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CHOMPStation2/code/modules/integrated_electronics/core/assemblies.dm
Neerti 36b0f5fa99 Even More Circuit Changes
See PR for changes.
2017-08-01 16:13:27 -04:00

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#define IC_COMPONENTS_BASE 20
#define IC_COMPLEXITY_BASE 60
/obj/item/device/electronic_assembly
name = "electronic assembly"
desc = "It's a case, for building small electronics with."
w_class = ITEMSIZE_SMALL
icon = 'icons/obj/electronic_assemblies.dmi'
icon_state = "setup_small"
show_messages = TRUE
var/max_components = IC_COMPONENTS_BASE
var/max_complexity = IC_COMPLEXITY_BASE
var/opened = 0
var/obj/item/weapon/cell/device/battery = null // Internal cell which most circuits need to work.
/obj/item/device/electronic_assembly/medium
name = "electronic mechanism"
icon_state = "setup_medium"
desc = "It's a case, for building medium-sized electronics with."
w_class = ITEMSIZE_NORMAL
max_components = IC_COMPONENTS_BASE * 2
max_complexity = IC_COMPLEXITY_BASE * 2
/obj/item/device/electronic_assembly/large
name = "electronic machine"
icon_state = "setup_large"
desc = "It's a case, for building large electronics with."
w_class = ITEMSIZE_LARGE
max_components = IC_COMPONENTS_BASE * 4
max_complexity = IC_COMPLEXITY_BASE * 4
/obj/item/device/electronic_assembly/drone
name = "electronic drone"
icon_state = "setup_drone"
desc = "It's a case, for building mobile electronics with."
w_class = ITEMSIZE_NORMAL
max_components = IC_COMPONENTS_BASE * 1.5
max_complexity = IC_COMPLEXITY_BASE * 1.5
/obj/item/device/electronic_assembly/implant
name = "electronic implant"
icon_state = "setup_implant"
desc = "It's a case, for building very tiny electronics with."
w_class = ITEMSIZE_TINY
max_components = IC_COMPONENTS_BASE / 2
max_complexity = IC_COMPLEXITY_BASE / 2
var/obj/item/weapon/implant/integrated_circuit/implant = null
/obj/item/device/electronic_assembly/New()
..()
battery = new(src)
processing_objects |= src
/obj/item/device/electronic_assembly/Destroy()
battery = null
processing_objects -= src
for(var/atom/movable/AM in contents)
qdel(AM)
..()
/obj/item/device/electronic_assembly/process()
handle_idle_power()
/obj/item/device/electronic_assembly/proc/handle_idle_power()
// First we generate power.
for(var/obj/item/integrated_circuit/passive/power/P in contents)
P.make_energy()
// Now spend it.
for(var/obj/item/integrated_circuit/IC in contents)
if(IC.power_draw_idle)
if(!draw_power(IC.power_draw_idle))
IC.power_fail()
/obj/item/device/electronic_assembly/implant/update_icon()
..()
implant.icon_state = icon_state
/obj/item/device/electronic_assembly/implant/nano_host()
return implant
/obj/item/device/electronic_assembly/proc/resolve_nano_host()
return src
/obj/item/device/electronic_assembly/implant/resolve_nano_host()
return implant
/obj/item/device/electronic_assembly/proc/check_interactivity(mob/user)
if(!CanInteract(user, physical_state))
return 0
return 1
/obj/item/device/electronic_assembly/interact(mob/user)
if(!check_interactivity(user))
return
var/total_parts = 0
var/total_complexity = 0
for(var/obj/item/integrated_circuit/part in contents)
total_parts += part.size
total_complexity = total_complexity + part.complexity
var/HTML = list()
HTML += "<html><head><title>[src.name]</title></head><body>"
HTML += "<br><a href='?src=\ref[src]'>\[Refresh\]</a> | "
HTML += "<a href='?src=\ref[src];rename=1'>\[Rename\]</a><br>"
HTML += "[total_parts]/[max_components] ([round((total_parts / max_components) * 100, 0.1)]%) space taken up in the assembly.<br>"
HTML += "[total_complexity]/[max_complexity] ([round((total_complexity / max_complexity) * 100, 0.1)]%) maximum complexity.<br>"
if(battery)
HTML += "[round(battery.charge, 0.1)]/[battery.maxcharge] ([round(battery.percent(), 0.1)]%) cell charge. <a href='?src=\ref[src];remove_cell=1'>\[Remove\]</a>"
else
HTML += "<span class='danger'>No powercell detected!</span>"
HTML += "<br><br>"
HTML += "Components:<hr>"
HTML += "Built in:<br>"
//Put removable circuits in separate categories from non-removable
for(var/obj/item/integrated_circuit/circuit in contents)
if(!circuit.removable)
HTML += "<a href=?src=\ref[circuit];examine=1;from_assembly=1>[circuit.displayed_name]</a> | "
HTML += "<a href=?src=\ref[circuit];rename=1;from_assembly=1>\[Rename\]</a> | "
HTML += "<a href=?src=\ref[circuit];scan=1;from_assembly=1>\[Scan with Debugger\]</a> | "
HTML += "<a href=?src=\ref[circuit];bottom=\ref[circuit];from_assembly=1>\[Move to Bottom\]</a>"
HTML += "<br>"
HTML += "<hr>"
HTML += "Removable:<br>"
for(var/obj/item/integrated_circuit/circuit in contents)
if(circuit.removable)
HTML += "<a href=?src=\ref[circuit];examine=1;from_assembly=1>[circuit.displayed_name]</a> | "
HTML += "<a href=?src=\ref[circuit];rename=1;from_assembly=1>\[Rename\]</a> | "
HTML += "<a href=?src=\ref[circuit];scan=1;from_assembly=1>\[Scan with Debugger\]</a> | "
HTML += "<a href=?src=\ref[circuit];remove=1;from_assembly=1>\[Remove\]</a> | "
HTML += "<a href=?src=\ref[circuit];bottom=\ref[circuit];from_assembly=1>\[Move to Bottom\]</a>"
HTML += "<br>"
HTML += "</body></html>"
user << browse(jointext(HTML,null), "window=assembly-\ref[src];size=600x350;border=1;can_resize=1;can_close=1;can_minimize=1")
/obj/item/device/electronic_assembly/Topic(href, href_list[])
if(..())
return 1
if(href_list["rename"])
rename(usr)
if(href_list["remove_cell"])
if(!battery)
to_chat(usr, "<span class='warning'>There's no power cell to remove from \the [src].</span>")
else
var/turf/T = get_turf(src)
battery.forceMove(T)
playsound(T, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(usr, "<span class='notice'>You pull \the [battery] out of \the [src]'s power supplier.</span>")
battery = null
interact(usr) // To refresh the UI.
/obj/item/device/electronic_assembly/verb/rename()
set name = "Rename Circuit"
set category = "Object"
set desc = "Rename your circuit, useful to stay organized."
var/mob/M = usr
if(!check_interactivity(M))
return
var/input = sanitizeSafe(input("What do you want to name this?", "Rename", src.name) as null|text, MAX_NAME_LEN)
if(src && input)
to_chat(M, "<span class='notice'>The machine now has a label reading '[input]'.</span>")
name = input
/obj/item/device/electronic_assembly/proc/can_move()
return FALSE
/obj/item/device/electronic_assembly/drone/can_move()
return TRUE
/obj/item/device/electronic_assembly/update_icon()
if(opened)
icon_state = initial(icon_state) + "-open"
else
icon_state = initial(icon_state)
/obj/item/device/electronic_assembly/GetAccess()
. = list()
for(var/obj/item/integrated_circuit/part in contents)
. |= part.GetAccess()
/obj/item/device/electronic_assembly/GetIdCard()
. = list()
for(var/obj/item/integrated_circuit/part in contents)
var/id_card = part.GetIdCard()
if(id_card)
return id_card
/obj/item/device/electronic_assembly/examine(mob/user)
. = ..(user, 1)
if(.)
for(var/obj/item/integrated_circuit/IC in contents)
IC.external_examine(user)
// for(var/obj/item/integrated_circuit/output/screen/S in contents)
// if(S.stuff_to_display)
// to_chat(user, "There's a little screen labeled '[S.name]', which displays '[S.stuff_to_display]'.")
if(opened)
interact(user)
/obj/item/device/electronic_assembly/proc/get_part_complexity()
. = 0
for(var/obj/item/integrated_circuit/part in contents)
. += part.complexity
/obj/item/device/electronic_assembly/proc/get_part_size()
. = 0
for(var/obj/item/integrated_circuit/part in contents)
. += part.size
// Returns true if the circuit made it inside.
/obj/item/device/electronic_assembly/proc/add_circuit(var/obj/item/integrated_circuit/IC, var/mob/user)
if(!opened)
to_chat(user, "<span class='warning'>\The [src] isn't opened, so you can't put anything inside. Try using a crowbar.</span>")
return FALSE
if(IC.w_class > src.w_class)
to_chat(user, "<span class='warning'>\The [IC] is way too big to fit into \the [src].</span>")
return FALSE
var/total_part_size = get_part_size()
var/total_complexity = get_part_complexity()
if((total_part_size + IC.size) > max_components)
to_chat(user, "<span class='warning'>You can't seem to add the '[IC.name]', as there's insufficient space.</span>")
return FALSE
if((total_complexity + IC.complexity) > max_complexity)
to_chat(user, "<span class='warning'>You can't seem to add the '[IC.name]', since this setup's too complicated for the case.</span>")
return FALSE
if(!IC.forceMove(src))
return FALSE
IC.assembly = src
return TRUE
/obj/item/device/electronic_assembly/afterattack(atom/target, mob/user, proximity)
if(proximity)
var/scanned = FALSE
for(var/obj/item/integrated_circuit/input/sensor/S in contents)
// S.set_pin_data(IC_OUTPUT, 1, weakref(target))
// S.check_then_do_work()
if(S.scan(target))
scanned = TRUE
if(scanned)
visible_message("<span class='notice'>\The [user] waves \the [src] around [target].</span>")
/obj/item/device/electronic_assembly/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/integrated_circuit))
if(!user.unEquip(I))
return FALSE
if(add_circuit(I, user))
to_chat(user, "<span class='notice'>You slide \the [I] inside \the [src].</span>")
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
interact(user)
return TRUE
else if(istype(I, /obj/item/weapon/crowbar))
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
opened = !opened
to_chat(user, "<span class='notice'>You [opened ? "opened" : "closed"] \the [src].</span>")
update_icon()
return TRUE
else if(istype(I, /obj/item/device/integrated_electronics/wirer) || istype(I, /obj/item/device/integrated_electronics/debugger) || istype(I, /obj/item/weapon/screwdriver))
if(opened)
interact(user)
else
to_chat(user, "<span class='warning'>\The [src] isn't opened, so you can't fiddle with the internal components. \
Try using a crowbar.</span>")
else if(istype(I, /obj/item/weapon/cell/device))
if(!opened)
to_chat(user, "<span class='warning'>\The [src] isn't opened, so you can't put anything inside. Try using a crowbar.</span>")
return FALSE
if(battery)
to_chat(user, "<span class='warning'>\The [src] already has \a [battery] inside. Remove it first if you want to replace it.</span>")
return FALSE
var/obj/item/weapon/cell/device/cell = I
user.drop_item(cell)
cell.forceMove(src)
battery = cell
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You slot \the [cell] inside \the [src]'s power supplier.</span>")
interact(user)
return TRUE
else
return ..()
/obj/item/device/electronic_assembly/attack_self(mob/user)
if(!check_interactivity(user))
return
if(opened)
interact(user)
var/list/input_selection = list()
var/list/available_inputs = list()
for(var/obj/item/integrated_circuit/input/input in contents)
if(input.can_be_asked_input)
available_inputs.Add(input)
var/i = 0
for(var/obj/item/integrated_circuit/s in available_inputs)
if(s.name == input.name && s.displayed_name == input.displayed_name && s != input)
i++
var/disp_name= "[input.displayed_name] \[[input.name]\]"
if(i)
disp_name += " ([i+1])"
input_selection.Add(disp_name)
var/obj/item/integrated_circuit/input/choice
if(available_inputs)
var/selection = input(user, "What do you want to interact with?", "Interaction") as null|anything in input_selection
if(selection)
var/index = input_selection.Find(selection)
choice = available_inputs[index]
if(choice)
choice.ask_for_input(user)
/obj/item/device/electronic_assembly/emp_act(severity)
..()
for(var/atom/movable/AM in contents)
AM.emp_act(severity)
// Returns true if power was successfully drawn.
/obj/item/device/electronic_assembly/proc/draw_power(amount)
if(battery && battery.checked_use(amount * CELLRATE))
return TRUE
return FALSE
// Ditto for giving.
/obj/item/device/electronic_assembly/proc/give_power(amount)
if(battery && battery.give(amount * CELLRATE))
return TRUE
return FALSE