mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-26 01:11:54 +00:00
refactor computerframe / circuitboard sources (#31408)
This commit is contained in:
committed by
GitHub
parent
10ea28532e
commit
10aedabb19
225
code/game/machinery/computer/computer_frame.dm
Normal file
225
code/game/machinery/computer/computer_frame.dm
Normal file
@@ -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
|
||||
41
code/game/objects/items/circuitboards/circuitboard.dm
Normal file
41
code/game/objects/items/circuitboards/circuitboard.dm
Normal file
@@ -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)].")
|
||||
@@ -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
|
||||
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user