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Comments for lighting: Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas by using the var/tag variable and moving turfs into the contents list of the correct sub-area. Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity (through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then turning it back on with lighting_controller.processing = 1. Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity at runtime) Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset costs. Known Issues/TODO: admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity Shuttles still do not have support for dynamic lighting (I hope to fix this at some point) No directional lighting support. Fairly easy to add this and the code is ready. When opening airlocks etc, lighting does not always update to account for the change in opacity. Explosions now cause lighting to cease processing temporarily. Moved controller datums to the code/controllers directory. I plan on standardising them. "Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb) Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
320 lines
6.8 KiB
Plaintext
320 lines
6.8 KiB
Plaintext
// Status display
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// (formerly Countdown timer display)
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// Use to show shuttle ETA/ETD times
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// Alert status
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// And arbitrary messages set by comms computer
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/obj/machinery/status_display
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icon = 'icons/obj/status_display.dmi'
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icon_state = "frame"
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name = "status display"
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anchored = 1
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density = 0
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use_power = 1
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idle_power_usage = 10
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var/mode = 1 // 0 = Blank
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// 1 = Shuttle timer
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// 2 = Arbitrary message(s)
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// 3 = alert picture
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// 4 = Supply shuttle timer
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var/picture_state // icon_state of alert picture
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var/message1 = "" // message line 1
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var/message2 = "" // message line 2
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var/index1 // display index for scrolling messages or 0 if non-scrolling
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var/index2
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var/lastdisplayline1 = "" // the cached last displays
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var/lastdisplayline2 = ""
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var/frequency = 1435 // radio frequency
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var/supply_display = 0 // true if a supply shuttle display
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var/repeat_update = 0 // true if we are going to update again this ptick
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var/friendc = 0 // track if Friend Computer mode
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// new display
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// register for radio system
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New()
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..()
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spawn(5) // must wait for map loading to finish
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if(radio_controller)
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radio_controller.add_object(src, frequency)
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// timed process
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process()
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if(stat & NOPOWER)
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overlays = null
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return
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update()
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// set what is displayed
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proc/update()
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if(friendc && mode!=4) //Makes all status displays except supply shuttle timer display the eye -- Urist
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set_picture("ai_friend")
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return
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if(mode==0)
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overlays = null
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return
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if(mode==3) // alert picture, no change
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return
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if(mode==1) // shuttle timer
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if(emergency_shuttle.online)
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var/displayloc
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if(emergency_shuttle.location == 1)
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displayloc = "ETD "
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else
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displayloc = "ETA "
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var/displaytime = get_shuttle_timer()
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if(lentext(displaytime) > 5)
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displaytime = "**~**"
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update_display(displayloc, displaytime)
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return
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else
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overlays = null
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return
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if(mode==4) // supply shuttle timer
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var/disp1
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var/disp2
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if(supply_shuttle.moving)
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disp1 = "SPPLY"
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disp2 = get_supply_shuttle_timer()
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if(lentext(disp1) > 5)
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disp1 = "**~**"
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else
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if(supply_shuttle.at_station)
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disp1 = "SPPLY"
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disp2 = "STATN"
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else
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disp1 = "SPPLY"
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disp2 = "AWAY"
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update_display(disp1, disp2)
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if(mode==2)
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var/line1
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var/line2
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if(!index1)
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line1 = message1
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else
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line1 = copytext(message1+message1, index1, index1+5)
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if(index1++ > (lentext(message1)))
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index1 = 1
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if(!index2)
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line2 = message2
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else
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line2 = copytext(message2+message2, index2, index2+5)
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if(index2++ > (lentext(message2)))
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index2 = 1
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update_display(line1, line2)
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// the following allows 2 updates per process, giving faster scrolling
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if((index1 || index2) && repeat_update) // if either line is scrolling
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// and we haven't forced an update yet
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spawn(5)
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repeat_update = 0
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update() // set to update again in 5 ticks
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repeat_update = 1
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proc/set_message(var/m1, var/m2)
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if(m1)
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index1 = (lentext(m1) > 5)
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message1 = uppertext(m1)
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else
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message1 = ""
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index1 = 0
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if(m2)
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index2 = (lentext(m2) > 5)
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message2 = uppertext(m2)
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else
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message2 = null
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index2 = 0
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repeat_update = 1
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proc/set_picture(var/state)
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picture_state = state
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overlays = null
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overlays += image('icons/obj/status_display.dmi', icon_state=picture_state)
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proc/update_display(var/line1, var/line2)
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if(line1 == lastdisplayline1 && line2 == lastdisplayline2)
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return // no change, no need to update
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lastdisplayline1 = line1
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lastdisplayline2 = line2
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if(line2 == null) // single line display
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overlays = null
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overlays += texticon(line1, 23, -13)
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else // dual line display
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overlays = null
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overlays += texticon(line1, 23, -9)
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overlays += texticon(line2, 23, -17)
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// return shuttle timer as text
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proc/get_shuttle_timer()
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var/timeleft = emergency_shuttle.timeleft()
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if(timeleft)
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return "[add_zero(num2text((timeleft / 60) % 60),2)]~[add_zero(num2text(timeleft % 60), 2)]"
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// note ~ translates into a blinking :
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return ""
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proc/get_supply_shuttle_timer()
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if(supply_shuttle.moving)
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var/timeleft = round((supply_shuttle.eta_timeofday - world.timeofday) / 10,1)
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return "[add_zero(num2text((timeleft / 60) % 60),2)]~[add_zero(num2text(timeleft % 60), 2)]"
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// note ~ translates into a blinking :
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return ""
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// return an icon of a time text string (tn)
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// valid characters are 0-9 and :
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// px, py are pixel offsets
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proc/texticon(var/tn, var/px = 0, var/py = 0)
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var/image/I = image('icons/obj/status_display.dmi', "blank")
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var/len = lentext(tn)
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for(var/d = 1 to len)
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var/char = copytext(tn, len-d+1, len-d+2)
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if(char == " ")
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continue
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var/image/ID = image('icons/obj/status_display.dmi', icon_state=char)
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ID.pixel_x = -(d-1)*5 + px
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ID.pixel_y = py
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I.overlays += ID
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return I
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receive_signal(datum/signal/signal)
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switch(signal.data["command"])
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if("blank")
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mode = 0
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if("shuttle")
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mode = 1
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if("message")
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mode = 2
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set_message(signal.data["msg1"], signal.data["msg2"])
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if("alert")
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mode = 3
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set_picture(signal.data["picture_state"])
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if("supply")
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if(supply_display)
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mode = 4
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/obj/machinery/ai_status_display
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icon = 'icons/obj/status_display.dmi'
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icon_state = "frame"
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name = "AI display"
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anchored = 1
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density = 0
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var/mode = 0 // 0 = Blank
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// 1 = AI emoticon
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// 2 = Blue screen of death
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var/picture_state // icon_state of ai picture
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var/emotion = "Neutral"
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process()
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if(stat & NOPOWER)
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overlays = null
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return
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update()
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proc/update()
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if(mode==0) //Blank
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overlays = null
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return
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if(mode==1) // AI emoticon
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switch(emotion)
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if("Very Happy")
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set_picture("ai_veryhappy")
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if("Happy")
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set_picture("ai_happy")
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if("Neutral")
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set_picture("ai_neutral")
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if("Unsure")
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set_picture("ai_unsure")
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if("Confused")
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set_picture("ai_confused")
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if("Sad")
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set_picture("ai_sad")
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if("BSOD")
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set_picture("ai_bsod")
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if("Blank")
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set_picture("ai_off")
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if("Problems?")
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set_picture("ai_trollface")
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if("Awesome")
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set_picture("ai_awesome")
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if("Dorfy")
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set_picture("ai_urist")
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if("Facepalm")
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set_picture("ai_facepalm")
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if("Friend Computer")
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set_picture("ai_friend")
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return
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if(mode==2) // BSOD
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set_picture("ai_bsod")
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return
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proc/set_picture(var/state)
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picture_state = state
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overlays = null
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overlays += image('icons/obj/status_display.dmi', icon_state=picture_state)
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