Does tons of stuff, see PR for details.

This commit is contained in:
Neerti
2017-01-25 19:31:21 -05:00
parent cb026bb2ef
commit b6c170eadd
29 changed files with 1478 additions and 535 deletions
@@ -0,0 +1,296 @@
#define IC_COMPONENTS_BASE 20
#define IC_COMPLEXITY_BASE 80
/obj/item/device/electronic_assembly
name = "electronic assembly"
desc = "It's a case, for building 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"
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"
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"
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"
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/interact(mob/user)
if(!CanInteract(user, physical_state))
return
var/total_parts = 0
var/total_complexity = 0
for(var/obj/item/integrated_circuit/part in contents)
total_parts++
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;<br>"
for(var/obj/item/integrated_circuit/circuit in contents)
HTML += "<a href=?src=\ref[circuit];examine=1>[circuit.name]</a> | "
HTML += "<a href=?src=\ref[circuit];rename=1>\[Rename\]</a> | "
if(circuit.removable)
HTML += "<a href=?src=\ref[circuit];remove=1>\[Remove\]</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(!CanInteract(M, physical_state))
return
var/input = sanitizeSafe(input("What do you want to name this?", "Rename", src.name) as null|text, MAX_NAME_LEN)
if(src && input && CanInteract(M, physical_state))
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.w_class
// 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.w_class) > 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()
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 0
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)
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()
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)
else
return ..()
/obj/item/device/electronic_assembly/attack_self(mob/user)
if(opened)
interact(user)
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/obj/item/integrated_circuit/input/choice = input(user, "What do you want to interact with?", "Interaction") as null|anything in available_inputs
if(choice && CanInteract(user, physical_state))
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
@@ -0,0 +1,44 @@
/obj/item/integrated_circuit/proc/setup_io(var/list/io_list, var/io_type)
var/list/io_list_copy = io_list.Copy()
io_list.Cut()
for(var/io_entry in io_list_copy)
io_list.Add(new io_type(src, io_entry, io_list_copy[io_entry]))
/obj/item/integrated_circuit/proc/set_pin_data(var/pin_type, var/pin_number, var/new_data)
var/datum/integrated_io/pin = get_pin_ref(pin_type, pin_number)
return pin.write_data_to_pin(new_data)
/obj/item/integrated_circuit/proc/get_pin_data(var/pin_type, var/pin_number)
var/datum/integrated_io/pin = get_pin_ref(pin_type, pin_number)
return pin.get_data()
/obj/item/integrated_circuit/proc/get_pin_data_as_type(var/pin_type, var/pin_number, var/as_type)
var/datum/integrated_io/pin = get_pin_ref(pin_type, pin_number)
return pin.data_as_type(as_type)
/obj/item/integrated_circuit/proc/activate_pin(var/pin_number)
var/datum/integrated_io/activate/A = activators[pin_number]
A.push_data()
/datum/integrated_io/proc/get_data()
if(isnull(data))
return
if(isweakref(data))
return data.resolve()
return data
/obj/item/integrated_circuit/proc/get_pin_ref(var/pin_type, var/pin_number)
switch(pin_type)
if(IC_INPUT)
if(pin_number > inputs.len)
return null
return inputs[pin_number]
if(IC_OUTPUT)
if(pin_number > outputs.len)
return null
return outputs[pin_number]
if(IC_ACTIVATOR)
if(pin_number > activators.len)
return null
return activators[pin_number]
return null
@@ -0,0 +1,282 @@
/*
Integrated circuits are essentially modular machines. Each circuit has a specific function, and combining them inside Electronic Assemblies allows
a creative player the means to solve many problems. Circuits are held inside an electronic assembly, and are wired using special tools.
*/
/obj/item/integrated_circuit/examine(mob/user)
. = ..()
external_examine(user)
// This should be used when someone is examining while the case is opened.
/obj/item/integrated_circuit/proc/internal_examine(mob/user)
to_chat(user, "This board has [inputs.len] input pin\s, [outputs.len] output pin\s and [activators.len] activation pin\s.")
for(var/datum/integrated_io/input/I in inputs)
if(I.linked.len)
to_chat(user, "The '[I]' is connected to [I.get_linked_to_desc()].")
for(var/datum/integrated_io/output/O in outputs)
if(O.linked.len)
to_chat(user, "The '[O]' is connected to [O.get_linked_to_desc()].")
for(var/datum/integrated_io/activate/A in activators)
if(A.linked.len)
to_chat(user, "The '[A]' is connected to [A.get_linked_to_desc()].")
any_examine(user)
interact(user)
// This should be used when someone is examining from an 'outside' perspective, e.g. reading a screen or LED.
/obj/item/integrated_circuit/proc/external_examine(mob/user)
any_examine(user)
/obj/item/integrated_circuit/proc/any_examine(mob/user)
return
/obj/item/integrated_circuit/New()
setup_io(inputs, /datum/integrated_io/input)
setup_io(outputs, /datum/integrated_io/output)
setup_io(activators, /datum/integrated_io/activate)
..()
/obj/item/integrated_circuit/proc/on_data_written() //Override this for special behaviour when new data gets pushed to the circuit.
return
/obj/item/integrated_circuit/Destroy()
for(var/datum/integrated_io/I in inputs)
qdel(I)
for(var/datum/integrated_io/O in outputs)
qdel(O)
for(var/datum/integrated_io/A in activators)
qdel(A)
. = ..()
/obj/item/integrated_circuit/nano_host()
if(istype(src.loc, /obj/item/device/electronic_assembly))
var/obj/item/device/electronic_assembly/assembly = loc
return assembly.resolve_nano_host()
return ..()
/obj/item/integrated_circuit/emp_act(severity)
for(var/datum/integrated_io/io in inputs + outputs + activators)
io.scramble()
/obj/item/integrated_circuit/verb/rename_component()
set name = "Rename Circuit"
set category = "Object"
set desc = "Rename your circuit, useful to stay organized."
var/mob/M = usr
if(!CanInteract(M, physical_state))
return
var/input = sanitizeSafe(input("What do you want to name the circuit?", "Rename", src.name) as null|text, MAX_NAME_LEN)
if(src && input && CanInteract(M, physical_state))
to_chat(M, "<span class='notice'>The circuit '[src.name]' is now labeled '[input]'.</span>")
name = input
/obj/item/integrated_circuit/interact(mob/user)
if(!CanInteract(user, physical_state))
return
var/window_height = 350
var/window_width = 600
//var/table_edge_width = "[(window_width - window_width * 0.1) / 4]px"
//var/table_middle_width = "[(window_width - window_width * 0.1) - (table_edge_width * 2)]px"
var/table_edge_width = "30%"
var/table_middle_width = "40%"
var/HTML = list()
HTML += "<html><head><title>[src.name]</title></head><body>"
HTML += "<div align='center'>"
HTML += "<table border='1' style='undefined;table-layout: fixed; width: 424px'>"
HTML += "<br><a href='?src=\ref[src];'>\[Refresh\]</a> | "
HTML += "<a href='?src=\ref[src];rename=1'>\[Rename\]</a> | "
HTML += "<a href='?src=\ref[src];remove=1'>\[Remove\]</a><br>"
HTML += "<colgroup>"
//HTML += "<col style='width: 121px'>"
//HTML += "<col style='width: 181px'>"
//HTML += "<col style='width: 122px'>"
HTML += "<col style='width: [table_edge_width]'>"
HTML += "<col style='width: [table_middle_width]'>"
HTML += "<col style='width: [table_edge_width]'>"
HTML += "</colgroup>"
var/column_width = 3
var/row_height = max(inputs.len, outputs.len, 1)
for(var/i = 1 to row_height)
HTML += "<tr>"
for(var/j = 1 to column_width)
var/datum/integrated_io/io = null
var/words = list()
var/height = 1
switch(j)
if(1)
io = get_pin_ref(IC_INPUT, i)
if(io)
if(io.linked.len)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]><b>[io.name] [io.display_data()]</b></a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src=\ref[linked.holder];examine=1;>[linked.holder]</a><br>"
else
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]>[io.name] [io.display_data()]</a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src=\ref[linked.holder];examine=1;>[linked.holder]</a><br>"
if(outputs.len > inputs.len)
height = 1
if(2)
if(i == 1)
words += "[src.name]<br><br>[src.desc]"
height = row_height
else
continue
if(3)
io = get_pin_ref(IC_OUTPUT, i)
if(io)
if(io.linked.len)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]><b>[io.name] [io.display_data()]</b></a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src=\ref[linked.holder];examine=1;user=\ref[user]>[linked.holder]</a><br>"
else
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]>[io.name] [io.display_data()]</a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src=\ref[linked.holder];examine=1;>[linked.holder]</a><br>"
if(inputs.len > outputs.len)
height = 1
HTML += "<td align='center' rowspan='[height]'>[jointext(words, null)]</td>"
HTML += "</tr>"
for(var/activator in activators)
var/datum/integrated_io/io = activator
var/words = list()
if(io.linked.len)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]><font color='FF0000'><b>[io.name]</b></font></a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src[src];examine=1;user=\ref[user]>[linked.holder]</a><br>"
else
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]><font color='FF0000'>[io.name]</font></a><br>"
for(var/datum/integrated_io/linked in io.linked)
words += "<a href=?src=\ref[src];wire=1;pin=\ref[io]>\[[linked.name]\]</a> \
@ <a href=?src=\ref[linked.holder];examine=1;>[linked.holder]</a><br>"
HTML += "<tr>"
HTML += "<td colspan='3' align='center'>[jointext(words, null)]</td>"
HTML += "</tr>"
HTML += "</table>"
HTML += "</div>"
if(autopulse != -1)
HTML += "<br><font color='33CC33'>Meta Variables;</font>"
HTML += "<br><font color='33CC33'><a href='?src=\ref[src];autopulse=1'>\[Autopulse\]</a> = <b>[autopulse ? "ON" : "OFF"]</b></font>"
HTML += "<br>"
HTML += "<br><font color='0000AA'>Complexity: [complexity]</font>"
if(power_draw_idle)
HTML += "<br><font color='0000AA'>Power Draw: [power_draw_idle] W (Idle)</font>"
if(power_draw_per_use)
HTML += "<br><font color='0000AA'>Power Draw: [power_draw_per_use] W (Active)</font>" // Borgcode says that powercells' checked_use() takes joules as input.
HTML += "<br><font color='0000AA'>[extended_desc]</font>"
HTML += "</body></html>"
user << browse(jointext(HTML, null), "window=circuit-\ref[src];size=[window_width]x[window_height];border=1;can_resize=1;can_close=1;can_minimize=1")
onclose(user, "circuit-\ref[src]")
/obj/item/integrated_circuit/Topic(href, href_list, state = physical_state)
if(..())
return 1
var/pin = locate(href_list["pin"]) in inputs + outputs + activators
var/obj/held_item = usr.get_active_hand()
if(href_list["wire"])
if(istype(held_item, /obj/item/device/integrated_electronics/wirer))
var/obj/item/device/integrated_electronics/wirer/wirer = held_item
if(pin)
wirer.wire(pin, usr)
else if(istype(held_item, /obj/item/device/integrated_electronics/debugger))
var/obj/item/device/integrated_electronics/debugger/debugger = held_item
if(pin)
debugger.write_data(pin, usr)
else
to_chat(usr, "<span class='warning'>You can't do a whole lot without the proper tools.</span>")
if(href_list["examine"])
examine(usr)
if(href_list["rename"])
rename_component(usr)
if(href_list["autopulse"])
if(autopulse != -1)
autopulse = !autopulse
if(href_list["remove"])
if(istype(held_item, /obj/item/weapon/screwdriver))
if(!removable)
to_chat(usr, "<span class='warning'>\The [src] seems to be permanently attached to the case.</span>")
return
disconnect_all()
var/turf/T = get_turf(src)
forceMove(T)
assembly = null
playsound(T, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(usr, "<span class='notice'>You pop \the [src] out of the case, and slide it out.</span>")
else
to_chat(usr, "<span class='warning'>You need a screwdriver to remove components.</span>")
var/obj/item/device/electronic_assembly/ea = loc
if(istype(ea))
ea.interact(usr)
return
interact(usr) // To refresh the UI.
/obj/item/integrated_circuit/proc/push_data()
for(var/datum/integrated_io/output/O in outputs)
O.push_data()
/obj/item/integrated_circuit/proc/pull_data()
for(var/datum/integrated_io/input/I in inputs)
I.push_data()
/obj/item/integrated_circuit/proc/draw_idle_power()
if(assembly)
return assembly.draw_power(power_draw_idle)
// Override this for special behaviour when there's no power left.
/obj/item/integrated_circuit/proc/power_fail()
return
// Returns true if there's enough power to work().
/obj/item/integrated_circuit/proc/check_power()
if(!assembly)
return FALSE // Not in an assembly, therefore no power.
if(assembly.draw_power(power_draw_per_use))
return TRUE // Battery has enough.
return FALSE // Not enough power.
/obj/item/integrated_circuit/proc/check_then_do_work()
if(world.time < next_use) // All intergrated circuits have an internal cooldown, to protect from spam.
return
if(power_draw_per_use)
if(!check_power())
power_fail()
return
next_use = world.time + cooldown_per_use
do_work()
/obj/item/integrated_circuit/proc/do_work()
return
/obj/item/integrated_circuit/proc/disconnect_all()
for(var/datum/integrated_io/input/I in inputs)
I.disconnect()
for(var/datum/integrated_io/output/O in outputs)
O.disconnect()
for(var/datum/integrated_io/activate/A in activators)
A.disconnect()
@@ -0,0 +1,139 @@
/*
Pins both hold data for circuits, as well move data between them. Some also cause circuits to do their function. DATA_CHANNEL pins are the data holding/moving kind,
where as PULSE_CHANNEL causes circuits to work() when their pulse hits them.
A visualization of how pins work is below. Imagine the below image involves an addition circuit.
When the bottom pin, the activator, receives a pulse, all the numbers on the left (input) get added, and the answer goes on the right side (output).
Inputs Outputs
A [2]\ /[8] result
B [1]-\|++|/
C [4]-/|++|
D [1]/ ||
||
Activator
*/
/datum/integrated_io
var/name = "input/output"
var/obj/item/integrated_circuit/holder = null
var/weakref/data = null // This is a weakref, to reduce typecasts. Note that oftentimes numbers and text may also occupy this.
var/list/linked = list()
var/io_type = DATA_CHANNEL
/datum/integrated_io/New(var/newloc, var/name, var/data)
..()
src.name = name
src.data = data
holder = newloc
if(!istype(holder))
message_admins("ERROR: An integrated_io ([src.name]) spawned without a valid holder! This is a bug.")
/datum/integrated_io/Destroy()
disconnect()
data = null
holder = null
. = ..()
/datum/integrated_io/nano_host()
return holder.nano_host()
/datum/integrated_io/proc/data_as_type(var/as_type)
if(!isweakref(data))
return
var/weakref/w = data
var/output = w.resolve()
return istype(output, as_type) ? output : null
/datum/integrated_io/proc/display_data()
if(isnull(data))
return "(null)" // Empty data means nothing to show.
if(istext(data))
return "(\"[data]\")" // Wraps the 'string' in escaped quotes, so that people know it's a 'string'.
if(isweakref(data))
var/weakref/w = data
var/atom/A = w.resolve()
//return A ? "([A.name] \[Ref\])" : "(null)" // For refs, we want just the name displayed.
return A ? "(\ref[A] \[Ref\])" : "(null)"
return "([data])" // Nothing special needed for numbers or other stuff.
/datum/integrated_io/activate/display_data()
return "(\[pulse\])"
/datum/integrated_io/proc/display_pin_type()
return IC_FORMAT_ANY
/datum/integrated_io/activate/display_pin_type()
return IC_FORMAT_PULSE
/datum/integrated_io/proc/scramble()
if(isnull(data))
return
if(isnum(data))
write_data_to_pin(rand(-10000, 10000))
if(istext(data))
write_data_to_pin("ERROR")
push_data()
/datum/integrated_io/activate/scramble()
push_data()
/datum/integrated_io/proc/write_data_to_pin(var/new_data)
if(isnull(new_data) || isnum(new_data) || istext(new_data) || isweakref(new_data)) // Anything else is a type we don't want.
data = new_data
holder.on_data_written()
/datum/integrated_io/proc/push_data()
for(var/datum/integrated_io/io in linked)
io.write_data_to_pin(data)
/datum/integrated_io/activate/push_data()
for(var/datum/integrated_io/io in linked)
io.holder.check_then_do_work()
/datum/integrated_io/proc/pull_data()
for(var/datum/integrated_io/io in linked)
write_data_to_pin(io.data)
/datum/integrated_io/proc/get_linked_to_desc()
if(linked.len)
return "the [english_list(linked)]"
return "nothing"
/datum/integrated_io/proc/disconnect()
//First we iterate over everything we are linked to.
for(var/datum/integrated_io/their_io in linked)
//While doing that, we iterate them as well, and disconnect ourselves from them.
for(var/datum/integrated_io/their_linked_io in their_io.linked)
if(their_linked_io == src)
their_io.linked.Remove(src)
else
continue
//Now that we're removed from them, we gotta remove them from us.
src.linked.Remove(their_io)
/datum/integrated_io/input
name = "input pin"
/datum/integrated_io/output
name = "output pin"
/datum/integrated_io/activate
name = "activation pin"
io_type = PULSE_CHANNEL
/datum/integrated_io/list
name = "list pin"
/datum/integrated_io/list/write_data_to_pin(var/new_data)
if(islist(new_data))
data = new_data
holder.on_data_written()
/datum/integrated_io/list/display_pin_type()
return IC_FORMAT_LIST
@@ -0,0 +1,464 @@
#define WIRE "wire"
#define WIRING "wiring"
#define UNWIRE "unwire"
#define UNWIRING "unwiring"
/obj/item/device/integrated_electronics/wirer
name = "circuit wirer"
desc = "It's a small wiring tool, with a wire roll, electric soldering iron, wire cutter, and more in one package. \
The wires used are generally useful for small electronics, such as circuitboards and breadboards, as opposed to larger wires \
used for power or data transmission."
icon = 'icons/obj/electronic_assemblies.dmi'
icon_state = "wirer-wire"
flags = CONDUCT
w_class = 2
var/datum/integrated_io/selected_io = null
var/mode = WIRE
/obj/item/device/integrated_electronics/wirer/update_icon()
icon_state = "wirer-[mode]"
/obj/item/device/integrated_electronics/wirer/proc/wire(var/datum/integrated_io/io, mob/user)
if(!io.holder.assembly)
to_chat(user, "<span class='warning'>\The [io.holder] needs to be secured inside an assembly first.</span>")
return
if(mode == WIRE)
selected_io = io
to_chat(user, "<span class='notice'>You attach a data wire to \the [selected_io.holder]'s [selected_io.name] data channel.</span>")
mode = WIRING
update_icon()
else if(mode == WIRING)
if(io == selected_io)
to_chat(user, "<span class='warning'>Wiring \the [selected_io.holder]'s [selected_io.name] into itself is rather pointless.</span>")
return
if(io.io_type != selected_io.io_type)
to_chat(user, "<span class='warning'>Those two types of channels are incompatable. The first is a [selected_io.io_type], \
while the second is a [io.io_type].</span>")
return
if(io.holder.assembly && io.holder.assembly != selected_io.holder.assembly)
to_chat(user, "<span class='warning'>Both \the [io.holder] and \the [selected_io.holder] need to be inside the same assembly.</span>")
return
selected_io.linked |= io
io.linked |= selected_io
to_chat(user, "<span class='notice'>You connect \the [selected_io.holder]'s [selected_io.name] to \the [io.holder]'s [io.name].</span>")
mode = WIRE
update_icon()
selected_io.holder.interact(user) // This is to update the UI.
selected_io = null
else if(mode == UNWIRE)
selected_io = io
if(!io.linked.len)
to_chat(user, "<span class='warning'>There is nothing connected to \the [selected_io] data channel.</span>")
selected_io = null
return
to_chat(user, "<span class='notice'>You prepare to detach a data wire from \the [selected_io.holder]'s [selected_io.name] data channel.</span>")
mode = UNWIRING
update_icon()
return
else if(mode == UNWIRING)
if(io == selected_io)
to_chat(user, "<span class='warning'>You can't wire a pin into each other, so unwiring \the [selected_io.holder] from \
the same pin is rather moot.</span>")
return
if(selected_io in io.linked)
io.linked.Remove(selected_io)
selected_io.linked.Remove(io)
to_chat(user, "<span class='notice'>You disconnect \the [selected_io.holder]'s [selected_io.name] from \
\the [io.holder]'s [io.name].</span>")
selected_io.holder.interact(user) // This is to update the UI.
selected_io = null
mode = UNWIRE
update_icon()
else
to_chat(user, "<span class='warning'>\The [selected_io.holder]'s [selected_io.name] and \the [io.holder]'s \
[io.name] are not connected.</span>")
return
return
/obj/item/device/integrated_electronics/wirer/attack_self(mob/user)
switch(mode)
if(WIRE)
mode = UNWIRE
if(WIRING)
if(selected_io)
to_chat(user, "<span class='notice'>You decide not to wire the data channel.</span>")
selected_io = null
mode = WIRE
if(UNWIRE)
mode = WIRE
if(UNWIRING)
if(selected_io)
to_chat(user, "<span class='notice'>You decide not to disconnect the data channel.</span>")
selected_io = null
mode = UNWIRE
update_icon()
to_chat(user, "<span class='notice'>You set \the [src] to [mode].</span>")
#undef WIRE
#undef WIRING
#undef UNWIRE
#undef UNWIRING
/obj/item/device/integrated_electronics/debugger
name = "circuit debugger"
desc = "This small tool allows one working with custom machinery to directly set data to a specific pin, useful for writing \
settings to specific circuits, or for debugging purposes. It can also pulse activation pins."
icon = 'icons/obj/electronic_assemblies.dmi'
icon_state = "debugger"
flags = CONDUCT
w_class = 2
var/data_to_write = null
var/accepting_refs = 0
/obj/item/device/integrated_electronics/debugger/attack_self(mob/user)
var/type_to_use = input("Please choose a type to use.","[src] type setting") as null|anything in list("string","number","ref", "null")
if(!CanInteract(user, physical_state))
return
var/new_data = null
switch(type_to_use)
if("string")
accepting_refs = 0
new_data = input("Now type in a string.","[src] string writing") as null|text
if(istext(new_data) && CanInteract(user, physical_state))
data_to_write = new_data
to_chat(user, "<span class='notice'>You set \the [src]'s memory to \"[new_data]\".</span>")
if("number")
accepting_refs = 0
new_data = input("Now type in a number.","[src] number writing") as null|num
if(isnum(new_data) && CanInteract(user, physical_state))
data_to_write = new_data
to_chat(user, "<span class='notice'>You set \the [src]'s memory to [new_data].</span>")
if("ref")
accepting_refs = 1
to_chat(user, "<span class='notice'>You turn \the [src]'s ref scanner on. Slide it across \
an object for a ref of that object to save it in memory.</span>")
if("null")
data_to_write = null
to_chat(user, "<span class='notice'>You set \the [src]'s memory to absolutely nothing.</span>")
/obj/item/device/integrated_electronics/debugger/afterattack(atom/target, mob/living/user, proximity)
if(accepting_refs && proximity)
data_to_write = weakref(target)
visible_message("<span class='notice'>[user] slides \a [src]'s over \the [target].</span>")
to_chat(user, "<span class='notice'>You set \the [src]'s memory to a reference to [target.name] \[Ref\]. The ref scanner is \
now off.</span>")
accepting_refs = 0
/obj/item/device/integrated_electronics/debugger/proc/write_data(var/datum/integrated_io/io, mob/user)
if(io.io_type == DATA_CHANNEL)
io.write_data_to_pin(data_to_write)
var/data_to_show = data_to_write
if(isweakref(data_to_write))
var/weakref/w = data_to_write
var/atom/A = w.resolve()
data_to_show = A.name
to_chat(user, "<span class='notice'>You write '[data_to_write ? data_to_show : "NULL"]' to the '[io]' pin of \the [io.holder].</span>")
else if(io.io_type == PULSE_CHANNEL)
io.holder.check_then_do_work()
to_chat(user, "<span class='notice'>You pulse \the [io.holder]'s [io].</span>")
io.holder.interact(user) // This is to update the UI.
/obj/item/weapon/storage/bag/circuits
name = "circuit kit"
desc = "This kit's essential for any circuitry projects."
icon = 'icons/obj/electronic_assemblies.dmi'
icon_state = "circuit_kit"
w_class = 3
display_contents_with_number = 0
can_hold = list(
/obj/item/integrated_circuit,
/obj/item/weapon/storage/bag/circuits/mini,
/obj/item/device/electronic_assembly,
/obj/item/device/integrated_electronics,
/obj/item/weapon/crowbar,
/obj/item/weapon/screwdriver
)
/obj/item/weapon/storage/bag/circuits/basic/New()
..()
spawn(2 SECONDS) // So the list has time to initialize.
// for(var/obj/item/integrated_circuit/IC in all_integrated_circuits)
// if(IC.spawn_flags & IC_SPAWN_DEFAULT)
// for(var/i = 1 to 3)
// new IC.type(src)
new /obj/item/weapon/storage/bag/circuits/mini/arithmetic(src)
new /obj/item/weapon/storage/bag/circuits/mini/trig(src)
new /obj/item/weapon/storage/bag/circuits/mini/input(src)
new /obj/item/weapon/storage/bag/circuits/mini/output(src)
new /obj/item/weapon/storage/bag/circuits/mini/memory(src)
new /obj/item/weapon/storage/bag/circuits/mini/logic(src)
new /obj/item/weapon/storage/bag/circuits/mini/time(src)
new /obj/item/weapon/storage/bag/circuits/mini/reagents(src)
new /obj/item/weapon/storage/bag/circuits/mini/transfer(src)
new /obj/item/weapon/storage/bag/circuits/mini/converter(src)
new /obj/item/weapon/storage/bag/circuits/mini/power(src)
new /obj/item/device/electronic_assembly(src)
new /obj/item/device/integrated_electronics/wirer(src)
new /obj/item/device/integrated_electronics/debugger(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/screwdriver(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/all/New()
..()
spawn(2 SECONDS) // So the list has time to initialize.
new /obj/item/weapon/storage/bag/circuits/mini/arithmetic/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/trig/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/input/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/output/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/memory/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/logic/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/smart/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/manipulation/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/time/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/reagents/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/transfer/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/converter/all(src)
new /obj/item/weapon/storage/bag/circuits/mini/power/all(src)
new /obj/item/device/electronic_assembly(src)
new /obj/item/device/electronic_assembly/medium(src)
new /obj/item/device/electronic_assembly/large(src)
new /obj/item/device/electronic_assembly/drone(src)
new /obj/item/device/integrated_electronics/wirer(src)
new /obj/item/device/integrated_electronics/debugger(src)
new /obj/item/weapon/crowbar(src)
new /obj/item/weapon/screwdriver(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/
name = "circuit box"
desc = "Used to partition categories of circuits, for a neater workspace."
w_class = 2
display_contents_with_number = 1
can_hold = list(/obj/item/integrated_circuit)
var/spawn_flags_to_use = IC_SPAWN_DEFAULT
/obj/item/weapon/storage/bag/circuits/mini/arithmetic
name = "arithmetic circuit box"
desc = "Warning: Contains math."
icon_state = "box_arithmetic"
/obj/item/weapon/storage/bag/circuits/mini/arithmetic/all // Don't believe this will ever be needed.
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/arithmetic/New()
..()
for(var/obj/item/integrated_circuit/arithmetic/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/trig
name = "trig circuit box"
desc = "Danger: Contains more math."
icon_state = "box_trig"
/obj/item/weapon/storage/bag/circuits/mini/trig/all // Ditto
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/trig/New()
..()
for(var/obj/item/integrated_circuit/trig/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/input
name = "input circuit box"
desc = "Tell these circuits everything you know."
icon_state = "box_input"
/obj/item/weapon/storage/bag/circuits/mini/input/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/input/New()
..()
for(var/obj/item/integrated_circuit/input/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/output
name = "output circuit box"
desc = "Circuits to interface with the world beyond itself."
icon_state = "box_output"
/obj/item/weapon/storage/bag/circuits/mini/output/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/output/New()
..()
for(var/obj/item/integrated_circuit/output/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/memory
name = "memory circuit box"
desc = "Machines can be quite forgetful without these."
icon_state = "box_memory"
/obj/item/weapon/storage/bag/circuits/mini/memory/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/memory/New()
..()
for(var/obj/item/integrated_circuit/memory/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/logic
name = "logic circuit box"
desc = "May or may not be Turing complete."
icon_state = "box_logic"
/obj/item/weapon/storage/bag/circuits/mini/logic/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/logic/New()
..()
for(var/obj/item/integrated_circuit/logic/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/time
name = "time circuit box"
desc = "No time machine parts, sadly."
icon_state = "box_time"
/obj/item/weapon/storage/bag/circuits/mini/time/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/time/New()
..()
for(var/obj/item/integrated_circuit/time/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/reagents
name = "reagent circuit box"
desc = "Unlike most electronics, these circuits are supposed to come in contact with liquids."
icon_state = "box_reagents"
/obj/item/weapon/storage/bag/circuits/mini/reagents/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/reagents/New()
..()
for(var/obj/item/integrated_circuit/reagent/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/transfer
name = "transfer circuit box"
desc = "Useful for moving data representing something arbitrary to another arbitrary virtual place."
icon_state = "box_transfer"
/obj/item/weapon/storage/bag/circuits/mini/transfer/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/transfer/New()
..()
for(var/obj/item/integrated_circuit/transfer/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/converter
name = "converter circuit box"
desc = "Transform one piece of data to another type of data with these."
icon_state = "box_converter"
/obj/item/weapon/storage/bag/circuits/mini/converter/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/converter/New()
..()
for(var/obj/item/integrated_circuit/converter/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/smart
name = "smart box"
desc = "Sentience not included."
icon_state = "box_ai"
/obj/item/weapon/storage/bag/circuits/mini/smart/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/smart/New()
..()
for(var/obj/item/integrated_circuit/smart/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/manipulation
name = "manipulation box"
desc = "Make your machines actually useful with these."
icon_state = "box_manipulation"
/obj/item/weapon/storage/bag/circuits/mini/manipulation/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/manipulation/New()
..()
for(var/obj/item/integrated_circuit/manipulation/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()
/obj/item/weapon/storage/bag/circuits/mini/power
name = "power circuit box"
desc = "Electronics generally require electricity."
icon_state = "box_power"
/obj/item/weapon/storage/bag/circuits/mini/power/all
spawn_flags_to_use = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH
/obj/item/weapon/storage/bag/circuits/mini/power/New()
..()
for(var/obj/item/integrated_circuit/passive/power/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
for(var/obj/item/integrated_circuit/power/IC in all_integrated_circuits)
if(IC.spawn_flags & spawn_flags_to_use)
for(var/i = 1 to 3)
new IC.type(src)
make_exact_fit()