refactor computerframe / circuitboard sources (#31408)

This commit is contained in:
warriorstar-orion
2026-01-25 03:31:21 -05:00
committed by GitHub
parent 10ea28532e
commit 10aedabb19
4 changed files with 269 additions and 269 deletions

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@@ -0,0 +1,225 @@
// Construction | Deconstruction
#define STATE_EMPTY 1 // Add a circuitboard | Weld to destroy
#define STATE_CIRCUIT 2 // Screwdriver the cover closed | Crowbar the circuit
#define STATE_NOWIRES 3 // Add wires | Screwdriver the cover open
#define STATE_WIRES 4 // Add glass | Remove wires
#define STATE_GLASS 5 // Screwdriver to complete | Crowbar glass out
/obj/structure/computerframe
name = "computer frame"
icon = 'icons/obj/computer.dmi'
icon_state = "computer_frame"
density = TRUE
anchored = TRUE
max_integrity = 100
var/state = STATE_EMPTY
var/obj/item/circuitboard/circuit = null
/obj/structure/computerframe/Initialize(mapload)
. = ..()
update_icon(UPDATE_OVERLAYS)
/obj/structure/computerframe/examine(mob/user)
. = ..()
. += SPAN_NOTICE("It is <b>[anchored ? "bolted to the floor" : "unbolted"]</b>.")
switch(state)
if(STATE_EMPTY)
. += SPAN_NOTICE("The frame is <b>welded together</b>, but it is missing a <i>circuit board</i>.")
if(STATE_CIRCUIT)
. += SPAN_NOTICE("A circuit board is <b>firmly connected</b>, but the cover is <i>unscrewed and open</i>.")
if(STATE_NOWIRES)
. += SPAN_NOTICE("The cover is <b>screwed shut</b>, but the frame is missing <i>wiring</i>.")
if(STATE_WIRES)
. += SPAN_NOTICE("The frame is <b>wired</b>, but the <i>glass</i> is missing.")
if(STATE_GLASS)
. += SPAN_NOTICE("The glass is <b>loosely connected</b> and needs to be <i>screwed into place</i>.")
if(!anchored)
. += SPAN_NOTICE("Alt-Click to rotate it.")
/obj/structure/computerframe/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
drop_computer_parts()
return ..() // will qdel the frame
/obj/structure/computerframe/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, SPAN_WARNING("You can't do that right now!"))
return
if(!Adjacent(user))
return
if(anchored)
to_chat(user, SPAN_WARNING("The frame is anchored to the floor!"))
return
setDir(turn(dir, 90))
/obj/structure/computerframe/obj_break(damage_flag)
deconstruct()
/obj/structure/computerframe/proc/drop_computer_parts()
var/location = drop_location()
new /obj/item/stack/sheet/metal(location, 5)
if(circuit)
circuit.forceMove(location)
circuit = null
if(state >= STATE_WIRES)
var/obj/item/stack/cable_coil/C = new(location)
C.amount = 5
if(state == STATE_GLASS)
new /obj/item/stack/sheet/glass(location, 2)
/obj/structure/computerframe/update_overlays()
..()
. += "comp_frame_[state]"
/obj/structure/computerframe/welder_act(mob/user, obj/item/I)
if(state != STATE_EMPTY)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_SLICING_MESSAGE
if(I.use_tool(src, user, 50, volume = I.tool_volume))
WELDER_SLICING_SUCCESS_MESSAGE
deconstruct(TRUE)
/obj/structure/computerframe/wrench_act(mob/living/user, obj/item/I)
. = TRUE
default_unfasten_wrench(user, I, 2 SECONDS)
/obj/structure/computerframe/crowbar_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user))
return
if(state == STATE_CIRCUIT)
to_chat(user, SPAN_NOTICE("You remove the circuit board."))
state = STATE_EMPTY
name = initial(name)
circuit.forceMove(drop_location())
circuit = null
else if(state == STATE_GLASS)
to_chat(user, SPAN_NOTICE("You remove the glass panel."))
state = STATE_WIRES
new /obj/item/stack/sheet/glass(drop_location(), 2)
else
return
I.play_tool_sound(src)
update_icon()
/obj/structure/computerframe/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user))
return
switch(state)
if(STATE_CIRCUIT)
to_chat(user, SPAN_NOTICE("You screw the circuit board into place."))
state = STATE_NOWIRES
I.play_tool_sound(src)
update_icon()
if(STATE_NOWIRES)
to_chat(user, SPAN_NOTICE("You unfasten the circuit board."))
state = STATE_CIRCUIT
I.play_tool_sound(src)
update_icon()
if(STATE_GLASS)
to_chat(user, SPAN_NOTICE("You connect the monitor."))
I.play_tool_sound(src)
var/obj/machinery/computer/B = new circuit.build_path(loc)
B.setDir(dir)
if(istype(circuit, /obj/item/circuitboard/supplycomp))
var/obj/machinery/computer/supplycomp/SC = B
var/obj/item/circuitboard/supplycomp/C = circuit
SC.can_order_contraband = C.contraband_enabled
qdel(src)
/obj/structure/computerframe/wirecutter_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user))
return
if(state == STATE_WIRES)
to_chat(user, SPAN_NOTICE("You remove the cables."))
var/obj/item/stack/cable_coil/C = new(drop_location())
C.amount = 5
state = STATE_NOWIRES
I.play_tool_sound(src)
update_icon()
/obj/structure/computerframe/item_interaction(mob/living/user, obj/item/I, list/modifiers)
switch(state)
if(STATE_EMPTY)
if(!istype(I, /obj/item/circuitboard))
return ..()
var/obj/item/circuitboard/B = I
if(B.board_type != "computer")
to_chat(user, SPAN_WARNING("[src] does not accept circuit boards of this type!"))
return ITEM_INTERACT_COMPLETE
if(!B.build_path)
to_chat(user, SPAN_WARNING("This is not a functional computer circuit board!"))
return ITEM_INTERACT_COMPLETE
B.play_tool_sound(src)
to_chat(user, SPAN_NOTICE("You place [B] inside [src]."))
name += " ([B.board_name])"
state = STATE_CIRCUIT
user.drop_item()
B.forceMove(src)
circuit = B
update_icon()
return ITEM_INTERACT_COMPLETE
if(STATE_NOWIRES)
if(!istype(I, /obj/item/stack/cable_coil))
return ..()
var/obj/item/stack/cable_coil/C = I
if(C.get_amount() < 5)
to_chat(user, SPAN_WARNING("You need five lengths of cable to wire the frame."))
return ITEM_INTERACT_COMPLETE
C.play_tool_sound(src)
to_chat(user, SPAN_NOTICE("You start to add cables to the frame."))
if(!do_after(user, 2 SECONDS * C.toolspeed, target = src))
return ITEM_INTERACT_COMPLETE
if(C.get_amount() < 5 || !C.use(5))
to_chat(user, SPAN_WARNING("At some point during construction you lost some cable. Make sure you have five lengths before trying again."))
return ITEM_INTERACT_COMPLETE
to_chat(user, SPAN_NOTICE("You add cables to the frame."))
state = STATE_WIRES
update_icon()
return ITEM_INTERACT_COMPLETE
if(STATE_WIRES)
if(!istype(I, /obj/item/stack/sheet/glass))
return ..()
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
to_chat(user, SPAN_WARNING("You need two sheets of glass for this."))
return ITEM_INTERACT_COMPLETE
G.play_tool_sound(src)
to_chat(user, SPAN_NOTICE("You start to add the glass panel to the frame."))
if(!do_after(user, 2 SECONDS * G.toolspeed, target = src))
return ITEM_INTERACT_COMPLETE
if(G.get_amount() < 2 || !G.use(2))
to_chat(user, SPAN_WARNING("At some point during construction you lost some glass. Make sure you have two sheets before trying again."))
return ITEM_INTERACT_COMPLETE
to_chat(user, SPAN_NOTICE("You put in the glass panel."))
state = STATE_GLASS
update_icon()
return ITEM_INTERACT_COMPLETE
return ..()
#undef STATE_EMPTY
#undef STATE_CIRCUIT
#undef STATE_NOWIRES
#undef STATE_WIRES
#undef STATE_GLASS

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@@ -0,0 +1,41 @@
/obj/item/circuitboard
/// Use `board_name` instead of this.
name = "circuit board"
icon = 'icons/obj/module.dmi'
icon_state = "id_mod"
inhand_icon_state = "electronic"
origin_tech = "programming=2"
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_GLASS=200)
usesound = 'sound/items/deconstruct.ogg'
/// Use this instead of `name`. Formats as: `circuit board ([board_name])`
var/board_name = null
var/build_path = null
var/board_type = "computer"
var/list/req_components = null
/obj/item/circuitboard/computer
/obj/item/circuitboard/machine
board_type = "machine"
/obj/item/circuitboard/Initialize(mapload)
. = ..()
format_board_name()
/obj/item/circuitboard/proc/format_board_name()
if(board_name) // Should always have this, but just in case.
name = "[initial(name)] ([board_name])"
else
name = "[initial(name)]"
/obj/item/circuitboard/examine(mob/user)
. = ..()
if(LAZYLEN(req_components))
var/list/nice_list = list()
for(var/B in req_components)
var/atom/A = B
if(!ispath(A))
continue
nice_list += list("[req_components[A]] [initial(A.name)]\s")
. += SPAN_NOTICE("Required components: [english_list(nice_list)].")

View File

@@ -1,45 +1,3 @@
/obj/item/circuitboard
/// Use `board_name` instead of this.
name = "circuit board"
icon = 'icons/obj/module.dmi'
icon_state = "id_mod"
inhand_icon_state = "electronic"
origin_tech = "programming=2"
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_GLASS=200)
usesound = 'sound/items/deconstruct.ogg'
/// Use this instead of `name`. Formats as: `circuit board ([board_name])`
var/board_name = null
var/build_path = null
var/board_type = "computer"
var/list/req_components = null
/obj/item/circuitboard/computer
/obj/item/circuitboard/machine
board_type = "machine"
/obj/item/circuitboard/Initialize(mapload)
. = ..()
format_board_name()
/obj/item/circuitboard/proc/format_board_name()
if(board_name) // Should always have this, but just in case.
name = "[initial(name)] ([board_name])"
else
name = "[initial(name)]"
/obj/item/circuitboard/examine(mob/user)
. = ..()
if(LAZYLEN(req_components))
var/list/nice_list = list()
for(var/B in req_components)
var/atom/A = B
if(!ispath(A))
continue
nice_list += list("[req_components[A]] [initial(A.name)]\s")
. += SPAN_NOTICE("Required components: [english_list(nice_list)].")
/obj/item/circuitboard/message_monitor
board_name = "Message Monitor"
icon_state = "engineering"
@@ -542,229 +500,3 @@
to_chat(user, SPAN_WARNING("Access Denied."))
return
return ..()
// Construction | Deconstruction
#define STATE_EMPTY 1 // Add a circuitboard | Weld to destroy
#define STATE_CIRCUIT 2 // Screwdriver the cover closed | Crowbar the circuit
#define STATE_NOWIRES 3 // Add wires | Screwdriver the cover open
#define STATE_WIRES 4 // Add glass | Remove wires
#define STATE_GLASS 5 // Screwdriver to complete | Crowbar glass out
/obj/structure/computerframe
name = "computer frame"
icon = 'icons/obj/computer.dmi'
icon_state = "computer_frame"
density = TRUE
anchored = TRUE
max_integrity = 100
var/state = STATE_EMPTY
var/obj/item/circuitboard/circuit = null
/obj/structure/computerframe/Initialize(mapload)
. = ..()
update_icon(UPDATE_OVERLAYS)
/obj/structure/computerframe/examine(mob/user)
. = ..()
. += SPAN_NOTICE("It is <b>[anchored ? "bolted to the floor" : "unbolted"]</b>.")
switch(state)
if(STATE_EMPTY)
. += SPAN_NOTICE("The frame is <b>welded together</b>, but it is missing a <i>circuit board</i>.")
if(STATE_CIRCUIT)
. += SPAN_NOTICE("A circuit board is <b>firmly connected</b>, but the cover is <i>unscrewed and open</i>.")
if(STATE_NOWIRES)
. += SPAN_NOTICE("The cover is <b>screwed shut</b>, but the frame is missing <i>wiring</i>.")
if(STATE_WIRES)
. += SPAN_NOTICE("The frame is <b>wired</b>, but the <i>glass</i> is missing.")
if(STATE_GLASS)
. += SPAN_NOTICE("The glass is <b>loosely connected</b> and needs to be <i>screwed into place</i>.")
if(!anchored)
. += SPAN_NOTICE("Alt-Click to rotate it.")
/obj/structure/computerframe/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
drop_computer_parts()
return ..() // will qdel the frame
/obj/structure/computerframe/AltClick(mob/user)
if(user.incapacitated())
to_chat(user, SPAN_WARNING("You can't do that right now!"))
return
if(!Adjacent(user))
return
if(anchored)
to_chat(user, SPAN_WARNING("The frame is anchored to the floor!"))
return
setDir(turn(dir, 90))
/obj/structure/computerframe/obj_break(damage_flag)
deconstruct()
/obj/structure/computerframe/proc/drop_computer_parts()
var/location = drop_location()
new /obj/item/stack/sheet/metal(location, 5)
if(circuit)
circuit.forceMove(location)
circuit = null
if(state >= STATE_WIRES)
var/obj/item/stack/cable_coil/C = new(location)
C.amount = 5
if(state == STATE_GLASS)
new /obj/item/stack/sheet/glass(location, 2)
/obj/structure/computerframe/update_overlays()
..()
. += "comp_frame_[state]"
/obj/structure/computerframe/welder_act(mob/user, obj/item/I)
if(state != STATE_EMPTY)
return
. = TRUE
if(!I.tool_use_check(user, 0))
return
WELDER_ATTEMPT_SLICING_MESSAGE
if(I.use_tool(src, user, 50, volume = I.tool_volume))
WELDER_SLICING_SUCCESS_MESSAGE
deconstruct(TRUE)
/obj/structure/computerframe/wrench_act(mob/living/user, obj/item/I)
. = TRUE
default_unfasten_wrench(user, I, 2 SECONDS)
/obj/structure/computerframe/crowbar_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user))
return
if(state == STATE_CIRCUIT)
to_chat(user, SPAN_NOTICE("You remove the circuit board."))
state = STATE_EMPTY
name = initial(name)
circuit.forceMove(drop_location())
circuit = null
else if(state == STATE_GLASS)
to_chat(user, SPAN_NOTICE("You remove the glass panel."))
state = STATE_WIRES
new /obj/item/stack/sheet/glass(drop_location(), 2)
else
return
I.play_tool_sound(src)
update_icon()
/obj/structure/computerframe/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user))
return
switch(state)
if(STATE_CIRCUIT)
to_chat(user, SPAN_NOTICE("You screw the circuit board into place."))
state = STATE_NOWIRES
I.play_tool_sound(src)
update_icon()
if(STATE_NOWIRES)
to_chat(user, SPAN_NOTICE("You unfasten the circuit board."))
state = STATE_CIRCUIT
I.play_tool_sound(src)
update_icon()
if(STATE_GLASS)
to_chat(user, SPAN_NOTICE("You connect the monitor."))
I.play_tool_sound(src)
var/obj/machinery/computer/B = new circuit.build_path(loc)
B.setDir(dir)
if(istype(circuit, /obj/item/circuitboard/supplycomp))
var/obj/machinery/computer/supplycomp/SC = B
var/obj/item/circuitboard/supplycomp/C = circuit
SC.can_order_contraband = C.contraband_enabled
qdel(src)
/obj/structure/computerframe/wirecutter_act(mob/living/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user))
return
if(state == STATE_WIRES)
to_chat(user, SPAN_NOTICE("You remove the cables."))
var/obj/item/stack/cable_coil/C = new(drop_location())
C.amount = 5
state = STATE_NOWIRES
I.play_tool_sound(src)
update_icon()
/obj/structure/computerframe/item_interaction(mob/living/user, obj/item/I, list/modifiers)
switch(state)
if(STATE_EMPTY)
if(!istype(I, /obj/item/circuitboard))
return ..()
var/obj/item/circuitboard/B = I
if(B.board_type != "computer")
to_chat(user, SPAN_WARNING("[src] does not accept circuit boards of this type!"))
return ITEM_INTERACT_COMPLETE
if(!B.build_path)
to_chat(user, SPAN_WARNING("This is not a functional computer circuit board!"))
return ITEM_INTERACT_COMPLETE
B.play_tool_sound(src)
to_chat(user, SPAN_NOTICE("You place [B] inside [src]."))
name += " ([B.board_name])"
state = STATE_CIRCUIT
user.drop_item()
B.forceMove(src)
circuit = B
update_icon()
return ITEM_INTERACT_COMPLETE
if(STATE_NOWIRES)
if(!istype(I, /obj/item/stack/cable_coil))
return ..()
var/obj/item/stack/cable_coil/C = I
if(C.get_amount() < 5)
to_chat(user, SPAN_WARNING("You need five lengths of cable to wire the frame."))
return ITEM_INTERACT_COMPLETE
C.play_tool_sound(src)
to_chat(user, SPAN_NOTICE("You start to add cables to the frame."))
if(!do_after(user, 2 SECONDS * C.toolspeed, target = src))
return ITEM_INTERACT_COMPLETE
if(C.get_amount() < 5 || !C.use(5))
to_chat(user, SPAN_WARNING("At some point during construction you lost some cable. Make sure you have five lengths before trying again."))
return ITEM_INTERACT_COMPLETE
to_chat(user, SPAN_NOTICE("You add cables to the frame."))
state = STATE_WIRES
update_icon()
return ITEM_INTERACT_COMPLETE
if(STATE_WIRES)
if(!istype(I, /obj/item/stack/sheet/glass))
return ..()
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
to_chat(user, SPAN_WARNING("You need two sheets of glass for this."))
return ITEM_INTERACT_COMPLETE
G.play_tool_sound(src)
to_chat(user, SPAN_NOTICE("You start to add the glass panel to the frame."))
if(!do_after(user, 2 SECONDS * G.toolspeed, target = src))
return ITEM_INTERACT_COMPLETE
if(G.get_amount() < 2 || !G.use(2))
to_chat(user, SPAN_WARNING("At some point during construction you lost some glass. Make sure you have two sheets before trying again."))
return ITEM_INTERACT_COMPLETE
to_chat(user, SPAN_NOTICE("You put in the glass panel."))
state = STATE_GLASS
update_icon()
return ITEM_INTERACT_COMPLETE
return ..()
#undef STATE_EMPTY
#undef STATE_CIRCUIT
#undef STATE_NOWIRES
#undef STATE_WIRES
#undef STATE_GLASS

View File

@@ -1076,12 +1076,12 @@
#include "code\game\machinery\computer\atmos_alert.dm"
#include "code\game\machinery\computer\atmos_controllers.dm"
#include "code\game\machinery\computer\brigcells.dm"
#include "code\game\machinery\computer\buildandrepair.dm"
#include "code\game\machinery\computer\camera_advanced.dm"
#include "code\game\machinery\computer\camera_console.dm"
#include "code\game\machinery\computer\cloning.dm"
#include "code\game\machinery\computer\communications.dm"
#include "code\game\machinery\computer\computer.dm"
#include "code\game\machinery\computer\computer_frame.dm"
#include "code\game\machinery\computer\crew_monitoring.dm"
#include "code\game\machinery\computer\depot_consoles.dm"
#include "code\game\machinery\computer\HolodeckControl.dm"
@@ -1331,6 +1331,8 @@
#include "code\game\objects\items\bio_chips\bio_chip_traitor.dm"
#include "code\game\objects\items\bio_chips\bio_chip_uplink.dm"
#include "code\game\objects\items\bio_chips\bio_chipper.dm"
#include "code\game\objects\items\circuitboards\circuitboard.dm"
#include "code\game\objects\items\circuitboards\circuitboards.dm"
#include "code\game\objects\items\devices\aicard.dm"
#include "code\game\objects\items\devices\autochef_remote.dm"
#include "code\game\objects\items\devices\autopsy.dm"