weapon/crowbar)) - playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) - var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc) - M.state = 2 - M.icon_state = "box_1" - for(var/obj/I in component_parts) - if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker)) - reagents.trans_to(I, reagents.total_volume) - if(I.reliability != 100 && crit_fail) - I.crit_fail = 1 - I.loc = src.loc - if(g_amount >= 3750) - var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc) - G.amount = round(g_amount / 3750) - if(gold_amount >= 2000) - var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc) - G.amount = round(gold_amount / 2000) - if(diamond_amount >= 2000) - var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc) - G.amount = round(diamond_amount / 2000) - if(uranium_amount >= 2000) - var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc) - G.amount = round(uranium_amount / 2000) - del(src) - return 1 - else - user << "\red You can't load the [src.name] while it's opened." - return 1 - if (disabled) - user << "\The [name] appears to not be working!" - return - if (!linked_console) - user << "\The [name] must be linked to an R&D console first!" - return 1 - if (O.is_open_container()) - return 0 - if (!istype(O, /obj/item/stack/sheet/glass) && !istype(O, /obj/item/stack/sheet/mineral/gold) && !istype(O, /obj/item/stack/sheet/mineral/diamond) && !istype(O, /obj/item/stack/sheet/mineral/uranium)) - user << "\red You cannot insert this item into the [name]!" - return 1 - if (stat) - return 1 - if (busy) - user << "\red The [name] is busy. Please wait for completion of previous operation." - return 1 - var/obj/item/stack/sheet/stack = O - if ((TotalMaterials() + stack.perunit) > max_material_amount) - user << "\red The [name] is full. Please remove glass from the protolathe in order to insert more." - return 1 - - var/amount = round(input("How many sheets do you want to add?") as num) - if(amount < 0) - amount = 0 - if(amount == 0) - return - if(amount > stack.amount) - amount = min(stack.amount, round((max_material_amount-TotalMaterials())/stack.perunit)) - - busy = 1 - use_power(max(1000, (3750*amount/10))) - var/stacktype = stack.type - stack.use(amount) - if(do_after(usr,16)) - user << "\blue You add [amount] sheets to the [src.name]." - switch(stacktype) - if(/obj/item/stack/sheet/glass) - g_amount += amount * 3750 - if(/obj/item/stack/sheet/mineral/gold) - gold_amount += amount * 2000 - if(/obj/item/stack/sheet/mineral/diamond) - diamond_amount += amount * 2000 - if(/obj/item/stack/sheet/mineral/uranium) - uranium_amount += amount * 2000 - else - new stacktype(src.loc, amount) - busy = 0 - src.updateUsrDialog() + busy = 1 + use_power(max(1000, (3750 * amount / 10))) + var/stacktype = stack.type + stack.use(amount) + if(do_after(usr, 16)) + user << "You add [amount] sheets to \the [src]." + switch(stacktype) + if(/obj/item/stack/sheet/glass) + g_amount += amount * 3750 + if(/obj/item/stack/sheet/mineral/gold) + gold_amount += amount * 2000 + if(/obj/item/stack/sheet/mineral/diamond) + diamond_amount += amount * 2000 + if(/obj/item/stack/sheet/mineral/uranium) + uranium_amount += amount * 2000 + else + new stacktype(loc, amount) + busy = 0 + updateUsrDialog() //This is to stop these machines being hackable via clicking. /obj/machinery/r_n_d/circuit_imprinter/attack_hand(mob/user as mob) diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm index 40de21081d..e04618cf20 100644 --- a/code/modules/research/designs.dm +++ b/code/modules/research/designs.dm @@ -760,6 +760,14 @@ datum/design/item/stock_part/AssembleDesignDesc() if(!desc) desc = "A stock part used in the construction of various devices." +/datum/design/item/stock_part/RPED + name = "Rapid Part Exchange Device" + desc = "Special mechanical module made to store, sort, and apply standard machine parts." + id = "rped" + req_tech = list("engineering" = 3, "materials" = 3) + materials = list("$metal" = 15000, "$glass" = 5000) + build_path = /obj/item/weapon/storage/part_replacer + datum/design/item/stock_part/basic_capacitor build_type = PROTOLATHE | AUTOLATHE id = "basic_capacitor" @@ -971,6 +979,18 @@ datum/design/circuit/secure_airlock req_tech = list("programming" = 3) build_path = /obj/item/weapon/airlock_electronics/secure +datum/design/circuit/biogenerator + name = "biogenerator" + id = "biogenerator" + req_tech = list("programming" = 2) + build_path = /obj/item/weapon/circuitboard/biogenerator + +datum/design/circuit/recharge_station + name = "cyborg recharge station" + id = "recharge_station" + req_tech = list("programming" = 3, "engineering" = 2) + build_path = /obj/item/weapon/circuitboard/recharge_station + ///////////////////////////////////////// ////////Power Stuff Circuitboards//////// ///////////////////////////////////////// diff --git a/code/modules/research/destructive_analyzer.dm b/code/modules/research/destructive_analyzer.dm index aef24dd8be..7b7445f099 100644 --- a/code/modules/research/destructive_analyzer.dm +++ b/code/modules/research/destructive_analyzer.dm @@ -12,6 +12,7 @@ Note: Must be placed within 3 tiles of the R&D Console icon_state = "d_analyzer" var/obj/item/weapon/loaded_item = null var/decon_mod = 1 + var/min_reliability = 90 use_power = 1 idle_power_usage = 30 @@ -29,9 +30,9 @@ Note: Must be placed within 3 tiles of the R&D Console /obj/machinery/r_n_d/destructive_analyzer/RefreshParts() var/T = 0 for(var/obj/item/weapon/stock_parts/S in src) - T += S.rating * 0.1 - T = between (0, T, 1) - decon_mod = T + T += S.rating + decon_mod = T * 0.1 + min_reliability = 93 - T /obj/machinery/r_n_d/destructive_analyzer/meteorhit() del(src) @@ -43,65 +44,58 @@ Note: Must be placed within 3 tiles of the R&D Console temp_list[O] = text2num(temp_list[O]) return temp_list +/obj/machinery/r_n_d/destructive_analyzer/update_icon() + if(panel_open) + icon_state = "d_analyzer_t" + else if(loaded_item) + icon_state = "d_analyzer_l" + else + icon_state = "d_analyzer" /obj/machinery/r_n_d/destructive_analyzer/attackby(var/obj/O as obj, var/mob/user as mob) - if (shocked) - shock(user,50) - if (istype(O, /obj/item/weapon/screwdriver)) - if (!opened) - opened = 1 - if(linked_console) - linked_console.linked_destroy = null - linked_console = null - icon_state = "d_analyzer_t" - user << "You open the maintenance hatch of [src]." - else - opened = 0 - icon_state = "d_analyzer" - user << "You close the maintenance hatch of [src]." + if(shocked) + shock(user, 50) + if(default_deconstruction_screwdriver(user, O)) + if(linked_console) + linked_console.linked_destroy = null + linked_console = null return - if (opened) - if(istype(O, /obj/item/weapon/crowbar)) - playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) - var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc) - M.state = 2 - M.icon_state = "box_1" - for(var/obj/I in component_parts) - I.loc = src.loc - del(src) - return 1 - else - user << "\red You can't load the [src.name] while it's opened." - return 1 - if (disabled) + if(default_deconstruction_crowbar(user, O)) return - if (!linked_console) - user << "\red The destructive analyzer must be linked to an R&D console first!" + if(default_part_replacement(user, O)) return - if (busy) - user << "\red The destructive analyzer is busy right now." + if(panel_open) + user << "You can't load \the [src] while it's opened." + return 1 + if(disabled) return - if (istype(O, /obj/item) && !loaded_item) + if(!linked_console) + user << "\The [src] must be linked to an R&D console first!" + return + if(busy) + user << "\The [src] is busy right now." + return + if(istype(O, /obj/item) && !loaded_item) if(isrobot(user)) //Don't put your module items in there! return if(!O.origin_tech) - user << "\red This doesn't seem to have a tech origin!" + user << "This doesn't seem to have a tech origin!" return var/list/temp_tech = ConvertReqString2List(O.origin_tech) - if (temp_tech.len == 0) - user << "\red You cannot deconstruct this item!" + if(temp_tech.len == 0) + user << "You cannot deconstruct this item!" return - if(O.reliability < 90 && O.crit_fail == 0) - usr << "\red Item is neither reliable enough nor broken enough to learn from." + if(O.reliability < min_reliability && O.crit_fail == 0) + usr << "Item is neither reliable enough nor broken enough to learn from." return busy = 1 loaded_item = O user.drop_item() O.loc = src - user << "\blue You add the [O.name] to the machine!" + user << "You add \the [O] to \the [src]!" flick("d_analyzer_la", src) spawn(10) - icon_state = "d_analyzer_l" + update_icon() busy = 0 return 1 return diff --git a/code/modules/research/protolathe.dm b/code/modules/research/protolathe.dm index f23176de96..22df4b82dd 100644 --- a/code/modules/research/protolathe.dm +++ b/code/modules/research/protolathe.dm @@ -25,6 +25,8 @@ Note: Must be placed west/left of and R&D console to function. var/uranium_amount = 0.0 var/diamond_amount = 0.0 + var/mat_efficiency = 1 + /obj/machinery/r_n_d/protolathe/New() ..() component_parts = list() @@ -51,80 +53,78 @@ Note: Must be placed west/left of and R&D console to function. for(var/obj/item/weapon/stock_parts/matter_bin/M in component_parts) T += M.rating max_material_storage = T * 75000 + T = 0 + for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts) + T += M.rating + mat_efficiency = 1 - (T - 2) / 8 + +/obj/machinery/r_n_d/protolathe/dismantle() + for(var/obj/I in component_parts) + if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker)) + reagents.trans_to(I, reagents.total_volume) + if(m_amount >= 3750) + var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(loc) + G.amount = round(m_amount / G.perunit) + if(g_amount >= 3750) + var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(loc) + G.amount = round(g_amount / G.perunit) + if(phoron_amount >= 2000) + var/obj/item/stack/sheet/mineral/phoron/G = new /obj/item/stack/sheet/mineral/phoron(loc) + G.amount = round(phoron_amount / G.perunit) + if(silver_amount >= 2000) + var/obj/item/stack/sheet/mineral/silver/G = new /obj/item/stack/sheet/mineral/silver(loc) + G.amount = round(silver_amount / G.perunit) + if(gold_amount >= 2000) + var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(loc) + G.amount = round(gold_amount / G.perunit) + if(uranium_amount >= 2000) + var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(loc) + G.amount = round(uranium_amount / G.perunit) + if(diamond_amount >= 2000) + var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(loc) + G.amount = round(diamond_amount / G.perunit) + ..() + +/obj/machinery/r_n_d/protolathe/update_icon() + if(panel_open) + icon_state = "protolathe_t" + else + icon_state = "protolathe" /obj/machinery/r_n_d/protolathe/attackby(var/obj/item/O as obj, var/mob/user as mob) - if (shocked) - shock(user,50) - if (O.is_open_container()) - return 1 - if (istype(O, /obj/item/weapon/screwdriver)) - if (!opened) - opened = 1 - if(linked_console) - linked_console.linked_lathe = null - linked_console = null - icon_state = "protolathe_t" - user << "You open the maintenance hatch of [src]." - else - opened = 0 - icon_state = "protolathe" - user << "You close the maintenance hatch of [src]." + if(shocked) + shock(user, 50) + if(default_deconstruction_screwdriver(user, O)) + if(linked_console) + linked_console.linked_lathe = null + linked_console = null return - if (opened) - if(istype(O, /obj/item/weapon/crowbar)) - playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) - var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc) - M.state = 2 - M.icon_state = "box_1" - for(var/obj/I in component_parts) - if(istype(I, /obj/item/weapon/reagent_containers/glass/beaker)) - reagents.trans_to(I, reagents.total_volume) - if(I.reliability != 100 && crit_fail) - I.crit_fail = 1 - I.loc = src.loc - if(m_amount >= 3750) - var/obj/item/stack/sheet/metal/G = new /obj/item/stack/sheet/metal(src.loc) - G.amount = round(m_amount / G.perunit) - if(g_amount >= 3750) - var/obj/item/stack/sheet/glass/G = new /obj/item/stack/sheet/glass(src.loc) - G.amount = round(g_amount / G.perunit) - if(phoron_amount >= 2000) - var/obj/item/stack/sheet/mineral/phoron/G = new /obj/item/stack/sheet/mineral/phoron(src.loc) - G.amount = round(phoron_amount / G.perunit) - if(silver_amount >= 2000) - var/obj/item/stack/sheet/mineral/silver/G = new /obj/item/stack/sheet/mineral/silver(src.loc) - G.amount = round(silver_amount / G.perunit) - if(gold_amount >= 2000) - var/obj/item/stack/sheet/mineral/gold/G = new /obj/item/stack/sheet/mineral/gold(src.loc) - G.amount = round(gold_amount / G.perunit) - if(uranium_amount >= 2000) - var/obj/item/stack/sheet/mineral/uranium/G = new /obj/item/stack/sheet/mineral/uranium(src.loc) - G.amount = round(uranium_amount / G.perunit) - if(diamond_amount >= 2000) - var/obj/item/stack/sheet/mineral/diamond/G = new /obj/item/stack/sheet/mineral/diamond(src.loc) - G.amount = round(diamond_amount / G.perunit) - del(src) - return 1 - else - user << "\red You can't load the [src.name] while it's opened." - return 1 - if (disabled) + if(default_deconstruction_crowbar(user, O)) return - if (!linked_console) - user << "\The protolathe must be linked to an R&D console first!" + if(default_part_replacement(user, O)) + return + if(O.is_open_container()) return 1 - if (busy) - user << "\red The protolathe is busy. Please wait for completion of previous operation." + if(panel_open) + user << "You can't load \the [src] while it's opened." return 1 - if (!istype(O, /obj/item/stack/sheet)) - user << "\red You cannot insert this item into the protolathe!" + if(disabled) + return + if(!linked_console) + user << "\The [src] must be linked to an R&D console first!" return 1 - if (stat) + if(busy) + user << "\The [src] is busy. Please wait for completion of previous operation." + return 1 + if(!istype(O, /obj/item/stack/sheet)) + user << "You cannot insert this item into \the [src]!" + return 1 + if(stat) return 1 if(istype(O,/obj/item/stack/sheet)) var/obj/item/stack/sheet/S = O - if (TotalMaterials() + S.perunit > max_material_storage) - user << "\red The protolathe's material bin is full. Please remove material before adding more." + if(TotalMaterials() + S.perunit > max_material_storage) + user << "\The [src]'s material bin is full. Please remove material before adding more." return 1 var/obj/item/stack/sheet/stack = O @@ -137,20 +137,20 @@ Note: Must be placed west/left of and R&D console to function. return if(amount > stack.get_amount()) amount = stack.get_amount() - if(max_material_storage - TotalMaterials() < (amount*stack.perunit))//Can't overfill - amount = min(stack.amount, round((max_material_storage-TotalMaterials())/stack.perunit)) + if(max_material_storage - TotalMaterials() < (amount * stack.perunit))//Can't overfill + amount = min(stack.amount, round((max_material_storage - TotalMaterials()) / stack.perunit)) - src.overlays += "protolathe_[stack.name]" + overlays += "protolathe_[stack.name]" sleep(10) - src.overlays -= "protolathe_[stack.name]" + overlays -= "protolathe_[stack.name]" icon_state = "protolathe" busy = 1 - use_power(max(1000, (3750*amount/10))) + use_power(max(1000, (3750 * amount / 10))) var/stacktype = stack.type stack.use(amount) - if (do_after(user, 16)) - user << "\blue You add [amount] sheets to the [src.name]." + if(do_after(user, 16)) + user << "You add [amount] sheets to \the [src]." icon_state = "protolathe" switch(stacktype) if(/obj/item/stack/sheet/metal) @@ -168,9 +168,9 @@ Note: Must be placed west/left of and R&D console to function. if(/obj/item/stack/sheet/mineral/diamond) diamond_amount += amount * 2000 else - new stacktype(src.loc, amount) + new stacktype(loc, amount) busy = 0 - src.updateUsrDialog() + updateUsrDialog() return //This is to stop these machines being hackable via clicking. diff --git a/code/modules/research/rdconsole.dm b/code/modules/research/rdconsole.dm index 8d390fa785..16c14863aa 100644 --- a/code/modules/research/rdconsole.dm +++ b/code/modules/research/rdconsole.dm @@ -93,7 +93,7 @@ won't update every console in existence) but it's more of a hassle to do. Also, /obj/machinery/computer/rdconsole/proc/SyncRDevices() //Makes sure it is properly sync'ed up with the devices attached to it (if any). for(var/obj/machinery/r_n_d/D in oview(3,src)) - if(D.linked_console != null || D.disabled || D.opened) + if(D.linked_console != null || D.disabled || D.panel_open) continue if(istype(D, /obj/machinery/r_n_d/destructive_analyzer)) if(linked_destroy == null) @@ -255,7 +255,7 @@ won't update every console in existence) but it's more of a hassle to do. Also, usr <<"\red The destructive analyzer appears to be empty." screen = 1.0 return - if(linked_destroy.loaded_item.reliability >= 90) + if(linked_destroy.loaded_item.reliability >= linked_destroy.min_reliability) var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech) for(var/T in temp_tech) files.UpdateTech(T, temp_tech[T]) @@ -347,21 +347,21 @@ won't update every console in existence) but it's more of a hassle to do. Also, for(var/M in being_built.materials) switch(M) if("$metal") - linked_lathe.m_amount = max(0, (linked_lathe.m_amount-being_built.materials[M])) + linked_lathe.m_amount = max(0, (linked_lathe.m_amount-being_built.materials[M]*linked_lathe.mat_efficiency)) if("$glass") - linked_lathe.g_amount = max(0, (linked_lathe.g_amount-being_built.materials[M])) + linked_lathe.g_amount = max(0, (linked_lathe.g_amount-being_built.materials[M]*linked_lathe.mat_efficiency)) if("$gold") - linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-being_built.materials[M])) + linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-being_built.materials[M]*linked_lathe.mat_efficiency)) if("$silver") - linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-being_built.materials[M])) + linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-being_built.materials[M]*linked_lathe.mat_efficiency)) if("$phoron") - linked_lathe.phoron_amount = max(0, (linked_lathe.phoron_amount-being_built.materials[M])) + linked_lathe.phoron_amount = max(0, (linked_lathe.phoron_amount-being_built.materials[M]*linked_lathe.mat_efficiency)) if("$uranium") - linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-being_built.materials[M])) + linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-being_built.materials[M]*linked_lathe.mat_efficiency)) if("$diamond") - linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-being_built.materials[M])) + linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-being_built.materials[M]*linked_lathe.mat_efficiency)) else - linked_lathe.reagents.remove_reagent(M, being_built.materials[M]) + linked_lathe.reagents.remove_reagent(M, being_built.materials[M]*linked_lathe.mat_efficiency) if(being_built.build_path) var/obj/new_item = new being_built.build_path(src) @@ -375,6 +375,10 @@ won't update every console in existence) but it's more of a hassle to do. Also, L.name += " ([new_item.name])"*/ else new_item.loc = linked_lathe.loc + if(linked_lathe.mat_efficiency != 1) // No matter out of nowhere + if(new_item.matter && new_item.matter.len > 0) + for(var/i in new_item.matter) + new_item.matter[i] = new_item.matter[i] * linked_lathe.mat_efficiency linked_lathe.busy = 0 screen = 3.1 errored = 0 @@ -401,15 +405,15 @@ won't update every console in existence) but it's more of a hassle to do. Also, for(var/M in being_built.materials) switch(M) if("$glass") - linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M])) + linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M]*linked_imprinter.mat_efficiency)) if("$gold") - linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M])) + linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]*linked_imprinter.mat_efficiency)) if("$diamond") - linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M])) + linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]*linked_imprinter.mat_efficiency)) if("$uranium") - linked_imprinter.uranium_amount = max(0, (linked_imprinter.uranium_amount-being_built.materials[M])) + linked_imprinter.uranium_amount = max(0, (linked_imprinter.uranium_amount-being_built.materials[M]*linked_imprinter.mat_efficiency)) else - linked_imprinter.reagents.remove_reagent(M, being_built.materials[M]) + linked_imprinter.reagents.remove_reagent(M, being_built.materials[M]*linked_imprinter.mat_efficiency) var/obj/new_item = new being_built.build_path(src) new_item.reliability = being_built.reliability if(linked_imprinter.hacked) being_built.reliability = max((reliability / 2), 0) @@ -752,6 +756,10 @@ won't update every console in existence) but it's more of a hassle to do. Also, var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech) for(var/T in temp_tech) dat += "
  • [CallTechName(T)] [temp_tech[T]]" + for(var/datum/tech/F in files.known_tech) + if(F.name == CallTechName(T)) + dat += " (Current: [F.level])" + break dat += "" dat += "
    Deconstruct Item || " dat += "Eject Item || " @@ -775,31 +783,33 @@ won't update every console in existence) but it's more of a hassle to do. Also, var/temp_dat var/check_materials = 1 for(var/M in D.materials) - temp_dat += ", [D.materials[M]] [CallMaterialName(M)]" + temp_dat += ", [D.materials[M]*linked_lathe.mat_efficiency] [CallMaterialName(M)]" if(copytext(M, 1, 2) == "$") switch(M) if("$glass") - if(D.materials[M] > linked_lathe.g_amount) check_materials = 0 + if(D.materials[M]*linked_lathe.mat_efficiency > linked_lathe.g_amount) check_materials = 0 if("$metal") - if(D.materials[M] > linked_lathe.m_amount) check_materials = 0 + if(D.materials[M]*linked_lathe.mat_efficiency > linked_lathe.m_amount) check_materials = 0 if("$gold") - if(D.materials[M] > linked_lathe.gold_amount) check_materials = 0 + if(D.materials[M]*linked_lathe.mat_efficiency > linked_lathe.gold_amount) check_materials = 0 if("$silver") - if(D.materials[M] > linked_lathe.silver_amount) check_materials = 0 + if(D.materials[M]*linked_lathe.mat_efficiency > linked_lathe.silver_amount) check_materials = 0 if("$phoron") - if(D.materials[M] > linked_lathe.phoron_amount) check_materials = 0 + if(D.materials[M]*linked_lathe.mat_efficiency > linked_lathe.phoron_amount) check_materials = 0 if("$uranium") - if(D.materials[M] > linked_lathe.uranium_amount) check_materials = 0 + if(D.materials[M]*linked_lathe.mat_efficiency > linked_lathe.uranium_amount) check_materials = 0 if("$diamond") - if(D.materials[M] > linked_lathe.diamond_amount) check_materials = 0 - else if (!linked_lathe.reagents.has_reagent(M, D.materials[M])) + if(D.materials[M]*linked_lathe.mat_efficiency > linked_lathe.diamond_amount) check_materials = 0 + else if (!linked_lathe.reagents.has_reagent(M, D.materials[M]*linked_lathe.mat_efficiency)) check_materials = 0 if(temp_dat) temp_dat = " \[[copytext(temp_dat,3)]\]" - if (check_materials) + if(check_materials) dat += "
  • [D.name][temp_dat]" else dat += "
  • [D.name][temp_dat]" + if(D.reliability < 100) + dat += " (Reliability: [D.reliability])" dat += "" if(3.2) //Protolathe Material Storage Sub-menu @@ -869,18 +879,18 @@ won't update every console in existence) but it's more of a hassle to do. Also, var/temp_dat var/check_materials = 1 for(var/M in D.materials) - temp_dat += ", [D.materials[M]] [CallMaterialName(M)]" + temp_dat += ", [D.materials[M]*linked_imprinter.mat_efficiency] [CallMaterialName(M)]" if(copytext(M, 1, 2) == "$") switch(M) if("$glass") - if(D.materials[M] > linked_imprinter.g_amount) check_materials = 0 + if(D.materials[M]*linked_imprinter.mat_efficiency > linked_imprinter.g_amount) check_materials = 0 if("$gold") - if(D.materials[M] > linked_imprinter.gold_amount) check_materials = 0 + if(D.materials[M]*linked_imprinter.mat_efficiency > linked_imprinter.gold_amount) check_materials = 0 if("$diamond") - if(D.materials[M] > linked_imprinter.diamond_amount) check_materials = 0 + if(D.materials[M]*linked_imprinter.mat_efficiency > linked_imprinter.diamond_amount) check_materials = 0 if("$uranium") - if(D.materials[M] > linked_imprinter.uranium_amount) check_materials = 0 - else if (!linked_imprinter.reagents.has_reagent(M, D.materials[M])) + if(D.materials[M]*linked_imprinter.mat_efficiency > linked_imprinter.uranium_amount) check_materials = 0 + else if (!linked_imprinter.reagents.has_reagent(M, D.materials[M]*linked_imprinter.mat_efficiency)) check_materials = 0 if(temp_dat) temp_dat = " \[[copytext(temp_dat,3)]\]" @@ -888,6 +898,8 @@ won't update every console in existence) but it's more of a hassle to do. Also, dat += "
  • [D.name][temp_dat]" else dat += "
  • [D.name][temp_dat]" + if(D.reliability < 100) + dat += " (Reliability: [D.reliability])" dat += "" if(4.2) diff --git a/code/modules/research/rdmachines.dm b/code/modules/research/rdmachines.dm index 04f1536c25..4f0b81e531 100644 --- a/code/modules/research/rdmachines.dm +++ b/code/modules/research/rdmachines.dm @@ -17,7 +17,6 @@ var/hack_wire var/disable_wire var/shock_wire - var/opened = 0 var/obj/machinery/computer/rdconsole/linked_console /obj/machinery/r_n_d/New() @@ -39,7 +38,7 @@ /obj/machinery/r_n_d/attack_hand(mob/user as mob) if (shocked) shock(user,50) - if(opened) + if(panel_open) var/dat as text dat += "[src.name] Wires:
    " for(var/wire in src.wires) diff --git a/code/modules/research/server.dm b/code/modules/research/server.dm index 99b4719e28..5688f6b6d7 100644 --- a/code/modules/research/server.dm +++ b/code/modules/research/server.dm @@ -103,7 +103,7 @@ /obj/machinery/r_n_d/server/proc/produce_heat() if (!produces_heat) return - + if (!use_power) return @@ -118,7 +118,7 @@ if(removed) var/heat_produced = idle_power_usage //obviously can't produce more heat than the machine draws from it's power source - + removed.add_thermal_energy(heat_produced) env.merge(removed) @@ -129,16 +129,16 @@ if (shocked) shock(user,50) if (istype(O, /obj/item/weapon/screwdriver)) - if (!opened) - opened = 1 + if (!panel_open) + panel_open = 1 icon_state = "server_o" user << "You open the maintenance hatch of [src]." else - opened = 0 + panel_open = 0 icon_state = "server" user << "You close the maintenance hatch of [src]." return - if (opened) + if (panel_open) if(istype(O, /obj/item/weapon/crowbar)) griefProtection() playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) diff --git a/icons/mob/items_lefthand.dmi b/icons/mob/items_lefthand.dmi index b70af9c656..1239c1c1b5 100644 Binary files a/icons/mob/items_lefthand.dmi and b/icons/mob/items_lefthand.dmi differ diff --git a/icons/mob/items_righthand.dmi b/icons/mob/items_righthand.dmi index c6183f6ff5..c7521751ad 100644 Binary files a/icons/mob/items_righthand.dmi and b/icons/mob/items_righthand.dmi differ diff --git a/icons/obj/storage.dmi b/icons/obj/storage.dmi index 989c1001b3..377d12b4ff 100644 Binary files a/icons/obj/storage.dmi and b/icons/obj/storage.dmi differ