Files
CHOMPStation2/code/modules/integrated_electronics/manipulation.dm
Neerti 2ddaf04226 More Circuit Ports by Psi
Adds ability to have pins initialize with data.
Adds helper for reagent moving.
Other fixes.
2016-09-29 23:49:34 -04:00

263 lines
9.4 KiB
Plaintext

/obj/item/integrated_circuit/manipulation/weapon_firing
name = "weapon firing mechanism"
desc = "This somewhat complicated system allows one to slot in a gun, direct it towards a position, and remotely fire it."
extended_desc = "The firing mechanism can slot in most ranged weapons, ballistic and energy. \
The first and second inputs need to be numbers. They are coordinates for the gun to fire at, relative to the machine itself. \
The 'fire' activator will cause the mechanism to attempt to fire the weapon at the coordinates, if possible. Note that the \
normal limitations to firearms, such as ammunition requirements and firing delays, still hold true if fired by the mechanism."
complexity = 20
inputs = list(
"target X rel",
"target Y rel"
)
outputs = list()
activators = list(
"fire"
)
var/obj/item/weapon/gun/installed_gun = null
/obj/item/integrated_circuit/manipulation/weapon_firing/Destroy()
qdel(installed_gun)
..()
/obj/item/integrated_circuit/manipulation/weapon_firing/attackby(var/obj/O, var/mob/user)
if(istype(O, /obj/item/weapon/gun))
var/obj/item/weapon/gun/gun = O
if(installed_gun)
user << "<span class='warning'>There's already a weapon installed.</span>"
return
user.drop_from_inventory(gun)
installed_gun = gun
gun.forceMove(src)
user << "<span class='notice'>You slide \the [gun] into the firing mechanism.</span>"
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
else
..()
/obj/item/integrated_circuit/manipulation/weapon_firing/attack_self(var/mob/user)
if(installed_gun)
installed_gun.forceMove(get_turf(src))
user << "<span class='notice'>You slide \the [installed_gun] out of the firing mechanism.</span>"
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
installed_gun = null
else
user << "<span class='notice'>There's no weapon to remove from the mechanism.</span>"
/obj/item/integrated_circuit/manipulation/weapon_firing/do_work()
if(..())
if(!installed_gun)
return
var/datum/integrated_io/target_x = inputs[1]
var/datum/integrated_io/target_y = inputs[2]
if(target_x.data && target_y.data && isnum(target_x.data) && isnum(target_y.data))
var/turf/T = get_turf(src)
if(target_x.data == 0 && target_y.data == 0) // Don't shoot ourselves.
return
// We need to do this in order to enable relative coordinates, as locate() only works for absolute coordinates.
var/i
if(target_x.data > 0)
i = abs(target_x.data)
while(i)
T = get_step(T, EAST)
i--
else if(target_x.data < 0)
i = abs(target_x.data)
while(i)
T = get_step(T, WEST)
i--
if(target_y.data > 0)
i = abs(target_y.data)
while(i)
T = get_step(T, NORTH)
i--
else if(target_y.data < 0)
i = abs(target_y.data)
while(i)
T = get_step(T, SOUTH)
i--
if(!T)
return
installed_gun.Fire_userless(T)
/obj/item/integrated_circuit/manipulation/smoke
name = "smoke generator"
desc = "Unlike most electronics, creating smoke is completely intentional."
icon_state = "smoke"
extended_desc = "This smoke generator creates clouds of smoke on command. It can also hold liquids inside, which will go \
into the smoke clouds when activated."
flags = OPENCONTAINER
complexity = 20
cooldown_per_use = 30 SECONDS
inputs = list()
outputs = list()
activators = list("create smoke")
/obj/item/integrated_circuit/manipulation/smoke/New()
..()
create_reagents(100)
/obj/item/integrated_circuit/manipulation/smoke/do_work()
playsound(src.loc, 'sound/effects/smoke.ogg', 50, 1, -3)
var/datum/effect/effect/system/smoke_spread/chem/smoke_system = new()
smoke_system.set_up(reagents, 10, 0, get_turf(src))
spawn(0)
for(var/i = 1 to 8)
smoke_system.start()
reagents.clear_reagents()
/obj/item/integrated_circuit/manipulation/injector
name = "integrated hypo-injector"
desc = "This scary looking thing is able to pump liquids into whatever it's pointed at."
icon_state = "injector"
extended_desc = "This autoinjector can push reagents into another container or someone else outside of the machine. The target \
must be adjacent to the machine, and if it is a person, they cannot be wearing thick clothing."
flags = OPENCONTAINER
complexity = 20
cooldown_per_use = 6 SECONDS
inputs = list("target ref", "injection amount" = 5)
outputs = list()
activators = list("inject")
/obj/item/integrated_circuit/manipulation/injector/New()
..()
create_reagents(30)
/obj/item/integrated_circuit/manipulation/injector/proc/inject_amount()
var/datum/integrated_io/amount = inputs[2]
if(isnum(amount.data))
return Clamp(amount.data, 0, 30)
/obj/item/integrated_circuit/manipulation/injector/do_work()
set waitfor = 0 // Don't sleep in a proc that is called by a processor without this set, otherwise it'll delay the entire thing
var/datum/integrated_io/target = inputs[1]
var/atom/movable/AM = target.data_as_type(/atom/movable)
if(!istype(AM)) //Invalid input
return
if(!reagents.total_volume) // Empty
return
if(AM.can_be_injected_by(src))
if(isliving(AM))
var/turf/T = get_turf(AM)
T.visible_message("<span class='warning'>[src] is trying to inject [AM]!</span>")
sleep(3 SECONDS)
if(!AM.can_be_injected_by(src))
return
var/contained = reagents.get_reagents()
var/trans = reagents.trans_to_mob(target, inject_amount(), CHEM_BLOOD)
message_admins("[src] injected \the [AM] with [trans]u of [contained].")
to_chat(AM, "<span class='notice'>You feel a tiny prick!</span>")
visible_message("<span class='warning'>[src] injects [AM]!</span>")
else
reagents.trans_to(AM, inject_amount())
/obj/item/integrated_circuit/manipulation/reagent_pump
name = "reagent pump"
desc = "Moves liquids safely inside a machine, or even nearby it."
icon_state = "reagent_pump"
extended_desc = "This is a pump, which will move liquids from the source ref to the target ref. The third pin determines \
how much liquid is moved per pulse, between 0 and 50. The pump can move reagents to any open container inside the machine, or \
outside the machine if it is next to the machine. Note that this cannot be used on entities."
flags = OPENCONTAINER
complexity = 8
inputs = list("source ref", "target ref", "injection amount" = 10)
outputs = list()
activators = list("transfer reagents")
var/transfer_amount = 10
/obj/item/integrated_circuit/manipulation/reagent_pump/on_data_written()
var/datum/integrated_io/amount = inputs[3]
if(isnum(amount.data))
amount.data = Clamp(amount.data, 0, 50)
transfer_amount = amount.data
/obj/item/integrated_circuit/manipulation/reagent_pump/do_work()
var/datum/integrated_io/A = inputs[1]
var/datum/integrated_io/B = inputs[2]
var/atom/movable/source = A.data_as_type(/atom/movable)
var/atom/movable/target = B.data_as_type(/atom/movable)
if(!istype(source) || !istype(target)) //Invalid input
return
var/turf/T = get_turf(src)
if(source.Adjacent(T) && target.Adjacent(T))
if(!source.reagents || !target.reagents)
return
if(ismob(source) || ismob(target))
return
if(!source.is_open_container() || !target.is_open_container())
return
if(!source.reagents.get_free_space() || !target.reagents.get_free_space())
return
source.reagents.trans_to(target, transfer_amount)
// May make a reagent subclass of circuits in future.
/obj/item/integrated_circuit/manipulation/reagent_storage
name = "reagent storage"
desc = "Stores liquid inside, and away from electrical components. Can store up to 60u."
icon_state = "reagent_storage"
extended_desc = "This is effectively an internal beaker."
flags = OPENCONTAINER
complexity = 4
inputs = list()
outputs = list("volume used")
activators = list()
/obj/item/integrated_circuit/manipulation/reagent_storage/New()
..()
create_reagents(60)
/obj/item/integrated_circuit/manipulation/reagent_storage/on_reagent_change()
var/datum/integrated_io/A = outputs[1]
A.data = reagents.total_volume
A.push_data()
/obj/item/integrated_circuit/manipulation/reagent_storage/cryo
name = "cryo reagent storage"
desc = "Stores liquid inside, and away from electrical components. Can store up to 60u. This will also suppress reactions."
icon_state = "reagent_storage_cryo"
extended_desc = "This is effectively an internal cryo beaker."
flags = OPENCONTAINER | NOREACT
complexity = 8
inputs = list()
outputs = list("volume used")
activators = list()
/obj/item/integrated_circuit/manipulation/locomotion
name = "locomotion circuit"
desc = "This allows a machine to move in a given direction."
icon_state = "locomotion"
extended_desc = "The circuit accepts a number as a direction to move towards.<br> \
North/Fore = 1,<br>\
South/Aft = 2,<br>\
East/Starboard = 4,<br>\
West/Port = 8,<br>\
Northeast = 5,<br>\
Northwest = 9,<br>\
Southeast = 6,<br>\
Southwest = 10<br>\
<br>\
Pulsing the 'step towards dir' activator pin will cause the machine to move a meter in that direction, assuming it is not \
being held, or anchored in some way. It should be noted that heavy machines will be unable to move."
complexity = 20
inputs = list("dir num")
outputs = list()
activators = list("step towards dir")
/obj/item/integrated_circuit/manipulation/locomotion/do_work()
..()
var/turf/T = get_turf(src)
if(T && istype(loc, /obj/item/device/electronic_assembly))
var/obj/item/device/electronic_assembly/machine = loc
if(machine.anchored || machine.w_class >= ITEMSIZE_LARGE)
return
if(machine.loc == T) // Check if we're held by someone. If the loc is the floor, we're not held.
var/datum/integrated_io/wanted_dir = inputs[1]
if(isnum(wanted_dir.data))
step(machine, wanted_dir.data)