Files
Paradise/code/modules/research/rdconsole.dm
S34N 22fbd9aced TGUIv4 - Core backend updates, TGchat, Asset cache updates (#23726)
* TGUI upgrade project: Port initial TGUI 4.0 changes from TG (#23440)

* tgui4.0

* bugfix for un-interaction

* fix for input not resetting on close

* NTOS restore

* fix all interfaces having scrollbars, fix colours

* bundle update

* dep bumps

* bumps the deps as much as possible

* button regression fix

* TGUI test map rev 1

* fix theme and some component regression

* fix login screen regression

* fixes regression with uplink cart

* bundle

* fix regressions

* fix the input issue, again

* regression fixes, stylesheet edition, hash restore

* fixes GPS BSOD

* draggable control regression

* dev server dep regression

* byondUI regression fix

* section regression fix

* fix secure storage weirdness

* Fixed mining vendor scrolling

* Arthri review pass 1

* mining vendor double-scroll

* fix for RPD, AirAlarm, and Radio

* arthri review pass 2

* arthri review pass 3

* sanitize var setting, fix colours, delete unused file

* adds CI to branch

* god damn AI making random changes

* I should remember to compile when changes are made

* fixes scrollbar issues

* fix camera console, fix flexGrow for sections

* CI fix

* nanomap fix

* Update code/modules/atmospherics/machinery/airalarm.dm

* restore margin

* style semicolon

* TGUIv4 - Moves TGUI Window Sizing from DM to JS (#23524)

* Initial commit

* Transferring the remaining windows to JS

* Resizing part 1

* Resizing part 2

* Some reverts and polish

* Forgot that

* undeployed nuke window size

---------

Co-authored-by: Aylong <alexanderkitsa@gmail.com>

* TGUIv4: Remove force_open (#23537)

* First state fixes

* Removes "force_open"

* TGUIv4 - TGUI Version 4.1 (#23547)

* Reduced Logging Changes

* setSharedState early return for non-interactive UI

* TGUI version bump to 4.1

* Fix sending updates for non-interactive UIs

* Scalablue UI Stylesheet Changes

* CSS Tgui Bundle

* JavaScript TGUI Style Changes

* Update tgui/packages/tgui/styles/base.scss

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>

* Additional changes to Input and Button scalability

* TGUI logging proc update

* Indentation fix for logging proc

* Update code/__HELPERS/_logging.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Additional log_tgui changes

---------

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* dev server hotfix (#23584)

* ui_interact object constructor argument check (#23594)

* feat: add smart asset cache, add CDN support for assets, properly group assets (#23585)

* feat: add smart asset cache, add CDN support for assets, properly group assets

* fix: make tgui actually work

* fix: keeping local name for `tgui.bundle.js` and `tgui.bundle.css` for debug and dev server functioning

* fix: make `fontawesome` assets finally work

* fix: make proper identation for `if`

* fix: add `resolveAsset` to `NanoMap.js`

* refactor: update `claw_game` and `chess` to new asset framework

* refactor/tweak: don't use string concatenation for browser `content` and `head_content`, use list instead. Don't use `common.css` for paper UI, keep local name for stamp image assets, replace hard ref of browser to `atom` (rare case) to `UID`

* refactor: remove redundant debug logs

* refactor: remove space betwee `if` and `(`

* refactor: remove one more redundant log, properly reload UI resources

* rafactor: change names of asset files

* fix: adjust existing UIs to properly use assets

* fix: properly pass args to to `onclose` proc

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUI 4.2: TGchat + Refactor Asset Delivery + Yarn Berry (#23643)

* tgchat

* Little cleanup

* Refactor Asset Delivery (Part 2)

* Little tweaks

* fix code styling issues

* fix file name duplications

* Browser window options fix @gaxeer

* transfer valve fixes

* yarn berry initial

* vsc tasks

* yarn berry working

* node 20

* fix dev server (lol wrong yarn)

* bloody regressions

* fixes that damn scrolltracking bug

* Some tweaks and flexGrow deletions

It still doesn't work as it should, which makes me nervous

* remove unneeded deps

* 514 regression fix

* change stuff to not conflict with other servers

* name it as requested

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* revert test_TGUI map addition

* TGUI 4.3: Stack, Webpack 5 & UI Tweaks, Yarn 3.6.4, TS support, Jest (#23677)

* Stack & UI's Refactor

Almost final, polish required

Stack & UI's Refactor (Part 1)

Stack & UI's Refactor (Part 2)

Stack & UI's Refactor (Part 3)

* Prettier

Maybe bad

* ClearChat & some tweaks

* Adds a Chat Reliability Layer https://github.com/tgstation/tgstation/pull/79479

* Fix chat BSOD

https://github.com/tgstation/tgstation/pull/79821

* WebPack 5 (Didn't work)

I hate this shit

* Yarn 3.6.4

* make it all work

* revert snowflake fix

* Stories

* adds TS support

* re-enable test and prettier

* update yarn sdk's

* Fix some box regression

* ping/reply

* Fixes regressions and some things

* Zebra and Fix chat button transfer

+rebuild

* make VSC use the proper local typescript lib

* Popper Tooltips https://github.com/tgstation/tgstation/pull/58980

* Popper Tooltips performancy fixes

* Dropdown v2 https://github.com/tgstation/tgstation/pull/75164

Without Icon.tsx

* BB test map

* run build

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* we moved these

* change test values

* ignore scss files

* change hash function

* TGUIv4: TGchat fix traitor codeword highlighting (#23720)

* Codeword highlighting for TGUIv4

* null safeties

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* TGUIv4 - updates standalone build tooling (#23721)

* swap `xxhash64` for `md4`

* remove hash function

* remove old file

* TGUI 4.3+4.4: Newscaster fix, `inline-block` replacements and other fixes (#23722)

* TGUI 4.3 fixes

Newscaster fix + inline-blocks

* Be gone Box

* Mod Chat -> Mentor Chat

* Some warning filters

* Rebuild

* Delete tgui-common.bundle.js

* please work

* try it like this

* 4.3.1

* 4.3.2

* fix

* i forgot to build

* 4.4.0

* give me more diff details please so I can fix you

* its not binary pls git

* test without svgs

* removes an un-needed SVG file

* inlined SVGs test

* fix code styling

* comment these

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Removes resizable and improves drag code (#23719)

* Initial commit

* bundle rebuild

* Fixes Radio Sizing

* Updates Radio sizing to fix wrapping issues

* fix dev server

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix hotkeys not being passed to BYOND

* Apply suggestions from code review

* bump deps

* forgot these deps

* ci fix

* ChemDispenser fixes and HoloControl cooldown

* Station Traits TGUI

+Rebuild

* CI

* fix CI for real this time

* I have no idea

* fix station trait panel

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSticker.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* deterministic module IDs

* TGUI fixes. Again... (#23762)

* TGUI Fixes: Part 1

ORM icon for reinforced glass now showing correctly

Mining vendor moved to Stack

Exofab UI buttons descended from the heavens to the earth

* TGUI Fixes: Part 2

DestTagger now works, forgot import LabeledList

PowerMonitor graph displays correct

Request Console updated to 2.0, BUT, problem with message priority, it was there before the changes, maybe even before the project, I'll have to check it out

* TGUI Fixes: Part 2

Fixed `onEnter` input

Fixed Cloning Console storage (Im dumbass)

Some windows resizing

Fixed bad picture in security and medical records console

Fixed scrollable dropdown

Added translucent color for buttons

* Fucking uplink DONE, and Button.Input fix

* NT Recruiter and Uplink polish

* Del LabeledList from dest. tagger

* ChemMaster and OreRedemption log deletion

* Update test_tiny.dmm

* Translucent button story

* Filter for SQL error

* del: `log_debug` in `hear_say.dm`

* Some little fixes and SpecMenu Stack

* Panel.js: mx -> mr

* fix ghost spawners

* null check

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix material name in protolathe

* fix various UI interacts

* card machine runtime fix

* remove legacy folders

* TGUIv4 - TGchat Theme Adjustments (#23772)

* Initial commit

* Changes rule grouping

* Robot class style changes and webpack config

* Reverts webpack/font changes and subs robot font

* revert a state changed in error

* fix uninteractable UIs due to chunky fingers

* TGUIv4: More fixes, tweaks and fixes for tweaks (#23781)

* I fuckin hate PDA

* Vending

* Add `|` to highlight splitters and some light mode tweaks

* Teleporter rewrite

* APC and AiAirlock (God forgive me)

* clarify highlight syntax

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Abductor Experiment Machine TGUI (#23776)

* Experiment Console TGUI

* Update for TGUIv4

* UI Size adjustment

* ui state and ghost attack update

* remove this

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix

* TGUIv4 - Adjustments, Fixes, and Tweaks (#23785)

* Photocopier layout adjustments

* Autolathe Text and Button spacing adjustment

* Hotkey fix for moving bug

* Removes rule sets for visited links

* Fixes ordering multiples on cargo console

* fix possible wonky json payloads

* fix admin log input list stuff

* TGUIv4: Reconnect fix and some other fixes + tweaks (#23790)

* Fix reconnecting and transfer it to TSX

* RPD polish

* RCD, AccessList, GuestPass

* Focus reset fix when camera switched. God forgive me again...

* Purple box and identation fixes

For votes and health scanner

* ChemMaster and ChemDispenser

ChemMaster - translucent pills buttons and no grow produce section
ChemDuspenser - dynamic height

* ShuttleManipulator Tabs

* RCD buttons

* make input bar mode more prominent

* fix chem master icons

* tab fix

* Properly sanitizes loaded messages in tgui chat

* TGUIv4 - Adjustments, Fixes, and Tweaks v2 (#23795)

* Fixes icon spacing for nanobank tabs

* Tweaks Dropdown styling

* Fixes sending stuff to old chat

* OpenDream TGUI fix

* Resizes Station Traits window

* Adjusts health analyzer messages for chat tabs

* Revert "Properly sanitizes loaded messages in tgui chat"

This reverts commit 4c32a7094a.

* Revert "Revert "Properly sanitizes loaded messages in tgui chat""

This reverts commit 24afa55922.

* Changes how tgui handles static data

* Reenable no-undef rule. Enable Format On Save for VSCode (#23803)

* Enable Format On Save for VSCode

* Re-enable and fix no-undef

---------

Co-authored-by: Arthri <41360489+a@users.noreply.github.com>

* pda scanner message improvements

* fix mentor/admin PMs being sent to the "unsorted" category

* fix garbled custom vote messages

* moves cyborg analyser to use chatboxes

* fixes regression

* Prevent F5 reload

* TGUIv4: Themes polish and some new ones + misc fixes (#23814)

* Little themes tweaks

* NTOS chat theme

* Update tgui-panel.bundle.js

* Capitalize themes

* Paradise theme v1.0

* Little StationTraitsPanel cleanup

* Update member_content.dmi

* NoCapitalize

* Rebuild

* Delete Paradise.scss

* Create paradise.scss

* Forgot

* Rewritten Security Records Console

For Jesus fucking christ...

* Vending and Wires sizes tweaks

* ThermoMachine

* Syndicate Theme

* Little darker

* Rewritten Medical Records Console

* PDA Nanobank fix

* Syndicate Theme Darker

* Rebuild TGUI

* Wires section grow fix

* fixes the enshittified paradise icon

* Sirryan+Warrior reviews

* bloody define comments

* comment correction

* unprivate these

* errant . begone (how did this not cause a compiler error)

* TGUIv4 - Adjustments, Fixes, and Tweaks v3 (#23807)

* Fixes ERT Manager silenced message function

* Adjusts progress bar on ExosuitFabricator

* Sets Dropdown selected to align left

* Removes the use of self_state select interfaces

* Exosuit Fabricator style adjustments

* fix sextractor UI

* remove empty tochat string

* fix human air alarm interactions

* fix modals

* add F12/IEChooser

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Aylong <alexanderkitsa@gmail.com>
Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Arthri <41360489+a@users.noreply.github.com>
2024-01-21 19:20:35 +01:00

974 lines
35 KiB
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/*
Research and Development (R&D) Console
This is the main work horse of the R&D system. It contains the menus/controls for the Destructive Analyzer, Protolathe, and Circuit
imprinter. It also contains the /datum/research holder with all the known/possible technology paths and device designs.
Basic use: When it first is created, it will attempt to link up to related devices within 3 squares. It'll only link up if they
aren't already linked to another console. Any consoles it cannot link up with (either because all of a certain type are already
linked or there aren't any in range), you'll just not have access to that menu. In the settings menu, there are menu options that
allow a player to attempt to re-sync with nearby consoles. You can also force it to disconnect from a specific console.
The imprinting and construction menus do NOT require toxins access to access but all the other menus do. However, if you leave it
on a menu, nothing is to stop the person from using the options on that menu (although they won't be able to change to a different
one). You can also lock the console on the settings menu if you're feeling paranoid and you don't want anyone messing with it who
doesn't have toxins access.
When a R&D console is destroyed or even partially disassembled, you lose all research data on it. However, there are two ways around
this dire fate:
- The easiest way is to go to the settings menu and select "Sync Database with Network." That causes it to upload (but not download)
it's data to every other device in the game. Each console has a "disconnect from network" option that'll will cause data base sync
operations to skip that console. This is useful if you want to make a "public" R&D console or, for example, give the engineers
a circuit imprinter with certain designs on it and don't want it accidentally updating. The downside of this method is that you have
to have physical access to the other console to send data back. Note: An R&D console is on Centcom so if a random griffan happens to
cause a ton of data to be lost, an admin can go send it back.
- The second method is with Technology Disks and Design Disks. Each of these disks can hold a single technology or design datum in
it's entirety. You can then take the disk to any R&D console and upload it's data to it. This method is a lot more secure (since it
won't update every console in existence) but it's more of a hassle to do. Also, the disks can be stolen.
*/
// Who likes #defines?
// I don't!
// but I gotta add 'em anyways because we have a bias against /const statements for some reason
#define TECH_UPDATE_DELAY 50
#define DESIGN_UPDATE_DELAY 50
#define PROTOLATHE_CONSTRUCT_DELAY 32
#define SYNC_RESEARCH_DELAY 30
#define DECONSTRUCT_DELAY 24
#define SYNC_DEVICE_DELAY 20
#define RESET_RESEARCH_DELAY 20
#define IMPRINTER_DELAY 16
// SUBMENU_MAIN also used by other menus
// MENU_LEVELS is not accessible normally
#define MENU_MAIN 0
#define MENU_LEVELS 1
#define MENU_DISK 2
#define MENU_DESTROY 3
#define MENU_LATHE 4
#define MENU_IMPRINTER 5
#define MENU_SETTINGS 6
#define SUBMENU_MAIN 0
#define SUBMENU_DISK_COPY 1
#define SUBMENU_LATHE_CATEGORY 1
#define SUBMENU_LATHE_MAT_STORAGE 2
#define SUBMENU_LATHE_CHEM_STORAGE 3
#define SUBMENU_SETTINGS_DEVICES 1
#define BUILD_POWER 2000
#define DECONSTRUCT_POWER 250
/obj/machinery/computer/rdconsole
name = "\improper R&D console"
icon_screen = "rdcomp"
icon_keyboard = "rd_key"
light_color = LIGHT_COLOR_FADEDPURPLE
circuit = /obj/item/circuitboard/rdconsole
var/datum/research/files //Stores all the collected research data.
var/obj/item/disk/tech_disk/t_disk = null //Stores the technology disk.
var/obj/item/disk/design_disk/d_disk = null //Stores the design disk.
var/obj/machinery/r_n_d/destructive_analyzer/linked_destroy = null //Linked Destructive Analyzer
var/obj/machinery/r_n_d/protolathe/linked_lathe = null //Linked Protolathe
var/obj/machinery/r_n_d/circuit_imprinter/linked_imprinter = null //Linked Circuit Imprinter
var/menu = MENU_MAIN
var/submenu = SUBMENU_MAIN
var/wait_message = 0
var/wait_message_timer = 0
var/id = 0 //ID of the computer (for server restrictions).
var/sync = TRUE //If sync if FALSE, it doesn't show up on Server Control Console
///Range to search for rnd devices in proximity to console
var/range = 3
req_access = list(ACCESS_TOX) //Data and setting manipulation requires scientist access.
var/selected_category
var/list/datum/design/matching_designs = list() //for the search function
/proc/CallTechName(ID) //A simple helper proc to find the name of a tech with a given ID.
for(var/T in subtypesof(/datum/tech))
var/datum/tech/tt = T
if(initial(tt.id) == ID)
return initial(tt.name)
/proc/CallMaterialName(ID)
var/return_name = ID
switch(return_name)
if("plasma")
return_name = "Solid Plasma"
if("clown")
return_name = "Bananium"
if("mime")
return_name = "Tranquillite"
if("bluespace")
return_name = "Bluespace Mesh"
else
for(var/R in subtypesof(/datum/reagent))
var/datum/reagent/rt = R
if(initial(rt.id) == ID)
return_name = initial(rt.name)
return capitalize(return_name)
/obj/machinery/computer/rdconsole/proc/SyncRDevices() //Makes sure it is properly sync'ed up with the devices attached to it (if any).
for(var/obj/machinery/r_n_d/D in range(range, src))
if(!isnull(D.linked_console) || D.panel_open)
continue
if(istype(D, /obj/machinery/r_n_d/destructive_analyzer))
if(linked_destroy == null)
linked_destroy = D
D.linked_console = src
else if(istype(D, /obj/machinery/r_n_d/protolathe))
if(linked_lathe == null)
linked_lathe = D
D.linked_console = src
else if(istype(D, /obj/machinery/r_n_d/circuit_imprinter))
if(linked_imprinter == null)
linked_imprinter = D
D.linked_console = src
//Have it automatically push research to the centcom server so wild griffins can't fuck up R&D's work --NEO
/obj/machinery/computer/rdconsole/proc/griefProtection()
for(var/obj/machinery/r_n_d/server/centcom/C in GLOB.machines)
files.push_data(C.files)
/obj/machinery/computer/rdconsole/proc/Maximize()
for(var/datum/tech/T in files.possible_tech)
files.known_tech[T.id] = T
for(var/v in files.known_tech)
var/datum/tech/KT = files.known_tech[v]
KT.level = 8
files.RefreshResearch()
/obj/machinery/computer/rdconsole/Initialize(mapload)
. = ..()
files = new /datum/research(src) //Setup the research data holder.
matching_designs = list()
SyncRDevices()
/obj/machinery/computer/rdconsole/Destroy()
QDEL_NULL(files)
QDEL_NULL(t_disk)
QDEL_NULL(d_disk)
matching_designs.Cut()
if(linked_destroy)
linked_destroy.linked_console = null
linked_destroy = null
if(linked_lathe)
linked_lathe.linked_console = null
linked_lathe = null
if(linked_imprinter)
linked_imprinter.linked_console = null
linked_imprinter = null
if(wait_message_timer)
deltimer(wait_message_timer)
wait_message_timer = 0
return ..()
/* Instead of calling this every tick, it is only being called when needed
/obj/machinery/computer/rdconsole/process()
griefProtection()
*/
/obj/machinery/computer/rdconsole/attackby(obj/item/D as obj, mob/user as mob, params)
//Loading a disk into it.
if(istype(D, /obj/item/disk))
if(t_disk || d_disk)
to_chat(user, "A disk is already loaded into the machine.")
return
if(istype(D, /obj/item/disk/tech_disk)) t_disk = D
else if(istype(D, /obj/item/disk/design_disk)) d_disk = D
else
to_chat(user, "<span class='danger'>Machine cannot accept disks in that format.</span>")
return
if(!user.drop_item())
return
D.loc = src
to_chat(user, "<span class='notice'>You add the disk to the machine!</span>")
else if(!(linked_destroy && linked_destroy.busy) && !(linked_lathe && linked_lathe.busy) && !(linked_imprinter && linked_imprinter.busy))
..()
SStgui.update_uis(src)
return
/obj/machinery/computer/rdconsole/emag_act(user as mob)
if(!emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
req_access = list()
emagged = TRUE
to_chat(user, "<span class='notice'>You disable the security protocols</span>")
/obj/machinery/computer/rdconsole/proc/valid_nav(next_menu, next_submenu)
switch(next_menu)
if(MENU_MAIN, MENU_LEVELS, MENU_DESTROY)
return next_submenu in list(SUBMENU_MAIN)
if(MENU_DISK)
return next_submenu in list(SUBMENU_MAIN, SUBMENU_DISK_COPY)
if(MENU_LATHE, MENU_IMPRINTER)
return next_submenu in list(SUBMENU_MAIN, SUBMENU_LATHE_CATEGORY, SUBMENU_LATHE_MAT_STORAGE, SUBMENU_LATHE_CHEM_STORAGE)
if(MENU_SETTINGS)
return next_submenu in list(SUBMENU_MAIN, SUBMENU_SETTINGS_DEVICES)
return FALSE
/obj/machinery/computer/rdconsole/proc/prompt_eject_sheets(obj/machinery/r_n_d/machine, material_id, amount)
if(!machine)
return
if(!(material_id in machine.materials.materials))
return
var/desired_num_sheets = 0
if(amount == "custom")
desired_num_sheets = input("How many sheets would you like to eject from the machine?", "How much?", 1) as null|num
if(isnull(desired_num_sheets))
desired_num_sheets = 0
else
desired_num_sheets = text2num(amount)
desired_num_sheets = max(0, round(desired_num_sheets)) // If you input too high of a number, the mineral datum will take care of it either way
if(desired_num_sheets)
machine.materials.retrieve_sheets(desired_num_sheets, material_id)
/obj/machinery/computer/rdconsole/proc/update_from_disk()
clear_wait_message()
if(d_disk && d_disk.blueprint)
files.AddDesign2Known(d_disk.blueprint)
else if(t_disk && t_disk.stored)
files.AddTech2Known(t_disk.stored)
SStgui.update_uis(src)
griefProtection() //Update centcom too
/obj/machinery/computer/rdconsole/proc/sync_research()
if(!sync)
return
var/list/temp_unblacklist = files.unblacklisted_designs
files.unblacklisted_designs = list() //Remove this asap, else it will stick around
clear_wait_message()
for(var/obj/machinery/r_n_d/server/S in GLOB.machines)
var/server_processed = FALSE
if((id in S.id_with_upload) || istype(S, /obj/machinery/r_n_d/server/centcom))
S.files.blacklisted_designs -= temp_unblacklist
files.push_data(S.files)
server_processed = TRUE
if(((id in S.id_with_download) && !istype(S, /obj/machinery/r_n_d/server/centcom)))
S.files.push_data(files)
server_processed = TRUE
if(!istype(S, /obj/machinery/r_n_d/server/centcom) && server_processed)
S.produce_heat(100)
SStgui.update_uis(src)
/obj/machinery/computer/rdconsole/proc/reset_research()
qdel(files)
files = new /datum/research(src)
clear_wait_message()
SStgui.update_uis(src)
/obj/machinery/computer/rdconsole/proc/find_devices()
SyncRDevices()
clear_wait_message()
SStgui.update_uis(src)
/obj/machinery/computer/rdconsole/proc/start_destroyer(mob/user)
if(!linked_destroy)
return
if(linked_destroy.busy)
to_chat(user, "<span class='danger'>[linked_destroy] is busy at the moment.</span>")
return
if(!linked_destroy.loaded_item)
to_chat(user, "<span class='danger'>[linked_destroy] appears to be empty.</span>")
return
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
var/pointless = FALSE
for(var/T in temp_tech)
if(files.IsTechHigher(T, temp_tech[T]))
pointless = TRUE
break
if(!pointless)
var/choice = input("This item does not raise tech levels. Proceed destroying loaded item anyway?") in list("Proceed", "Cancel")
if(choice == "Cancel" || !linked_destroy)
return
linked_destroy.busy = TRUE
add_wait_message("Processing and Updating Database...", DECONSTRUCT_DELAY)
flick("d_analyzer_process", linked_destroy)
addtimer(CALLBACK(src, PROC_REF(finish_destroyer), user, temp_tech), DECONSTRUCT_DELAY)
// Sends salvaged materials to a linked protolathe, if any.
/obj/machinery/computer/rdconsole/proc/send_mats()
if(!linked_lathe || !linked_destroy || !linked_destroy.loaded_item)
return
for(var/material in linked_destroy.loaded_item.materials)
var/space = linked_lathe.materials.max_amount - linked_lathe.materials.total_amount
// as item rating increases, amount salvageable increases
var/salvageable = linked_destroy.loaded_item.materials[material] * (linked_destroy.decon_mod / 10)
// but you shouldn't salvage more than the raw materials amount
var/available = linked_destroy.loaded_item.materials[material]
var/can_insert = min(space, salvageable, available)
linked_lathe.materials.insert_amount(can_insert, material)
/obj/machinery/computer/rdconsole/proc/finish_destroyer(mob/user, list/temp_tech)
clear_wait_message()
if(!linked_destroy || !temp_tech)
return
if(!linked_destroy.loaded_item)
to_chat(user, "<span class='danger'>[linked_destroy] appears to be empty.</span>")
else
for(var/T in temp_tech)
files.UpdateTech(T, temp_tech[T])
send_mats()
linked_destroy.loaded_item = null
for(var/obj/I in linked_destroy.contents)
for(var/mob/M in I.contents)
M.death()
if(istype(I, /obj/item/stack))//Only deconstructs one item in a stack at a time instead of the entire stack
var/obj/item/stack/S = I
if(S.amount > 1)
S.amount--
linked_destroy.loaded_item = S
else
qdel(S)
linked_destroy.icon_state = "d_analyzer"
else if(!(I in linked_destroy.component_parts))
qdel(I)
linked_destroy.icon_state = "d_analyzer"
linked_destroy.busy = FALSE
use_power(DECONSTRUCT_POWER)
menu = MENU_DESTROY
submenu = SUBMENU_MAIN
SStgui.update_uis(src)
/obj/machinery/computer/rdconsole/proc/start_machine(obj/machinery/r_n_d/machine, design_id, amount)
if(!machine)
to_chat(usr, "<span class='danger'>No linked device detected.</span>")
return
var/is_lathe = istype(machine, /obj/machinery/r_n_d/protolathe)
var/is_imprinter = istype(machine, /obj/machinery/r_n_d/circuit_imprinter)
if(!is_lathe && !is_imprinter)
to_chat(usr, "<span class='danger'>Unexpected linked device type.</span>")
return
if(machine.busy)
to_chat(usr, "<span class='danger'>[machine] is busy at the moment.</span>")
return
var/datum/design/being_built = files.known_designs[design_id]
if(!being_built)
to_chat(usr, "<span class='danger'>Unknown design specified.</span>")
return
if(!(being_built.build_type & (is_lathe ? PROTOLATHE : IMPRINTER)))
message_admins("[machine] exploit attempted by [key_name(usr, TRUE)]!")
return
if(being_built.make_reagents.len) // build_type should equal BIOGENERATOR though..
return
var/max_amount = is_lathe ? 10 : 1
amount = max(1, min(max_amount, amount))
var/power = BUILD_POWER
for(var/M in being_built.materials)
power += round(being_built.materials[M] * amount / 5)
power = max(BUILD_POWER, power)
// goes down (1 -> 0.4) with upgrades
var/coeff = machine.efficiency_coeff
var/time_to_construct = 0
if(is_imprinter)
time_to_construct = IMPRINTER_DELAY * amount
else
time_to_construct = PROTOLATHE_CONSTRUCT_DELAY * coeff * being_built.lathe_time_factor * amount ** 0.8
if(is_lathe)
add_wait_message("Constructing Prototype. Please Wait...", time_to_construct)
flick("protolathe_n", machine)
else
add_wait_message("Imprinting Circuit. Please Wait...", time_to_construct)
flick("circuit_imprinter_ani", machine)
machine.busy = TRUE
use_power(power)
var/list/efficient_mats = list()
for(var/MAT in being_built.materials)
efficient_mats[MAT] = being_built.materials[MAT] * coeff
var/enough_materials = TRUE
if(!machine.materials.has_materials(being_built.materials, coeff))
atom_say("Not enough materials to complete prototype.")
enough_materials = FALSE
else
for(var/R in being_built.reagents_list)
if(!machine.reagents.has_reagent(R, being_built.reagents_list[R] * coeff))
atom_say("Not enough reagents to complete prototype.")
enough_materials = FALSE
if(enough_materials)
machine.materials.use_amount(efficient_mats, amount)
for(var/R in being_built.reagents_list)
machine.reagents.remove_reagent(R, being_built.reagents_list[R] * coeff)
var/key = usr.key
addtimer(CALLBACK(src, PROC_REF(finish_machine), key, amount, enough_materials, machine, being_built, efficient_mats), time_to_construct)
/obj/machinery/computer/rdconsole/proc/finish_machine(key, amount, enough_materials, obj/machinery/r_n_d/machine, datum/design/being_built, list/efficient_mats)
if(machine)
if(enough_materials && being_built)
SSblackbox.record_feedback("nested tally", "RND Production List", amount, list("[being_built.category]", "[being_built.name]"))
for(var/i in 1 to amount)
var/obj/item/new_item = new being_built.build_path(src)
new_item.pixel_x = rand(-5, 5)
new_item.pixel_y = rand(-5, 5)
if(istype(new_item, /obj/item/storage/backpack/holding))
new_item.investigate_log("built by [key]","singulo")
if(!istype(new_item, /obj/item/stack/sheet)) // To avoid materials dupe glitches
new_item.materials = efficient_mats.Copy()
if(being_built.locked)
var/obj/item/storage/lockbox/research/L = new/obj/item/storage/lockbox/research(machine.loc)
new_item.forceMove(L)
L.name += " ([new_item.name])"
L.origin_tech = new_item.origin_tech
L.req_access = being_built.access_requirement
var/list/lockbox_access
for(var/A in L.req_access)
lockbox_access += "[get_access_desc(A)] "
L.desc = "A locked box. It is locked to [lockbox_access]access."
else
new_item.loc = machine.loc
machine.busy = FALSE
clear_wait_message()
SStgui.update_uis(src)
/obj/machinery/computer/rdconsole/ui_act(action, list/params)
if(..())
return
if(!allowed(usr) && !isobserver(usr))
return
add_fingerprint(usr)
switch(action)
if("nav") //Switches menu screens. Converts a sent text string into a number. Saves a LOT of code.
var/next_menu = text2num(params["menu"])
var/next_submenu = text2num(params["submenu"])
if(valid_nav(next_menu, next_submenu))
menu = next_menu
submenu = next_submenu
if("setCategory")
var/next_category = params["category"]
var/compare
if(submenu != SUBMENU_MAIN)
return FALSE
if(menu == MENU_LATHE)
compare = PROTOLATHE
if(!linked_lathe || !(next_category in linked_lathe.categories))
return FALSE
else if(menu == MENU_IMPRINTER)
compare = IMPRINTER
if(!linked_imprinter || !(next_category in linked_imprinter.categories))
return FALSE
else
return FALSE
matching_designs.Cut()
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
if(!(D.build_type & compare))
continue
if(next_category in D.category)
matching_designs.Add(D)
submenu = SUBMENU_LATHE_CATEGORY
selected_category = "Viewing Category [next_category]"
if("updt_tech") //Update the research holder with information from the technology disk.
add_wait_message("Updating Database...", TECH_UPDATE_DELAY)
addtimer(CALLBACK(src, PROC_REF(update_from_disk)), TECH_UPDATE_DELAY)
if("clear_tech") //Erase data on the technology disk.
if(t_disk)
t_disk.wipe_tech()
if("eject_tech") //Eject the technology disk.
if(t_disk)
t_disk.forceMove(loc)
if(Adjacent(usr) && !issilicon(usr))
usr.put_in_hands(t_disk)
t_disk = null
menu = MENU_MAIN
submenu = SUBMENU_MAIN
if("copy_tech") //Copy some technology data from the research holder to the disk.
// Somehow this href makes me very nervous
var/datum/tech/known = files.known_tech[params["id"]]
if(t_disk && known)
t_disk.load_tech(known)
menu = MENU_DISK
submenu = SUBMENU_MAIN
if("updt_design") //Updates the research holder with design data from the design disk.
add_wait_message("Updating Database...", DESIGN_UPDATE_DELAY)
addtimer(CALLBACK(src, PROC_REF(update_from_disk)), DESIGN_UPDATE_DELAY)
if("clear_design") //Erases data on the design disk.
if(d_disk)
d_disk.wipe_blueprint()
if("eject_design") //Eject the design disk.
if(d_disk)
d_disk.forceMove(loc)
if(Adjacent(usr) && !issilicon(usr))
usr.put_in_hands(d_disk)
d_disk = null
menu = MENU_MAIN
submenu = SUBMENU_MAIN
if("copy_design") //Copy design data from the research holder to the design disk.
// This href ALSO makes me very nervous
var/datum/design/design = files.known_designs[params["id"]]
if(design && d_disk && can_copy_design(design))
d_disk.blueprint = design
menu = MENU_DISK
submenu = SUBMENU_MAIN
if("eject_item") //Eject the item inside the destructive analyzer.
if(linked_destroy)
if(linked_destroy.busy)
to_chat(usr, "<span class='danger'>[linked_destroy] is busy at the moment.</span>")
else if(linked_destroy.loaded_item)
linked_destroy.loaded_item.forceMove(linked_destroy.loc)
linked_destroy.loaded_item = null
linked_destroy.icon_state = "d_analyzer"
menu = MENU_DESTROY
if("maxresearch")
if(!check_rights(R_ADMIN))
return
if(alert("Are you sure you want to maximize research levels?","Confirmation","Yes","No")=="No")
return
log_admin("[key_name(usr)] has maximized the research levels.")
message_admins("[key_name_admin(usr)] has maximized the research levels.")
Maximize()
griefProtection() //Update centcomm too
if("deconstruct") //Deconstruct the item in the destructive analyzer and update the research holder.
start_destroyer(usr)
if("sync") //Sync the research holder with all the R&D consoles in the game that aren't sync protected.
if(!sync)
to_chat(usr, "<span class='danger'>You must connect to the network first!</span>")
else
add_wait_message("Syncing Database...", SYNC_RESEARCH_DELAY)
addtimer(CALLBACK(src, PROC_REF(sync_research)), SYNC_RESEARCH_DELAY)
if("togglesync") //Prevents the console from being synced by other consoles. Can still send data.
sync = !sync
if("build") //Causes the Protolathe to build something.
start_machine(linked_lathe, params["id"], text2num(params["amount"]))
if("imprint") //Causes the Circuit Imprinter to build something.
start_machine(linked_imprinter, params["id"], text2num(params["amount"]))
if("disposeI") //Causes the circuit imprinter to dispose of a single reagent (all of it)
if(linked_imprinter)
linked_imprinter.reagents.del_reagent(params["id"])
if("disposeallI") //Causes the circuit imprinter to dispose of all it's reagents.
if(linked_imprinter)
linked_imprinter.reagents.clear_reagents()
if("disposeP") //Causes the protolathe to dispose of a single reagent (all of it)
if(linked_lathe)
linked_lathe.reagents.del_reagent(params["id"])
if("disposeallP") //Causes the protolathe to dispose of all it's reagents.
if(linked_lathe)
linked_lathe.reagents.clear_reagents()
if("lathe_ejectsheet") //Causes the protolathe to eject a sheet of material
prompt_eject_sheets(linked_lathe, params["id"], params["amount"])
if("imprinter_ejectsheet") //Causes the protolathe to eject a sheet of material
prompt_eject_sheets(linked_imprinter, params["id"], params["amount"])
if("find_device") //The R&D console looks for devices nearby to link up with.
add_wait_message("Syncing with nearby devices...", SYNC_DEVICE_DELAY)
addtimer(CALLBACK(src, PROC_REF(find_devices)), SYNC_DEVICE_DELAY)
if("disconnect") //The R&D console disconnects with a specific device.
switch(params["item"])
if("destroy")
if(linked_destroy)
linked_destroy.linked_console = null
linked_destroy = null
if("lathe")
if(linked_lathe)
linked_lathe.linked_console = null
linked_lathe = null
if("imprinter")
if(linked_imprinter)
linked_imprinter.linked_console = null
linked_imprinter = null
if("reset") //Reset the R&D console's database.
griefProtection()
var/choice = alert("Are you sure you want to reset the R&D console's database? Data lost cannot be recovered.", "R&D Console Database Reset", "Continue", "Cancel")
if(choice == "Continue")
add_wait_message("Resetting Database...", RESET_RESEARCH_DELAY)
addtimer(CALLBACK(src, PROC_REF(reset_research)), RESET_RESEARCH_DELAY)
if("search") //Search for designs with name matching pattern
var/query = params["to_search"]
var/compare
if(menu == MENU_LATHE)
compare = PROTOLATHE
else if(menu == MENU_IMPRINTER)
compare = IMPRINTER
else
return FALSE
matching_designs.Cut()
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
if(!(D.build_type & compare))
continue
if(findtext(D.name, query))
matching_designs.Add(D)
submenu = SUBMENU_LATHE_CATEGORY
selected_category = "Search Results for '[query]'"
return TRUE // update uis
/obj/machinery/computer/rdconsole/attack_hand(mob/user)
if(..())
return 1
if(!allowed(user) && !isobserver(user))
to_chat(user, "<span class='warning'>Access denied.</span>")
return TRUE
ui_interact(user)
/obj/machinery/computer/rdconsole/ui_state(mob/user)
return GLOB.default_state
/obj/machinery/computer/rdconsole/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "RndConsole", name)
ui.open()
/obj/machinery/computer/rdconsole/proc/ui_machine_data(obj/machinery/r_n_d/machine, list/data)
if(!machine)
return
data["total_materials"] = machine.materials.total_amount
data["max_materials"] = machine.materials.max_amount
data["total_chemicals"] = machine.reagents.total_volume
data["max_chemicals"] = machine.reagents.maximum_volume
data["categories"] = machine.categories
var/list/designs_list = list()
var/list/materials_list = list()
var/list/loaded_chemicals = list()
data["matching_designs"] = designs_list
data["loaded_materials"] = materials_list
data["loaded_chemicals"] = loaded_chemicals
var/is_lathe = istype(machine, /obj/machinery/r_n_d/protolathe)
var/is_imprinter = istype(machine, /obj/machinery/r_n_d/circuit_imprinter)
if(!is_lathe && !is_imprinter)
return
var/coeff = machine.efficiency_coeff
if(submenu == SUBMENU_LATHE_CATEGORY)
for(var/datum/design/D in matching_designs)
var/list/design_list = list()
designs_list[++designs_list.len] = design_list
var/list/design_materials_list = list()
design_list["materials"] = design_materials_list
design_list["id"] = D.id
design_list["name"] = D.name
var/can_build = is_imprinter ? 1 : 50
for(var/M in D.materials)
var/list/material_list = list()
design_materials_list[++design_materials_list.len] = material_list
material_list["name"] = CallMaterialName(M)
material_list["amount"] = D.materials[M] * coeff
var/t = machine.check_mat(D, M)
material_list["is_red"] = t < 1
can_build = min(can_build, t)
for(var/R in D.reagents_list)
var/list/material_list = list()
design_materials_list[++design_materials_list.len] = material_list
material_list["name"] = CallMaterialName(R)
material_list["amount"] = D.reagents_list[R] * coeff
var/t = machine.check_mat(D, R)
material_list["is_red"] = t < 1
can_build = min(can_build, t)
design_list["can_build"] = can_build
else if(submenu == SUBMENU_LATHE_MAT_STORAGE)
materials_list[++materials_list.len] = list("name" = "Metal", "id" = MAT_METAL, "amount" = machine.materials.amount(MAT_METAL))
materials_list[++materials_list.len] = list("name" = "Glass", "id" = MAT_GLASS, "amount" = machine.materials.amount(MAT_GLASS))
materials_list[++materials_list.len] = list("name" = "Gold", "id" = MAT_GOLD, "amount" = machine.materials.amount(MAT_GOLD))
materials_list[++materials_list.len] = list("name" = "Silver", "id" = MAT_SILVER, "amount" = machine.materials.amount(MAT_SILVER))
materials_list[++materials_list.len] = list("name" = "Solid Plasma", "id" = MAT_PLASMA, "amount" = machine.materials.amount(MAT_PLASMA))
materials_list[++materials_list.len] = list("name" = "Uranium", "id" = MAT_URANIUM, "amount" = machine.materials.amount(MAT_URANIUM))
materials_list[++materials_list.len] = list("name" = "Diamond", "id" = MAT_DIAMOND, "amount" = machine.materials.amount(MAT_DIAMOND))
materials_list[++materials_list.len] = list("name" = "Bananium", "id" = MAT_BANANIUM, "amount" = machine.materials.amount(MAT_BANANIUM))
materials_list[++materials_list.len] = list("name" = "Tranquillite", "id" = MAT_TRANQUILLITE, "amount" = machine.materials.amount(MAT_TRANQUILLITE))
materials_list[++materials_list.len] = list("name" = "Titanium", "id" = MAT_TITANIUM, "amount" = machine.materials.amount(MAT_TITANIUM))
materials_list[++materials_list.len] = list("name" = "Plastic", "id" = MAT_PLASTIC, "amount" = machine.materials.amount(MAT_PLASTIC))
materials_list[++materials_list.len] = list("name" = "Bluespace Mesh", "id" = MAT_BLUESPACE, "amount" = machine.materials.amount(MAT_BLUESPACE))
else if(submenu == SUBMENU_LATHE_CHEM_STORAGE)
for(var/datum/reagent/R in machine.reagents.reagent_list)
var/list/loaded_chemical = list()
loaded_chemicals[++loaded_chemicals.len] = loaded_chemical
loaded_chemical["name"] = R.name
loaded_chemical["volume"] = R.volume
loaded_chemical["id"] = R.id
/obj/machinery/computer/rdconsole/proc/can_copy_design(datum/design/D)
if(D)
if(D.build_type & PROTOLATHE)
return TRUE
if(D.build_type & AUTOLATHE)
for(var/M in D.materials)
if(M != MAT_METAL && M != MAT_GLASS)
return FALSE
return TRUE
return FALSE
/obj/machinery/computer/rdconsole/ui_data(mob/user)
var/list/data = list()
files.RefreshResearch()
data["menu"] = menu
data["submenu"] = submenu
data["wait_message"] = wait_message
data["src_ref"] = UID()
data["linked_destroy"] = linked_destroy ? 1 : 0
data["linked_lathe"] = linked_lathe ? 1 : 0
data["linked_imprinter"] = linked_imprinter ? 1 : 0
data["sync"] = sync
data["admin"] = check_rights(R_ADMIN, FALSE, user)
data["disk_type"] = d_disk ? "design" : (t_disk ? "tech" : null)
data["disk_data"] = null
data["loaded_item"] = null
data["category"] = selected_category
if(menu == MENU_MAIN || menu == MENU_LEVELS)
var/list/tech_levels = list()
data["tech_levels"] = tech_levels
for(var/v in files.known_tech)
var/datum/tech/T = files.known_tech[v]
if(T.level <= 0)
continue
var/list/this_tech_list = list()
this_tech_list["name"] = T.name
this_tech_list["level"] = T.level
this_tech_list["desc"] = T.desc
tech_levels[++tech_levels.len] = this_tech_list
else if(menu == MENU_DISK)
if(t_disk != null && t_disk.stored != null && submenu == SUBMENU_MAIN)
var/list/disk_data = list()
data["disk_data"] = disk_data
disk_data["name"] = t_disk.stored.name
disk_data["level"] = t_disk.stored.level
disk_data["desc"] = t_disk.stored.desc
else if(t_disk != null && submenu == SUBMENU_DISK_COPY)
var/list/to_copy = list()
data["to_copy"] = to_copy
for(var/v in files.known_tech)
var/datum/tech/T = files.known_tech[v]
if(T.level <= 0)
continue
var/list/item = list()
to_copy[++to_copy.len] = item
item["name"] = T.name
item["id"] = T.id
else if(d_disk != null && d_disk.blueprint != null && submenu == SUBMENU_MAIN)
var/list/disk_data = list()
data["disk_data"] = disk_data
disk_data["name"] = d_disk.blueprint.name
var/b_type = d_disk.blueprint.build_type
var/list/lathe_types = list()
disk_data["lathe_types"] = lathe_types
if(b_type)
if(b_type & IMPRINTER) lathe_types += "Circuit Imprinter"
if(b_type & PROTOLATHE) lathe_types += "Protolathe"
if(b_type & AUTOLATHE) lathe_types += "Autolathe"
if(b_type & MECHFAB) lathe_types += "Mech Fabricator"
if(b_type & BIOGENERATOR) lathe_types += "Biogenerator"
if(b_type & SMELTER) lathe_types += "Smelter"
var/list/materials = list()
disk_data["materials"] = materials
for(var/M in d_disk.blueprint.materials)
var/list/material = list()
materials[++materials.len] = material
material["name"] = CallMaterialName(M)
material["amount"] = d_disk.blueprint.materials[M]
else if(d_disk != null && submenu == SUBMENU_DISK_COPY)
var/list/to_copy = list()
data["to_copy"] = to_copy
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
if(!can_copy_design(D))
continue
var/list/item = list()
to_copy[++to_copy.len] = item
item["name"] = D.name
item["id"] = D.id
else if(menu == MENU_DESTROY && linked_destroy && linked_destroy.loaded_item)
var/list/loaded_item_list = list()
data["loaded_item"] = loaded_item_list
loaded_item_list["name"] = linked_destroy.loaded_item.name
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
var/list/tech_list = list()
loaded_item_list["origin_tech"] = tech_list
for(var/T in temp_tech)
var/list/tech_item = list()
tech_list[++tech_list.len] = tech_item
tech_item["name"] = CallTechName(T)
tech_item["object_level"] = temp_tech[T]
for(var/v in files.known_tech)
var/datum/tech/F = files.known_tech[v]
if(F.name == CallTechName(T))
tech_item["current_level"] = F.level
break
else if(menu == MENU_LATHE && linked_lathe)
ui_machine_data(linked_lathe, data)
else if(menu == MENU_IMPRINTER && linked_imprinter)
ui_machine_data(linked_imprinter, data)
return data
//helper proc that guarantees the wait message will not freeze the UI
/obj/machinery/computer/rdconsole/proc/add_wait_message(message, delay)
wait_message = message
wait_message_timer = addtimer(CALLBACK(src, PROC_REF(clear_wait_message)), delay, TIMER_UNIQUE | TIMER_STOPPABLE)
// This is here to guarantee that we never lock the console, so long as the timer
// process is running
// So long as the spawns never runtime, though, the timer should be stopped
// before it gets the chance to fire
// Since the timer process can have significant delays, you should call this
// in the operations that take time, once they complete
/obj/machinery/computer/rdconsole/proc/clear_wait_message()
wait_message = ""
if(wait_message_timer)
// This could be expensive, and will still be called
// if the timer calls this function
deltimer(wait_message_timer)
wait_message_timer = null
SStgui.update_uis(src)
/obj/machinery/computer/rdconsole/core
name = "core R&D console"
desc = "A console used to interface with R&D tools."
id = 1
/obj/machinery/computer/rdconsole/robotics
name = "robotics R&D console"
desc = "A console used to interface with R&D tools."
id = 2
req_access = list(ACCESS_ROBOTICS)
circuit = /obj/item/circuitboard/rdconsole/robotics
/obj/machinery/computer/rdconsole/experiment
name = "\improper E.X.P.E.R.I-MENTOR R&D console"
desc = "A console used to interface with R&D tools."
id = 3
range = 5
circuit = /obj/item/circuitboard/rdconsole/experiment
/obj/machinery/computer/rdconsole/public
name = "public R&D console"
desc = "A console used to interface with R&D tools."
id = 5
req_access = list()
circuit = /obj/item/circuitboard/rdconsole/public
#undef TECH_UPDATE_DELAY
#undef DESIGN_UPDATE_DELAY
#undef PROTOLATHE_CONSTRUCT_DELAY
#undef SYNC_RESEARCH_DELAY
#undef DECONSTRUCT_DELAY
#undef SYNC_DEVICE_DELAY
#undef RESET_RESEARCH_DELAY
#undef IMPRINTER_DELAY
#undef MENU_MAIN
#undef MENU_LEVELS
#undef MENU_DISK
#undef MENU_DESTROY
#undef MENU_LATHE
#undef MENU_IMPRINTER
#undef MENU_SETTINGS
#undef SUBMENU_MAIN
#undef SUBMENU_DISK_COPY
#undef SUBMENU_LATHE_CATEGORY
#undef SUBMENU_LATHE_MAT_STORAGE
#undef SUBMENU_LATHE_CHEM_STORAGE
#undef SUBMENU_SETTINGS_DEVICES
#undef BUILD_POWER
#undef DECONSTRUCT_POWER