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Bay12 examine overhaul.
This commit overhauls the examine system to baystation's latest system, including a more efficient verb approach, and a new status panel tab, which shows more information for pre-defined objects.
This commit is contained in:
@@ -67,10 +67,9 @@
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return
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/obj/item/weapon/fuel/examine()
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set src in view(1)
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if(usr && !usr.stat)
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usr << "A magnetic storage ring, it contains [fuel]kg of [content ? content : "nothing"]."
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/obj/item/weapon/fuel/examine(mob/user)
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if(..(user, 1))
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user << "A magnetic storage ring, it contains [fuel]kg of [content ? content : "nothing"]."
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/obj/item/weapon/fuel/proc/injest(mob/M as mob)
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switch(content)
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+10
-13
@@ -196,31 +196,28 @@
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spawn(5)
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src.update()
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/obj/machinery/power/apc/examine()
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set src in oview(1)
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if(usr /*&& !usr.stat*/)
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..()
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/obj/machinery/power/apc/examine(mob/user)
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if(..(user, 1))
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if(stat & BROKEN)
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usr << "Looks broken."
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user << "Looks broken."
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return
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if(opened)
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if(has_electronics && terminal)
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usr << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
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user << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
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else if (!has_electronics && terminal)
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usr << "There are some wires but no any electronics."
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user << "There are some wires but no any electronics."
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else if (has_electronics && !terminal)
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usr << "Electronics installed but not wired."
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user << "Electronics installed but not wired."
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else /* if (!has_electronics && !terminal) */
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usr << "There is no electronics nor connected wires."
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user << "There is no electronics nor connected wires."
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else
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if (stat & MAINT)
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usr << "The cover is closed. Something wrong with it: it doesn't work."
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user << "The cover is closed. Something wrong with it: it doesn't work."
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else if (malfhack)
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usr << "The cover is broken. It may be hard to force it open."
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user << "The cover is broken. It may be hard to force it open."
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else
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usr << "The cover is closed."
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user << "The cover is closed."
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// update the APC icon to show the three base states
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// also add overlays for indicator lights
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@@ -541,15 +541,16 @@ obj/structure/cable/proc/cableColor(var/colorC)
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else
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w_class = 2.0
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/obj/item/stack/cable_coil/examine()
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set src in view(1)
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/obj/item/stack/cable_coil/examine(mob/user)
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if(!..(user, 1))
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return
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if(get_amount() == 1)
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usr << "A short piece of power cable."
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user << "A short piece of power cable."
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else if(get_amount() == 2)
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usr << "A piece of power cable."
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user << "A piece of power cable."
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else
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usr << "A coil of power cable. There are [get_amount()] lengths of cable in the coil."
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user << "A coil of power cable. There are [get_amount()] lengths of cable in the coil."
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/obj/item/stack/cable_coil/verb/make_restraint()
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@@ -55,15 +55,14 @@
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return power_used
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/obj/item/weapon/stock_parts/cell/examine()
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set src in view(1)
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if(usr /*&& !usr.stat*/)
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/obj/item/weapon/stock_parts/cell/examine(mob/user)
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if(..(user, 1))
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if(maxcharge <= 2500)
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usr << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
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user << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
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else
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usr << "This power cell has an exciting chrome finish, as it is an uber-capacity cell type! It has a power rating of [maxcharge]!\nThe charge meter reads [round(src.percent() )]%."
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user << "This power cell has an exciting chrome finish, as it is an uber-capacity cell type! It has a power rating of [maxcharge]!\nThe charge meter reads [round(src.percent() )]%."
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if(crit_fail)
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usr << "\red This power cell seems to be faulty."
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user << "\red This power cell seems to be faulty."
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/obj/item/weapon/stock_parts/cell/attack_self(mob/user as mob)
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src.add_fingerprint(user)
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@@ -26,20 +26,15 @@
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if (fixture_type == "bulb")
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icon_state = "bulb-construct-stage1"
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/obj/machinery/light_construct/examine()
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set src in view()
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..()
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if (!(usr in view(2))) return
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switch(src.stage)
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if(1)
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usr << "It's an empty frame."
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return
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if(2)
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usr << "It's wired."
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return
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if(3)
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usr << "The casing is closed."
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return
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/obj/machinery/light_construct/examine(mob/user)
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if(..(user, 2))
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switch(src.stage)
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if(1)
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usr << "It's an empty frame."
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if(2)
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usr << "It's wired."
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if(3)
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usr << "The casing is closed."
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/obj/machinery/light_construct/attackby(obj/item/weapon/W as obj, mob/living/user as mob, params)
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src.add_fingerprint(user)
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@@ -268,18 +263,17 @@
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update()
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// examine verb
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/obj/machinery/light/examine()
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set src in oview(1)
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if(usr && !usr.stat)
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/obj/machinery/light/examine(mob/user)
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if(..(user, 1))
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switch(status)
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if(LIGHT_OK)
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usr << "[desc] It is turned [on? "on" : "off"]."
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user << "[desc] It is turned [on? "on" : "off"]."
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if(LIGHT_EMPTY)
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usr << "[desc] The [fitting] has been removed."
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user << "[desc] The [fitting] has been removed."
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if(LIGHT_BURNED)
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usr << "[desc] The [fitting] is burnt out."
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user << "[desc] The [fitting] is burnt out."
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if(LIGHT_BROKEN)
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usr << "[desc] The [fitting] has been smashed."
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user << "[desc] The [fitting] has been smashed."
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@@ -114,7 +114,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
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src.dir = turn(src.dir, 90)
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return 1
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/obj/structure/particle_accelerator/examine()
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/obj/structure/particle_accelerator/examine(mob/user)
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switch(src.construction_state)
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if(0)
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src.desc = text("A [name], looks like it's not attached to the flooring")
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@@ -126,8 +126,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
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src.desc = text("The [name] is assembled")
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if(powered)
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src.desc = src.desc_holder
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..()
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return
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..(user)
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/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user, params)
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if(istool(W))
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@@ -311,21 +310,6 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
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/obj/machinery/particle_accelerator/update_icon()
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return
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/obj/machinery/particle_accelerator/examine()
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switch(src.construction_state)
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if(0)
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src.desc = text("A [name], looks like it's not attached to the flooring")
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if(1)
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src.desc = text("A [name], it is missing some cables")
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if(2)
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src.desc = text("A [name], the panel is open")
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if(3)
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src.desc = text("The [name] is assembled")
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if(powered)
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src.desc = src.desc_holder
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..()
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return
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/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user, params)
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if(istool(W))
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if(src.process_tool_hit(W,user))
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@@ -21,12 +21,12 @@
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icon_state_off = "switch-up"
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/obj/structure/powerswitch/examine()
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..()
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/obj/structure/powerswitch/examine(mob/user)
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..(user)
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if(on)
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usr << "The switch is in the on position"
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user << "The switch is in the on position"
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else
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usr << "The switch is in the off position"
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user << "The switch is in the off position"
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/obj/structure/powerswitch/attack_ai(mob/user)
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user << "\red You're an AI. This is a manual switch. It's not going to work."
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