Files
Paradise/code/game/machinery/computer/buildandrepair.dm
T
AffectedArc07andGitHub f110cef216 [TGUI] Cargo Console (#14386)
* TGUI Cargo Console

* Addesses Mochi
2020-09-20 11:47:14 -04:00

668 lines
25 KiB
Plaintext

/obj/structure/computerframe
density = 1
anchored = 0
name = "computer frame"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "0"
max_integrity = 100
var/state = 0
var/obj/item/circuitboard/circuit = null
var/base_mineral = /obj/item/stack/sheet/metal
/obj/structure/computerframe/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
drop_computer_parts()
return ..() // will qdel the frame
/obj/structure/computerframe/obj_break(damage_flag)
deconstruct()
/obj/structure/computerframe/proc/drop_computer_parts()
new base_mineral(loc, 5)
if(circuit)
circuit.forceMove(loc)
circuit = null
if(state >= 3)
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5
if(state >= 4)
new /obj/item/stack/sheet/glass(loc, 2)
/obj/item/circuitboard
density = 0
anchored = 0
w_class = WEIGHT_CLASS_SMALL
name = "circuit board"
icon = 'icons/obj/module.dmi'
icon_state = "id_mod"
item_state = "electronic"
origin_tech = "programming=2"
materials = list(MAT_GLASS=200)
var/id = null
var/frequency = null
var/build_path = null
var/board_type = "computer"
var/list/req_components = null
var/powernet = null
var/list/records = null
var/contain_parts = 1
toolspeed = 1
usesound = 'sound/items/deconstruct.ogg'
/obj/item/circuitboard/computer
board_type = "computer"
/obj/item/circuitboard/machine
board_type = "machine"
/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 class='notice'>Required components: [english_list(nice_list)].</span>"
/obj/item/circuitboard/message_monitor
name = "Circuit board (Message Monitor)"
build_path = /obj/machinery/computer/message_monitor
origin_tech = "programming=2"
/obj/item/circuitboard/camera
name = "Circuit board (Camera Monitor)"
build_path = /obj/machinery/computer/security
origin_tech = "programming=2;combat=2"
/obj/item/circuitboard/camera/telescreen
name = "Circuit board (Telescreen)"
build_path = /obj/machinery/computer/security/telescreen
/obj/item/circuitboard/camera/telescreen/entertainment
name = "Circuit board (Entertainment Monitor)"
build_path = /obj/machinery/computer/security/telescreen/entertainment
/obj/item/circuitboard/camera/wooden_tv
name = "Circuit board (Wooden TV)"
build_path = /obj/machinery/computer/security/wooden_tv
/obj/item/circuitboard/camera/mining
name = "Circuit board (Outpost Camera Monitor)"
build_path = /obj/machinery/computer/security/mining
/obj/item/circuitboard/camera/engineering
name = "Circuit board (Engineering Camera Monitor)"
build_path = /obj/machinery/computer/security/engineering
/obj/item/circuitboard/xenobiology
name = "Circuit board (Xenobiology Console)"
build_path = /obj/machinery/computer/camera_advanced/xenobio
origin_tech = "programming=3;biotech=3"
/obj/item/circuitboard/aicore
name = "Circuit board (AI Core)"
origin_tech = "programming=3"
board_type = "other"
/obj/item/circuitboard/aiupload
name = "Circuit board (AI Upload)"
build_path = /obj/machinery/computer/aiupload
origin_tech = "programming=4;engineering=4"
/obj/item/circuitboard/borgupload
name = "Circuit board (Cyborg Upload)"
build_path = /obj/machinery/computer/borgupload
origin_tech = "programming=4;engineering=4"
/obj/item/circuitboard/med_data
name = "Circuit board (Medical Records)"
build_path = /obj/machinery/computer/med_data
origin_tech = "programming=2;biotech=2"
/obj/item/circuitboard/pandemic
name = "circuit board (PanD.E.M.I.C. 2200)"
build_path = /obj/machinery/computer/pandemic
origin_tech = "programming=2;biotech=2"
/obj/item/circuitboard/scan_consolenew
name = "Circuit board (DNA Machine)"
build_path = /obj/machinery/computer/scan_consolenew
origin_tech = "programming=2;biotech=2"
/obj/item/circuitboard/communications
name = "Circuit board (Communications Console)"
build_path = /obj/machinery/computer/communications
origin_tech = "programming=3;magnets=3"
/obj/item/circuitboard/card
name = "Circuit board (ID Computer)"
build_path = /obj/machinery/computer/card
origin_tech = "programming=3"
/obj/item/circuitboard/card/minor
name = "Circuit board (Dept ID Computer)"
build_path = /obj/machinery/computer/card/minor
var/target_dept = TARGET_DEPT_GENERIC
/obj/item/circuitboard/card/minor/hos
name = "Circuit board (Sec ID Computer)"
build_path = /obj/machinery/computer/card/minor/hos
target_dept = TARGET_DEPT_SEC
/obj/item/circuitboard/card/minor/cmo
name = "Circuit board (Medical ID Computer)"
build_path = /obj/machinery/computer/card/minor/cmo
target_dept = TARGET_DEPT_MED
/obj/item/circuitboard/card/minor/rd
name = "Circuit board (Science ID Computer)"
build_path = /obj/machinery/computer/card/minor/rd
target_dept = TARGET_DEPT_SCI
/obj/item/circuitboard/card/minor/ce
name = "Circuit board (Engineering ID Computer)"
build_path = /obj/machinery/computer/card/minor/ce
target_dept = TARGET_DEPT_ENG
/obj/item/circuitboard/card/centcom
name = "Circuit board (CentComm ID Computer)"
build_path = /obj/machinery/computer/card/centcom
/obj/item/circuitboard/teleporter
name = "Circuit board (Teleporter Console)"
build_path = /obj/machinery/computer/teleporter
origin_tech = "programming=3;bluespace=3;plasmatech=3"
/obj/item/circuitboard/secure_data
name = "Circuit board (Security Records)"
build_path = /obj/machinery/computer/secure_data
origin_tech = "programming=2;combat=2"
/obj/item/circuitboard/stationalert_engineering
name = "Circuit Board (Station Alert Console (Engineering))"
build_path = /obj/machinery/computer/station_alert
/obj/item/circuitboard/stationalert
name = "Circuit Board (Station Alert Console)"
build_path = /obj/machinery/computer/station_alert
/obj/item/circuitboard/atmos_alert
name = "Circuit Board (Atmospheric Alert Computer)"
build_path = /obj/machinery/computer/atmos_alert
/obj/item/circuitboard/atmoscontrol
name = "Circuit Board (Central Atmospherics Computer)"
build_path = /obj/machinery/computer/atmoscontrol
/obj/item/circuitboard/air_management
name = "Circuit board (Atmospheric Monitor)"
build_path = /obj/machinery/computer/general_air_control
/obj/item/circuitboard/injector_control
name = "Circuit board (Injector Control)"
build_path = /obj/machinery/computer/general_air_control/fuel_injection
/obj/item/circuitboard/pod
name = "Circuit board (Massdriver Control)"
build_path = /obj/machinery/computer/pod
/obj/item/circuitboard/pod/deathsquad
name = "Circuit board (Deathsquad Massdriver control)"
build_path = /obj/machinery/computer/pod/deathsquad
/obj/item/circuitboard/robotics
name = "Circuit board (Robotics Control Console)"
build_path = /obj/machinery/computer/robotics
origin_tech = "programming=3"
/obj/item/circuitboard/drone_control
name = "Circuit board (Drone Control)"
build_path = /obj/machinery/computer/drone_control
origin_tech = "programming=3"
/obj/item/circuitboard/cloning
name = "Circuit board (Cloning Machine Console)"
build_path = /obj/machinery/computer/cloning
origin_tech = "programming=2;biotech=2"
/obj/item/circuitboard/arcade/battle
name = "circuit board (Arcade Battle)"
build_path = /obj/machinery/computer/arcade/battle
origin_tech = "programming=1"
/obj/item/circuitboard/arcade/orion_trail
name = "circuit board (Orion Trail)"
build_path = /obj/machinery/computer/arcade/orion_trail
origin_tech = "programming=1"
/obj/item/circuitboard/solar_control
name = "Circuit board (Solar Control)"
build_path = /obj/machinery/power/solar_control
origin_tech = "programming=2;powerstorage=2"
/obj/item/circuitboard/powermonitor
name = "Circuit board (Power Monitor)"
build_path = /obj/machinery/computer/monitor
origin_tech = "programming=2;powerstorage=2"
/obj/item/circuitboard/powermonitor/secret
name = "Circuit board (Outdated Power Monitor)"
build_path = /obj/machinery/computer/monitor/secret
origin_tech = "programming=2;powerstorage=2"
/obj/item/circuitboard/olddoor
name = "Circuit board (DoorMex)"
build_path = /obj/machinery/computer/pod/old
/obj/item/circuitboard/syndicatedoor
name = "Circuit board (ProComp Executive)"
build_path = /obj/machinery/computer/pod/old/syndicate
/obj/item/circuitboard/swfdoor
name = "Circuit board (Magix)"
build_path = /obj/machinery/computer/pod/old/swf
/obj/item/circuitboard/prisoner
name = "Circuit board (Prisoner Management)"
build_path = /obj/machinery/computer/prisoner
/obj/item/circuitboard/brigcells
name = "Circuit board (Brig Cell Control)"
build_path = /obj/machinery/computer/brigcells
/obj/item/circuitboard/sm_monitor
name = "Circuit board (Supermatter Monitoring Console)"
build_path = /obj/machinery/computer/sm_monitor
origin_tech = "programming=2;powerstorage=2"
// RD console circuits, so that {de,re}constructing one of the special consoles doesn't ruin everything forever
/obj/item/circuitboard/rdconsole
name = "Circuit Board (RD Console)"
desc = "Swipe a Scientist level ID or higher to reconfigure."
build_path = /obj/machinery/computer/rdconsole/core
req_access = list(ACCESS_TOX) // This is for adjusting the type of computer we're building - in case something messes up the pre-existing robotics or mechanics consoles
var/access_types = list("R&D Core", "Robotics", "E.X.P.E.R.I-MENTOR", "Mechanics", "Public")
id = 1
/obj/item/circuitboard/rdconsole/robotics
name = "Circuit Board (RD Console - Robotics)"
build_path = /obj/machinery/computer/rdconsole/robotics
id = 2
/obj/item/circuitboard/rdconsole/experiment
name = "Circuit Board (RD Console - E.X.P.E.R.I-MENTOR)"
build_path = /obj/machinery/computer/rdconsole/experiment
id = 3
/obj/item/circuitboard/rdconsole/mechanics
name = "Circuit Board (RD Console - Mechanics)"
build_path = /obj/machinery/computer/rdconsole/mechanics
id = 4
/obj/item/circuitboard/rdconsole/public
name = "Circuit Board (RD Console - Public)"
build_path = /obj/machinery/computer/rdconsole/public
id = 5
/obj/item/circuitboard/mecha_control
name = "Circuit Board (Exosuit Control Console)"
build_path = /obj/machinery/computer/mecha
/obj/item/circuitboard/pod_locater
name = "Circuit Board (Pod Location Console)"
build_path = /obj/machinery/computer/podtracker
/obj/item/circuitboard/rdservercontrol
name = "Circuit Board (RD Server Control)"
build_path = /obj/machinery/computer/rdservercontrol
/obj/item/circuitboard/crew
name = "Circuit board (Crew Monitoring Computer)"
build_path = /obj/machinery/computer/crew
origin_tech = "programming=2;biotech=2"
/obj/item/circuitboard/mech_bay_power_console
name = "Circuit board (Mech Bay Power Control Console)"
build_path = /obj/machinery/computer/mech_bay_power_console
origin_tech = "programming=3;powerstorage=3"
/obj/item/circuitboard/ordercomp
name = "Circuit board (Supply Ordering Console)"
build_path = /obj/machinery/computer/supplycomp/public
origin_tech = "programming=3"
/obj/item/circuitboard/supplycomp
name = "Circuit board (Supply Shuttle Console)"
build_path = /obj/machinery/computer/supplycomp
origin_tech = "programming=3"
var/contraband_enabled = 0
/obj/item/circuitboard/operating
name = "Circuit board (Operating Computer)"
build_path = /obj/machinery/computer/operating
origin_tech = "programming=2;biotech=3"
/obj/item/circuitboard/shuttle
name = "circuit board (Shuttle)"
build_path = /obj/machinery/computer/shuttle
var/shuttleId
var/possible_destinations = ""
/obj/item/circuitboard/labor_shuttle
name = "circuit Board (Labor Shuttle)"
build_path = /obj/machinery/computer/shuttle/labor
/obj/item/circuitboard/labor_shuttle/one_way
name = "circuit Board (Prisoner Shuttle Console)"
build_path = /obj/machinery/computer/shuttle/labor/one_way
/obj/item/circuitboard/ferry
name = "circuit Board (Transport Ferry)"
build_path = /obj/machinery/computer/shuttle/ferry
/obj/item/circuitboard/ferry/request
name = "circuit Board (Transport Ferry Console)"
build_path = /obj/machinery/computer/shuttle/ferry/request
/obj/item/circuitboard/mining_shuttle
name = "circuit Board (Mining Shuttle)"
build_path = /obj/machinery/computer/shuttle/mining
/obj/item/circuitboard/white_ship
name = "circuit Board (White Ship)"
build_path = /obj/machinery/computer/shuttle/white_ship
/obj/item/circuitboard/shuttle/syndicate
name = "circuit board (Syndicate Shuttle)"
build_path = /obj/machinery/computer/shuttle/syndicate
/obj/item/circuitboard/shuttle/syndicate/recall
name = "circuit board (Syndicate Shuttle Recall Terminal)"
build_path = /obj/machinery/computer/shuttle/syndicate/recall
/obj/item/circuitboard/shuttle/syndicate/drop_pod
name = "circuit board (Syndicate Drop Pod)"
build_path = /obj/machinery/computer/shuttle/syndicate/drop_pod
/obj/item/circuitboard/shuttle/golem_ship
name = "circuit Board (Golem Ship)"
build_path = /obj/machinery/computer/shuttle/golem_ship
/obj/item/circuitboard/HolodeckControl
name = "Circuit board (Holodeck Control)"
build_path = /obj/machinery/computer/HolodeckControl
origin_tech = "programming=4"
/obj/item/circuitboard/aifixer
name = "Circuit board (AI Integrity Restorer)"
build_path = /obj/machinery/computer/aifixer
origin_tech = "programming=2;biotech=2"
/obj/item/circuitboard/area_atmos
name = "Circuit board (Area Air Control)"
build_path = /obj/machinery/computer/area_atmos
origin_tech = "programming=2"
/obj/item/circuitboard/telesci_console
name = "Circuit board (Telepad Control Console)"
build_path = /obj/machinery/computer/telescience
origin_tech = "programming=3;bluespace=3;plasmatech=4"
/obj/item/circuitboard/large_tank_control
name = "Circuit board (Atmospheric Tank Control)"
build_path = /obj/machinery/computer/general_air_control/large_tank_control
origin_tech = "programming=2;engineering=3;materials=2"
/obj/item/circuitboard/turbine_computer
name = "circuit board (Turbine Computer)"
build_path = /obj/machinery/computer/turbine_computer
origin_tech = "programming=4;engineering=4;powerstorage=4"
/obj/item/circuitboard/HONKputer
name = "Circuit board (HONKputer)"
build_path = /obj/machinery/computer/HONKputer
origin_tech = "programming=2"
icon = 'icons/obj/machines/HONKputer.dmi'
icon_state = "bananium_board"
board_type = "honkcomputer"
/obj/item/circuitboard/supplycomp/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I,/obj/item/multitool))
var/catastasis = contraband_enabled
var/opposite_catastasis
if(catastasis)
opposite_catastasis = "STANDARD"
catastasis = "BROAD"
else
opposite_catastasis = "BROAD"
catastasis = "STANDARD"
switch( alert("Current receiver spectrum is set to: [catastasis]","Multitool-Circuitboard interface","Switch to [opposite_catastasis]","Cancel") )
//switch( alert("Current receiver spectrum is set to: " {(contraband_enabled) ? ("BROAD") : ("STANDARD")} , "Multitool-Circuitboard interface" , "Switch to " {(contraband_enabled) ? ("STANDARD") : ("BROAD")}, "Cancel") )
if("Switch to STANDARD","Switch to BROAD")
contraband_enabled = !contraband_enabled
if("Cancel")
return
else
to_chat(user, "DERP! BUG! Report this (And what you were doing to cause it) to Agouri")
return
return ..()
/obj/item/circuitboard/rdconsole/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I,/obj/item/card/id)||istype(I, /obj/item/pda))
if(allowed(user))
user.visible_message("<span class='notice'>\the [user] waves [user.p_their()] ID past the [src]'s access protocol scanner.</span>", "<span class='notice'>You swipe your ID past the [src]'s access protocol scanner.</span>")
var/console_choice = input(user, "What do you want to configure the access to?", "Access Modification", "R&D Core") as null|anything in access_types
if(console_choice == null)
return
switch(console_choice)
if("R&D Core")
name = "Circuit Board (RD Console)"
build_path = /obj/machinery/computer/rdconsole/core
id = 1
if("Robotics")
name = "Circuit Board (RD Console - Robotics)"
build_path = /obj/machinery/computer/rdconsole/robotics
id = 2
if("E.X.P.E.R.I-MENTOR")
name = "Circuit Board (RD Console - E.X.P.E.R.I-MENTOR)"
build_path = /obj/machinery/computer/rdconsole/experiment
id = 3
if("Mechanics")
name = "Circuit Board (RD Console - Mechanics)"
build_path = /obj/machinery/computer/rdconsole/mechanics
id = 4
if("Public")
name = "Circuit Board (RD Console - Public)"
build_path = /obj/machinery/computer/rdconsole/public
id = 5
to_chat(user, "<span class='notice'>Access protocols set to [console_choice].</span>")
else
to_chat(user, "<span class='warning'>Access Denied</span>")
return
return ..()
/obj/structure/computerframe/attackby(obj/item/P as obj, mob/user as mob, params)
switch(state)
if(0)
if(istype(P, /obj/item/wrench))
playsound(loc, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed, target = src))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = 1
state = 1
return
if(1)
if(istype(P, /obj/item/wrench))
playsound(loc, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed, target = src))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
anchored = 0
state = 0
return
if(istype(P, /obj/item/circuitboard) && !circuit)
var/obj/item/circuitboard/B = P
if(B.board_type == "computer")
playsound(loc, B.usesound, 50, 1)
to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
icon_state = "1"
circuit = P
user.drop_item()
P.loc = src
else
to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
return
if(istype(P, /obj/item/screwdriver) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You screw the circuit board into place.</span>")
state = 2
icon_state = "2"
return
if(istype(P, /obj/item/crowbar) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
state = 1
icon_state = "0"
circuit.loc = loc
circuit = null
return
if(2)
if(istype(P, /obj/item/screwdriver) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
state = 1
icon_state = "1"
return
if(istype(P, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = P
if(C.amount >= 5)
playsound(loc, C.usesound, 50, 1)
to_chat(user, "<span class='notice'>You start to add cables to the frame.</span>")
if(do_after(user, 20 * C.toolspeed, target = src))
if(state == 2 && C.amount >= 5 && C.use(5))
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
else
to_chat(user, "<span class='warning'>At some point during construction you lost some cable. Make sure you have five lengths before trying again.</span>")
return
else
to_chat(user, "<span class='warning'>You need five lengths of cable to wire the frame.</span>")
return
if(3)
if(istype(P, /obj/item/wirecutters))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the cables.</span>")
state = 2
icon_state = "2"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5
return
if(istype(P, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = P
if(G.amount >= 2)
playsound(loc, G.usesound, 50, 1)
to_chat(user, "<span class='notice'>You start to add the glass panel to the frame.</span>")
if(do_after(user, 20 * G.toolspeed, target = src))
if(state == 3 && G.amount >= 2 && G.use(2))
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
icon_state = "4"
else
to_chat(user, "<span class='warning'>At some point during construction you lost some glass. Make sure you have two sheets before trying again.</span>")
return
else
to_chat(user, "<span class='warning'>You need two sheets of glass for this.</span>")
return
if(4)
if(istype(P, /obj/item/crowbar))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
state = 3
icon_state = "3"
new /obj/item/stack/sheet/glass(loc, 2)
return
if(istype(P, /obj/item/screwdriver))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
var/B = new circuit.build_path (loc)
if(circuit.powernet) B:powernet = circuit.powernet
if(circuit.id) B:id = circuit.id
if(circuit.records) B:records = circuit.records
if(circuit.frequency) B:frequency = circuit.frequency
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)
return
if(user.a_intent == INTENT_HARM)
return ..()
/obj/structure/computerframe/welder_act(mob/user, obj/item/I)
if(state)
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) && !state)
to_chat(user, "<span class='notice'>You deconstruct [src].</span>")
deconstruct(TRUE)
/obj/structure/computerframe/HONKputer
name = "Bananium Computer-frame"
icon = 'icons/obj/machines/HONKputer.dmi'
base_mineral = /obj/item/stack/sheet/mineral/bananium
/obj/structure/computerframe/HONKputer/attackby(obj/item/P as obj, mob/user as mob, params)
switch(state)
if(0)
if(istype(P, /obj/item/wrench))
playsound(loc, P.usesound, 50, 1)
if(do_after(user, 20, target = src))
to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
anchored = 1
state = 1
if(1)
if(istype(P, /obj/item/wrench))
playsound(loc, P.usesound, 50, 1)
if(do_after(user, 20 * P.toolspeed, target = src))
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
anchored = 0
state = 0
if(istype(P, /obj/item/circuitboard) && !circuit)
var/obj/item/circuitboard/B = P
if(B.board_type == "honkcomputer")
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You place the circuit board inside the frame.</span>")
icon_state = "1"
circuit = P
user.drop_item()
P.loc = src
else
to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
if(istype(P, /obj/item/screwdriver) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You screw the circuit board into place.</span>")
state = 2
icon_state = "2"
if(istype(P, /obj/item/crowbar) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
state = 1
icon_state = "0"
circuit.loc = loc
circuit = null
return
if(2)
if(istype(P, /obj/item/screwdriver) && circuit)
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You unfasten the circuit board.</span>")
state = 1
icon_state = "1"
if(istype(P, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = P
if(C.amount >= 5)
playsound(loc, C.usesound, 50, 1)
to_chat(user, "<span class='notice'>You start to add cables to the frame.</span>")
if(do_after(user, 20 * C.toolspeed, target = src))
if(state == 2 && C.amount >= 5 && C.use(5))
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
else
to_chat(user, "<span class='warning'>At some point during construction you lost some cable. Make sure you have five lengths before trying again.</span>")
return
else
to_chat(user, "<span class='warning'>You need five lengths of cable to wire the frame.</span>")
return
if(3)
if(istype(P, /obj/item/wirecutters))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the cables.</span>")
state = 2
icon_state = "2"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( loc )
A.amount = 5
if(istype(P, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = P
if(G.amount >= 2)
playsound(loc, G.usesound, 50, 1)
to_chat(user, "<span class='notice'>You start to add the glass panel to the frame.</span>")
if(do_after(user, 20 * G.toolspeed, target = src))
if(state == 3 && G.amount >= 2 && G.use(2))
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
icon_state = "4"
else
to_chat(user, "<span class='warning'>At some point during construction you lost some glass. Make sure you have two sheets before trying again.</span>")
return
else
to_chat(user, "<span class='warning'>You need two sheets of glass for this.</span>")
return
if(4)
if(istype(P, /obj/item/crowbar))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You remove the glass panel.</span>")
state = 3
icon_state = "3"
new /obj/item/stack/sheet/glass(loc, 2)
if(istype(P, /obj/item/screwdriver))
playsound(loc, P.usesound, 50, 1)
to_chat(user, "<span class='notice'>You connect the monitor.</span>")
var/B = new circuit.build_path (loc)
if(circuit.powernet) B:powernet = circuit.powernet
if(circuit.id) B:id = circuit.id
if(circuit.records) B:records = circuit.records
if(circuit.frequency) B:frequency = circuit.frequency
qdel(src)
return
return ..()