mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-30 03:53:33 +00:00
Yet Another Circuit Update (#5549)
* Circuit updates, adds new components, improves printer, new assemblies. * Finishes powernet circuit. * Adds wearable assemblies. * Finialization before merging with GLOB port. * Finishes circuit update, hopefully. * Forgot to undo map. * Removes debug output.
This commit is contained in:
@@ -1,56 +1,29 @@
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#define IC_COMPONENTS_BASE 20
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#define IC_COMPLEXITY_BASE 60
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// Here is where the base definition lives.
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// Specific subtypes are in their own folder.
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/obj/item/device/electronic_assembly
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name = "electronic assembly"
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desc = "It's a case, for building small electronics with."
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w_class = ITEMSIZE_SMALL
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icon = 'icons/obj/electronic_assemblies.dmi'
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icon = 'icons/obj/integrated_electronics/electronic_setups.dmi'
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icon_state = "setup_small"
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show_messages = TRUE
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var/max_components = IC_COMPONENTS_BASE
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var/max_complexity = IC_COMPLEXITY_BASE
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var/opened = 0
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var/opened = FALSE
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var/can_anchor = FALSE // If true, wrenching it will anchor it.
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var/obj/item/weapon/cell/device/battery = null // Internal cell which most circuits need to work.
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var/net_power = 0 // Set every tick, to display how much power is being drawn in total.
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var/detail_color = COLOR_ASSEMBLY_BLACK
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/obj/item/device/electronic_assembly/medium
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name = "electronic mechanism"
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icon_state = "setup_medium"
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desc = "It's a case, for building medium-sized electronics with."
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w_class = ITEMSIZE_NORMAL
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max_components = IC_COMPONENTS_BASE * 2
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max_complexity = IC_COMPLEXITY_BASE * 2
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/obj/item/device/electronic_assembly/large
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name = "electronic machine"
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icon_state = "setup_large"
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desc = "It's a case, for building large electronics with."
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w_class = ITEMSIZE_LARGE
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max_components = IC_COMPONENTS_BASE * 4
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max_complexity = IC_COMPLEXITY_BASE * 4
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/obj/item/device/electronic_assembly/drone
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name = "electronic drone"
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icon_state = "setup_drone"
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desc = "It's a case, for building mobile electronics with."
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w_class = ITEMSIZE_NORMAL
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max_components = IC_COMPONENTS_BASE * 1.5
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max_complexity = IC_COMPLEXITY_BASE * 1.5
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/obj/item/device/electronic_assembly/implant
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name = "electronic implant"
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icon_state = "setup_implant"
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desc = "It's a case, for building very tiny electronics with."
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w_class = ITEMSIZE_TINY
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max_components = IC_COMPONENTS_BASE / 2
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max_complexity = IC_COMPLEXITY_BASE / 2
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var/obj/item/weapon/implant/integrated_circuit/implant = null
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/obj/item/device/electronic_assembly/New()
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..()
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/obj/item/device/electronic_assembly/initialize()
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battery = new(src)
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processing_objects |= src
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return ..()
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/obj/item/device/electronic_assembly/Destroy()
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battery = null // It will be qdel'd by ..() if still in our contents
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@@ -61,35 +34,32 @@
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handle_idle_power()
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/obj/item/device/electronic_assembly/proc/handle_idle_power()
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// First we generate power.
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for(var/obj/item/integrated_circuit/passive/power/P in contents)
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P.make_energy()
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net_power = 0 // Reset this. This gets increased/decreased with [give/draw]_power() outside of this loop.
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// Now spend it.
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// First we handle passive sources. Most of these make power so they go first.
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for(var/obj/item/integrated_circuit/passive/power/P in contents)
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P.handle_passive_energy()
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// Now we handle idle power draw.
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for(var/obj/item/integrated_circuit/IC in contents)
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if(IC.power_draw_idle)
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if(!draw_power(IC.power_draw_idle))
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IC.power_fail()
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/obj/item/device/electronic_assembly/implant/update_icon()
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..()
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implant.icon_state = icon_state
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/obj/item/device/electronic_assembly/implant/nano_host()
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return implant
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/obj/item/device/electronic_assembly/proc/resolve_nano_host()
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return src
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/obj/item/device/electronic_assembly/implant/resolve_nano_host()
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return implant
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/obj/item/device/electronic_assembly/proc/check_interactivity(mob/user)
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if(!CanInteract(user, physical_state))
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return 0
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return 1
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/obj/item/device/electronic_assembly/get_cell()
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return battery
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/obj/item/device/electronic_assembly/interact(mob/user)
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if(!check_interactivity(user))
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return
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@@ -107,7 +77,8 @@
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HTML += "[total_parts]/[max_components] ([round((total_parts / max_components) * 100, 0.1)]%) space taken up in the assembly.<br>"
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HTML += "[total_complexity]/[max_complexity] ([round((total_complexity / max_complexity) * 100, 0.1)]%) maximum complexity.<br>"
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if(battery)
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HTML += "[round(battery.charge, 0.1)]/[battery.maxcharge] ([round(battery.percent(), 0.1)]%) cell charge. <a href='?src=\ref[src];remove_cell=1'>\[Remove\]</a>"
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HTML += "[round(battery.charge, 0.1)]/[battery.maxcharge] ([round(battery.percent(), 0.1)]%) cell charge. <a href='?src=\ref[src];remove_cell=1'>\[Remove\]</a><br>"
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HTML += "Net energy: [format_SI(net_power / CELLRATE, "W")]."
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else
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HTML += "<span class='danger'>No powercell detected!</span>"
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HTML += "<br><br>"
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@@ -175,14 +146,18 @@
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/obj/item/device/electronic_assembly/proc/can_move()
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return FALSE
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/obj/item/device/electronic_assembly/drone/can_move()
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return TRUE
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/obj/item/device/electronic_assembly/update_icon()
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if(opened)
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icon_state = initial(icon_state) + "-open"
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else
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icon_state = initial(icon_state)
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cut_overlays()
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if(detail_color == COLOR_ASSEMBLY_BLACK) //Black colored overlay looks almost but not exactly like the base sprite, so just cut the overlay and avoid it looking kinda off.
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return
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var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/integrated_electronics/electronic_setups.dmi', "[icon_state]-color")
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detail_overlay.color = detail_color
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add_overlay(detail_overlay)
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/obj/item/device/electronic_assembly/GetAccess()
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. = list()
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@@ -244,6 +219,11 @@
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return TRUE
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// Non-interactive version of above that always succeeds, intended for build-in circuits that get added on assembly initialization.
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/obj/item/device/electronic_assembly/proc/force_add_circuit(var/obj/item/integrated_circuit/IC)
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IC.forceMove(src)
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IC.assembly = src
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/obj/item/device/electronic_assembly/afterattack(atom/target, mob/user, proximity)
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if(proximity)
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var/scanned = FALSE
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@@ -256,7 +236,17 @@
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visible_message("<span class='notice'>\The [user] waves \the [src] around [target].</span>")
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/obj/item/device/electronic_assembly/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/integrated_circuit))
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if(can_anchor && I.is_wrench())
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anchored = !anchored
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to_chat(user, span("notice", "You've [anchored ? "" : "un"]secured \the [src] to \the [get_turf(src)]."))
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if(anchored)
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on_anchored()
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else
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on_unanchored()
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playsound(src, I.usesound, 50, 1)
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return TRUE
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else if(istype(I, /obj/item/integrated_circuit))
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if(!user.unEquip(I))
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return FALSE
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if(add_circuit(I, user))
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@@ -264,18 +254,26 @@
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playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
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interact(user)
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return TRUE
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else if(I.is_crowbar())
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playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
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opened = !opened
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to_chat(user, "<span class='notice'>You [opened ? "opened" : "closed"] \the [src].</span>")
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update_icon()
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return TRUE
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else if(istype(I, /obj/item/device/integrated_electronics/wirer) || istype(I, /obj/item/device/integrated_electronics/debugger) || I.is_screwdriver())
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if(opened)
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interact(user)
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else
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to_chat(user, "<span class='warning'>\The [src] isn't opened, so you can't fiddle with the internal components. \
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Try using a crowbar.</span>")
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else if(istype(I, /obj/item/device/integrated_electronics/detailer))
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var/obj/item/device/integrated_electronics/detailer/D = I
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detail_color = D.detail_color
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update_icon()
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else if(istype(I, /obj/item/weapon/cell/device))
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if(!opened)
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to_chat(user, "<span class='warning'>\The [src] isn't opened, so you can't put anything inside. Try using a crowbar.</span>")
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@@ -291,6 +289,7 @@
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to_chat(user, "<span class='notice'>You slot \the [cell] inside \the [src]'s power supplier.</span>")
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interact(user)
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return TRUE
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else
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return ..()
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@@ -331,13 +330,32 @@
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// Returns true if power was successfully drawn.
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/obj/item/device/electronic_assembly/proc/draw_power(amount)
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if(battery && battery.checked_use(amount * CELLRATE))
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if(battery)
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var/lost = battery.use(amount * CELLRATE)
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net_power -= lost
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return TRUE
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return FALSE
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// Ditto for giving.
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/obj/item/device/electronic_assembly/proc/give_power(amount)
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if(battery && battery.give(amount * CELLRATE))
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if(battery)
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var/gained = battery.give(amount * CELLRATE)
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net_power += gained
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return TRUE
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return FALSE
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/obj/item/device/electronic_assembly/on_loc_moved(oldloc)
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for(var/obj/O in contents)
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O.on_loc_moved(oldloc)
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/obj/item/device/electronic_assembly/Moved(var/oldloc)
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for(var/obj/O in contents)
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O.on_loc_moved(oldloc)
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/obj/item/device/electronic_assembly/proc/on_anchored()
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for(var/obj/item/integrated_circuit/IC in contents)
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IC.on_anchored()
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/obj/item/device/electronic_assembly/proc/on_unanchored()
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for(var/obj/item/integrated_circuit/IC in contents)
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IC.on_unanchored()
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187
code/modules/integrated_electronics/core/assemblies/clothing.dm
Normal file
187
code/modules/integrated_electronics/core/assemblies/clothing.dm
Normal file
@@ -0,0 +1,187 @@
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// The base subtype for assemblies that can be worn. Certain pieces will have more or less capabilities
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// E.g. Glasses have less room than something worn over the chest.
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// Note that the electronic assembly is INSIDE the object that actually gets worn, in a similar way to implants.
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/obj/item/device/electronic_assembly/clothing
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name = "electronic clothing"
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icon_state = "circuitry" // Needs to match the clothing's base icon_state.
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desc = "It's a case, for building machines attached to clothing."
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w_class = ITEMSIZE_SMALL
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max_components = IC_COMPONENTS_BASE
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max_complexity = IC_COMPLEXITY_BASE
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var/obj/item/clothing/clothing = null
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/obj/item/device/electronic_assembly/clothing/nano_host()
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return clothing
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/obj/item/device/electronic_assembly/clothing/resolve_nano_host()
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return clothing
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/obj/item/device/electronic_assembly/clothing/update_icon()
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..()
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clothing.icon_state = icon_state
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// We don't need to update the mob sprite since it won't (and shouldn't) actually get changed.
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// This is 'small' relative to the size of regular clothing assemblies.
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/obj/item/device/electronic_assembly/clothing/small
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max_components = IC_COMPONENTS_BASE / 2
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max_complexity = IC_COMPLEXITY_BASE / 2
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w_class = ITEMSIZE_TINY
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// Ditto.
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/obj/item/device/electronic_assembly/clothing/large
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max_components = IC_COMPONENTS_BASE * 2
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max_complexity = IC_COMPLEXITY_BASE * 2
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w_class = ITEMSIZE_NORMAL
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// This is defined higher up, in /clothing to avoid lots of copypasta.
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/obj/item/clothing
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var/obj/item/device/electronic_assembly/clothing/IC = null
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var/obj/item/integrated_circuit/built_in/action_button/action_circuit = null // This gets pulsed when someone clicks the button on the hud.
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/obj/item/clothing/emp_act(severity)
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if(IC)
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IC.emp_act(severity)
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..()
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/obj/item/clothing/examine(mob/user)
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if(IC)
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IC.examine(user)
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..()
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/obj/item/clothing/attackby(obj/item/I, mob/user)
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if(IC)
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// This needs to be done in a better way...
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if(I.is_crowbar() || I.is_screwdriver() || istype(I, /obj/item/integrated_circuit) || istype(I, /obj/item/weapon/cell/device) || istype(I, /obj/item/device/integrated_electronics) )
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IC.attackby(I, user)
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else
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..()
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/obj/item/clothing/attack_self(mob/user)
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if(IC)
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if(IC.opened)
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IC.attack_self(user)
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else
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action_circuit.do_work()
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else
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..()
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/obj/item/clothing/Moved(oldloc)
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if(IC)
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IC.on_loc_moved(oldloc)
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else
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..()
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/obj/item/clothing/on_loc_moved(oldloc)
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if(IC)
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IC.on_loc_moved(oldloc)
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else
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..()
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// Does most of the repeatative setup.
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/obj/item/clothing/proc/setup_integrated_circuit(new_type)
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// Set up the internal circuit holder.
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IC = new new_type(src)
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IC.clothing = src
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IC.name = name
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// Clothing assemblies can be triggered by clicking on the HUD. This allows that to occur.
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action_circuit = new(src.IC)
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IC.force_add_circuit(action_circuit)
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action_button_name = "Activate [name]"
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/obj/item/clothing/Destroy()
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if(IC)
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IC.clothing = null
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action_circuit = null // Will get deleted by qdel-ing the IC assembly.
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qdel(IC)
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return ..()
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// Specific subtypes.
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// Jumpsuit.
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/obj/item/clothing/under/circuitry
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name = "electronic jumpsuit"
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desc = "It's a wearable case for electronics. This on is a black jumpsuit with wiring weaved into the fabric."
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icon_state = "circuitry"
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worn_state = "circuitry"
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/obj/item/clothing/under/circuitry/initialize()
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setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing)
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return ..()
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// Gloves.
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/obj/item/clothing/gloves/circuitry
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name = "electronic gloves"
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desc = "It's a wearable case for electronics. This one is a pair of black gloves, with wires woven into them. A small \
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device with a screen is attached to the left glove."
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icon_state = "circuitry"
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item_state = "circuitry"
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/obj/item/clothing/gloves/circuitry/initialize()
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setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
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return ..()
|
||||
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|
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// Glasses.
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/obj/item/clothing/glasses/circuitry
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name = "electronic goggles"
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desc = "It's a wearable case for electronics. This one is a pair of goggles, with wiring sticking out. \
|
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Could this augment your vision?" // Sadly it won't, or at least not yet.
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icon_state = "circuitry"
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item_state = "night" // The on-mob sprite would be identical anyways.
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/obj/item/clothing/glasses/circuitry/initialize()
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setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
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return ..()
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// Shoes
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/obj/item/clothing/shoes/circuitry
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name = "electronic boots"
|
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desc = "It's a wearable case for electronics. This one is a pair of boots, with wires attached to a small \
|
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cover."
|
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icon_state = "circuitry"
|
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item_state = "circuitry"
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/obj/item/clothing/shoes/circuitry/initialize()
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setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
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return ..()
|
||||
|
||||
// Head
|
||||
/obj/item/clothing/head/circuitry
|
||||
name = "electronic headwear"
|
||||
desc = "It's a wearable case for electronics. This one appears to be a very technical-looking piece that \
|
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goes around the collar, with a heads-up-display attached on the right."
|
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icon_state = "circuitry"
|
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item_state = "circuitry"
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/obj/item/clothing/head/circuitry/initialize()
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setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
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return ..()
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// Ear
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/obj/item/clothing/ears/circuitry
|
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name = "electronic earwear"
|
||||
desc = "It's a wearable case for electronics. This one appears to be a technical-looking headset."
|
||||
icon = 'icons/obj/clothing/ears.dmi'
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icon_state = "circuitry"
|
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item_state = "circuitry"
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/obj/item/clothing/ears/circuitry/initialize()
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setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/small)
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||||
return ..()
|
||||
|
||||
// Exo-slot
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||||
/obj/item/clothing/suit/circuitry
|
||||
name = "electronic chestpiece"
|
||||
desc = "It's a wearable case for electronics. This one appears to be a very technical-looking vest, that \
|
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almost looks professionally made, however the wiring popping out betrays that idea."
|
||||
icon_state = "circuitry"
|
||||
item_state = "circuitry"
|
||||
|
||||
/obj/item/clothing/suit/circuitry/initialize()
|
||||
setup_integrated_circuit(/obj/item/device/electronic_assembly/clothing/large)
|
||||
return ..()
|
||||
@@ -1,87 +1,84 @@
|
||||
/obj/item/device/assembly/electronic_assembly
|
||||
name = "electronic device"
|
||||
desc = "It's a case for building electronics with. It can be attached to other small devices."
|
||||
icon_state = "setup_device"
|
||||
var/opened = 0
|
||||
|
||||
var/obj/item/device/electronic_assembly/device/EA
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/New()
|
||||
EA = new(src)
|
||||
EA.holder = src
|
||||
..()
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if (I.is_crowbar())
|
||||
toggle_open(user)
|
||||
else if (opened)
|
||||
EA.attackby(I, user)
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/device/electronic_assembly/get_cell()
|
||||
return battery
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/proc/toggle_open(mob/user)
|
||||
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
|
||||
opened = !opened
|
||||
EA.opened = opened
|
||||
to_chat(user, "<span class='notice'>You [opened ? "opened" : "closed"] \the [src].</span>")
|
||||
secured = 1
|
||||
update_icon()
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/update_icon()
|
||||
if(EA)
|
||||
icon_state = initial(icon_state)
|
||||
else
|
||||
icon_state = initial(icon_state)+"0"
|
||||
if(opened)
|
||||
icon_state = icon_state + "-open"
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/attack_self(mob/user as mob)
|
||||
if(EA)
|
||||
EA.attack_self(user)
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
|
||||
if(EA)
|
||||
for(var/obj/item/integrated_circuit/built_in/device_input/I in EA.contents)
|
||||
I.do_work()
|
||||
return
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/examine(mob/user)
|
||||
.=..(user, 1)
|
||||
if(EA)
|
||||
for(var/obj/item/integrated_circuit/IC in EA.contents)
|
||||
IC.external_examine(user)
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/verb/toggle()
|
||||
set src in usr
|
||||
set category = "Object"
|
||||
set name = "Open/Close Device Assembly"
|
||||
set desc = "Open or close device assembly!"
|
||||
|
||||
toggle_open(usr)
|
||||
|
||||
|
||||
/obj/item/device/electronic_assembly/device
|
||||
name = "electronic device"
|
||||
icon_state = "setup_device"
|
||||
desc = "It's a tiny electronic device with specific use for attaching to other devices."
|
||||
var/obj/item/device/assembly/electronic_assembly/holder
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE * 3/4
|
||||
max_complexity = IC_COMPLEXITY_BASE * 3/4
|
||||
|
||||
|
||||
/obj/item/device/electronic_assembly/device/New()
|
||||
..()
|
||||
var/obj/item/integrated_circuit/built_in/device_input/input = new(src)
|
||||
var/obj/item/integrated_circuit/built_in/device_output/output = new(src)
|
||||
input.assembly = src
|
||||
output.assembly = src
|
||||
|
||||
/obj/item/device/electronic_assembly/device/check_interactivity(mob/user)
|
||||
if(!CanInteract(user, state = deep_inventory_state))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly
|
||||
name = "electronic device"
|
||||
desc = "It's a case for building electronics with. It can be attached to other small devices."
|
||||
icon_state = "setup_device"
|
||||
var/opened = 0
|
||||
|
||||
var/obj/item/device/electronic_assembly/device/EA
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/New()
|
||||
EA = new(src)
|
||||
EA.holder = src
|
||||
..()
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if (I.is_crowbar())
|
||||
toggle_open(user)
|
||||
else if (opened)
|
||||
EA.attackby(I, user)
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/proc/toggle_open(mob/user)
|
||||
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
|
||||
opened = !opened
|
||||
EA.opened = opened
|
||||
to_chat(user, "<span class='notice'>You [opened ? "opened" : "closed"] \the [src].</span>")
|
||||
secured = 1
|
||||
update_icon()
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/update_icon()
|
||||
if(EA)
|
||||
icon_state = initial(icon_state)
|
||||
else
|
||||
icon_state = initial(icon_state)+"0"
|
||||
if(opened)
|
||||
icon_state = icon_state + "-open"
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/attack_self(mob/user as mob)
|
||||
if(EA)
|
||||
EA.attack_self(user)
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
|
||||
if(EA)
|
||||
for(var/obj/item/integrated_circuit/built_in/device_input/I in EA.contents)
|
||||
I.do_work()
|
||||
return
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/examine(mob/user)
|
||||
.=..(user, 1)
|
||||
if(EA)
|
||||
for(var/obj/item/integrated_circuit/IC in EA.contents)
|
||||
IC.external_examine(user)
|
||||
|
||||
/obj/item/device/assembly/electronic_assembly/verb/toggle()
|
||||
set src in usr
|
||||
set category = "Object"
|
||||
set name = "Open/Close Device Assembly"
|
||||
set desc = "Open or close device assembly!"
|
||||
|
||||
toggle_open(usr)
|
||||
|
||||
|
||||
/obj/item/device/electronic_assembly/device
|
||||
name = "electronic device"
|
||||
icon_state = "setup_device"
|
||||
desc = "It's a tiny electronic device with specific use for attaching to other devices."
|
||||
var/obj/item/device/assembly/electronic_assembly/holder
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE * 3/4
|
||||
max_complexity = IC_COMPLEXITY_BASE * 3/4
|
||||
|
||||
|
||||
/obj/item/device/electronic_assembly/device/New()
|
||||
..()
|
||||
var/obj/item/integrated_circuit/built_in/device_input/input = new(src)
|
||||
var/obj/item/integrated_circuit/built_in/device_output/output = new(src)
|
||||
input.assembly = src
|
||||
output.assembly = src
|
||||
|
||||
/obj/item/device/electronic_assembly/device/check_interactivity(mob/user)
|
||||
if(!CanInteract(user, state = deep_inventory_state))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
261
code/modules/integrated_electronics/core/assemblies/generic.dm
Normal file
261
code/modules/integrated_electronics/core/assemblies/generic.dm
Normal file
@@ -0,0 +1,261 @@
|
||||
// Generic subtypes without a lot of special code.
|
||||
|
||||
// Small assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/default
|
||||
name = "type-a electronic assembly"
|
||||
|
||||
/obj/item/device/electronic_assembly/calc
|
||||
name = "type-b electronic assembly"
|
||||
icon_state = "setup_small_calc"
|
||||
desc = "It's a case, for building small electronics with. This one resembles a pocket calculator."
|
||||
|
||||
/obj/item/device/electronic_assembly/clam
|
||||
name = "type-c electronic assembly"
|
||||
icon_state = "setup_small_clam"
|
||||
desc = "It's a case, for building small electronics with. This one has a clamshell design."
|
||||
|
||||
/obj/item/device/electronic_assembly/simple
|
||||
name = "type-d electronic assembly"
|
||||
icon_state = "setup_small_simple"
|
||||
desc = "It's a case, for building small electronics with. This one has a simple design."
|
||||
|
||||
/obj/item/device/electronic_assembly/hook
|
||||
name = "type-e electronic assembly"
|
||||
icon_state = "setup_small_hook"
|
||||
desc = "It's a case, for building small electronics with. This one looks like it has a belt clip, but it's purely decorative."
|
||||
|
||||
/obj/item/device/electronic_assembly/pda
|
||||
name = "type-f electronic assembly"
|
||||
icon_state = "setup_small_pda"
|
||||
desc = "It's a case, for building small electronics with. This one resembles a PDA."
|
||||
|
||||
// Tiny assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny
|
||||
name = "electronic device"
|
||||
icon_state = "setup_device"
|
||||
desc = "It's a case, for building tiny-sized electronics with."
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE / 2
|
||||
max_complexity = IC_COMPLEXITY_BASE / 2
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/default
|
||||
name = "type-a electronic device"
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/cylinder
|
||||
name = "type-b electronic device"
|
||||
icon_state = "setup_device_cylinder"
|
||||
desc = "It's a case, for building tiny-sized electronics with. This one has a cylindrical design."
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/scanner
|
||||
name = "type-c electronic device"
|
||||
icon_state = "setup_device_scanner"
|
||||
desc = "It's a case, for building tiny-sized electronics with. This one has a scanner-like design."
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/hook
|
||||
name = "type-d electronic device"
|
||||
icon_state = "setup_device_hook"
|
||||
desc = "It's a case, for building tiny-sized electronics with. This one looks like it has a belt clip, but it's purely decorative."
|
||||
|
||||
/obj/item/device/electronic_assembly/tiny/box
|
||||
name = "type-e electronic device"
|
||||
icon_state = "setup_device_box"
|
||||
desc = "It's a case, for building tiny-sized electronics with. This one has a boxy design."
|
||||
|
||||
// Medium assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/medium
|
||||
name = "electronic mechanism"
|
||||
icon_state = "setup_medium"
|
||||
desc = "It's a case, for building medium-sized electronics with."
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_components = IC_COMPONENTS_BASE * 2
|
||||
max_complexity = IC_COMPLEXITY_BASE * 2
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/default
|
||||
name = "type-a electronic mechanism"
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/box
|
||||
name = "type-b electronic mechanism"
|
||||
icon_state = "setup_medium_box"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one has a boxy design."
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/clam
|
||||
name = "type-c electronic mechanism"
|
||||
icon_state = "setup_medium_clam"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one has a clamshell design."
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/medical
|
||||
name = "type-d electronic mechanism"
|
||||
icon_state = "setup_medium_med"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one resembles some type of medical apparatus."
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/gun
|
||||
name = "type-e electronic mechanism"
|
||||
icon_state = "setup_medium_gun"
|
||||
item_state = "circuitgun"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one resembles a gun, or some type of tool, \
|
||||
if you're feeling optimistic."
|
||||
// can_fire_equipped = TRUE
|
||||
item_icons = list(
|
||||
slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi',
|
||||
)
|
||||
|
||||
/obj/item/device/electronic_assembly/medium/radio
|
||||
name = "type-f electronic mechanism"
|
||||
icon_state = "setup_medium_radio"
|
||||
desc = "It's a case, for building medium-sized electronics with. This one resembles an old radio."
|
||||
|
||||
// Large assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/large
|
||||
name = "electronic machine"
|
||||
icon_state = "setup_large"
|
||||
desc = "It's a case, for building large electronics with."
|
||||
w_class = ITEMSIZE_LARGE
|
||||
max_components = IC_COMPONENTS_BASE * 4
|
||||
max_complexity = IC_COMPLEXITY_BASE * 4
|
||||
can_anchor = TRUE
|
||||
|
||||
/obj/item/device/electronic_assembly/large/default
|
||||
name = "type-a electronic machine"
|
||||
|
||||
/obj/item/device/electronic_assembly/large/scope
|
||||
name = "type-b electronic machine"
|
||||
icon_state = "setup_large_scope"
|
||||
desc = "It's a case, for building large electronics with. This one resembles an oscilloscope."
|
||||
|
||||
/obj/item/device/electronic_assembly/large/terminal
|
||||
name = "type-c electronic machine"
|
||||
icon_state = "setup_large_terminal"
|
||||
desc = "It's a case, for building large electronics with. This one resembles a computer terminal."
|
||||
|
||||
/obj/item/device/electronic_assembly/large/arm
|
||||
name = "type-d electronic machine"
|
||||
icon_state = "setup_large_arm"
|
||||
desc = "It's a case, for building large electronics with. This one resembles a robotic arm."
|
||||
|
||||
/obj/item/device/electronic_assembly/large/tall
|
||||
name = "type-e electronic machine"
|
||||
icon_state = "setup_large_tall"
|
||||
desc = "It's a case, for building large electronics with. This one has a tall design."
|
||||
|
||||
/obj/item/device/electronic_assembly/large/industrial
|
||||
name = "type-f electronic machine"
|
||||
icon_state = "setup_large_industrial"
|
||||
desc = "It's a case, for building large electronics with. This one resembles some kind of industrial machinery."
|
||||
|
||||
// Drone assemblies, which can move with the locomotion circuit.
|
||||
|
||||
/obj/item/device/electronic_assembly/drone
|
||||
name = "electronic drone"
|
||||
icon_state = "setup_drone"
|
||||
desc = "It's a case, for building mobile electronics with."
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_components = IC_COMPONENTS_BASE * 1.5
|
||||
max_complexity = IC_COMPLEXITY_BASE * 1.5
|
||||
can_anchor = FALSE
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/can_move()
|
||||
return TRUE
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/default
|
||||
name = "type-a electronic drone"
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/arms
|
||||
name = "type-b electronic drone"
|
||||
icon_state = "setup_drone_arms"
|
||||
desc = "It's a case, for building mobile electronics with. This one is armed and dangerous."
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/secbot
|
||||
name = "type-c electronic drone"
|
||||
icon_state = "setup_drone_secbot"
|
||||
desc = "It's a case, for building mobile electronics with. This one resembles a Securitron."
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/medbot
|
||||
name = "type-d electronic drone"
|
||||
icon_state = "setup_drone_medbot"
|
||||
desc = "It's a case, for building mobile electronics with. This one resembles a Medibot."
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/genbot
|
||||
name = "type-e electronic drone"
|
||||
icon_state = "setup_drone_genbot"
|
||||
desc = "It's a case, for building mobile electronics with. This one has a generic bot design."
|
||||
|
||||
/obj/item/device/electronic_assembly/drone/android
|
||||
name = "type-f electronic drone"
|
||||
icon_state = "setup_drone_android"
|
||||
desc = "It's a case, for building mobile electronics with. This one has a hominoid design."
|
||||
|
||||
// Wall mounted assemblies.
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount
|
||||
name = "wall-mounted electronic assembly"
|
||||
icon_state = "setup_wallmount_medium"
|
||||
desc = "It's a case, for building medium-sized electronics with. It has a magnetized \
|
||||
backing to allow it to stick to walls."
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_components = IC_COMPONENTS_BASE * 2
|
||||
max_complexity = IC_COMPLEXITY_BASE * 2
|
||||
can_anchor = TRUE
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/proc/mount_assembly(turf/on_wall, mob/user)
|
||||
if(get_dist(on_wall,user) > 1)
|
||||
return
|
||||
var/ndir = get_dir(on_wall, user)
|
||||
if(!(ndir in cardinal))
|
||||
return
|
||||
var/turf/T = get_turf(user)
|
||||
if(!istype(T, /turf/simulated/floor))
|
||||
to_chat(user, "<span class='warning'>You cannot place \the [src] on this spot!</span>")
|
||||
return
|
||||
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
|
||||
user.visible_message("\The [user] attaches \the [src] to the wall.",
|
||||
"<span class='notice'>You attach \the [src] to the wall.</span>",
|
||||
"<span class='italics'>You hear clicking.</span>")
|
||||
user.drop_item(T)
|
||||
anchored = TRUE
|
||||
on_anchored()
|
||||
switch(ndir)
|
||||
if(NORTH)
|
||||
pixel_y = -31
|
||||
if(SOUTH)
|
||||
pixel_y = 31
|
||||
if(EAST)
|
||||
pixel_x = -31
|
||||
if(WEST)
|
||||
pixel_x = 31
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/on_unanchored()
|
||||
pixel_x = 0
|
||||
pixel_y = 0
|
||||
..()
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/heavy
|
||||
name = "heavy wall-mounted electronic assembly"
|
||||
icon_state = "setup_wallmount_large"
|
||||
desc = "It's a case, for building large electronics with. It has a magnetized backing \
|
||||
to allow it to stick to walls."
|
||||
w_class = ITEMSIZE_LARGE
|
||||
max_components = IC_COMPONENTS_BASE * 4
|
||||
max_complexity = IC_COMPLEXITY_BASE * 4
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/light
|
||||
name = "light wall-mounted electronic assembly"
|
||||
icon_state = "setup_wallmount_small"
|
||||
desc = "It's a case, for building small electronics with. It has a magnetized backing \
|
||||
to allow it to stick to walls."
|
||||
w_class = ITEMSIZE_SMALL
|
||||
max_components = IC_COMPONENTS_BASE
|
||||
max_complexity = IC_COMPLEXITY_BASE
|
||||
|
||||
/obj/item/device/electronic_assembly/wallmount/tiny
|
||||
name = "tiny wall-mounted electronic assembly"
|
||||
icon_state = "setup_wallmount_tiny"
|
||||
desc = "It's a case, for building tiny electronics with. It has a magnetized backing \
|
||||
to allow it to stick to walls."
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE / 2
|
||||
max_complexity = IC_COMPLEXITY_BASE / 2
|
||||
@@ -0,0 +1,21 @@
|
||||
// Note that this is contained inside an actual implant subtype.
|
||||
// See code/game/objects/items/weapons/implants/implantcircuits.dm for where this gets held.
|
||||
|
||||
/obj/item/device/electronic_assembly/implant
|
||||
name = "electronic implant"
|
||||
icon_state = "setup_implant"
|
||||
desc = "It's a case, for building very tiny electronics with."
|
||||
w_class = ITEMSIZE_TINY
|
||||
max_components = IC_COMPONENTS_BASE / 2
|
||||
max_complexity = IC_COMPLEXITY_BASE / 2
|
||||
var/obj/item/weapon/implant/integrated_circuit/implant = null
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/nano_host()
|
||||
return implant
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/resolve_nano_host()
|
||||
return implant
|
||||
|
||||
/obj/item/device/electronic_assembly/implant/update_icon()
|
||||
..()
|
||||
implant.icon_state = icon_state
|
||||
45
code/modules/integrated_electronics/core/detailer.dm
Normal file
45
code/modules/integrated_electronics/core/detailer.dm
Normal file
@@ -0,0 +1,45 @@
|
||||
/obj/item/device/integrated_electronics/detailer
|
||||
name = "assembly detailer"
|
||||
desc = "A combination autopainter and flash anodizer designed to give electronic assemblies a colorful, wear-resistant finish."
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "detailer"
|
||||
item_flags = NOBLUDGEON
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/detail_color = COLOR_ASSEMBLY_WHITE
|
||||
var/list/color_list = list(
|
||||
"black" = COLOR_ASSEMBLY_BLACK,
|
||||
"machine gray" = COLOR_ASSEMBLY_BGRAY,
|
||||
"white" = COLOR_ASSEMBLY_WHITE,
|
||||
"red" = COLOR_ASSEMBLY_RED,
|
||||
"orange" = COLOR_ASSEMBLY_ORANGE,
|
||||
"beige" = COLOR_ASSEMBLY_BEIGE,
|
||||
"brown" = COLOR_ASSEMBLY_BROWN,
|
||||
"gold" = COLOR_ASSEMBLY_GOLD,
|
||||
"yellow" = COLOR_ASSEMBLY_YELLOW,
|
||||
"gurkha" = COLOR_ASSEMBLY_GURKHA,
|
||||
"light green" = COLOR_ASSEMBLY_LGREEN,
|
||||
"green" = COLOR_ASSEMBLY_GREEN,
|
||||
"light blue" = COLOR_ASSEMBLY_LBLUE,
|
||||
"blue" = COLOR_ASSEMBLY_BLUE,
|
||||
"purple" = COLOR_ASSEMBLY_PURPLE,
|
||||
"hot pink" = COLOR_ASSEMBLY_HOT_PINK
|
||||
)
|
||||
|
||||
/obj/item/device/integrated_electronics/detailer/initialize()
|
||||
update_icon()
|
||||
return ..()
|
||||
|
||||
/obj/item/device/integrated_electronics/detailer/update_icon()
|
||||
cut_overlays()
|
||||
var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/integrated_electronics/electronic_tools.dmi', "detailer-color")
|
||||
detail_overlay.color = detail_color
|
||||
add_overlay(detail_overlay)
|
||||
|
||||
/obj/item/device/integrated_electronics/detailer/attack_self(mob/user)
|
||||
var/color_choice = input(user, "Select color.", "Assembly Detailer", detail_color) as null|anything in color_list
|
||||
if(!color_list[color_choice])
|
||||
return
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
detail_color = color_list[color_choice]
|
||||
update_icon()
|
||||
@@ -1,7 +1,8 @@
|
||||
/obj/item/integrated_circuit/proc/setup_io(var/list/io_list, var/io_type, var/list/io_default_list)
|
||||
var/list/io_list_copy = io_list.Copy()
|
||||
io_list.Cut()
|
||||
var/i = 0
|
||||
var/i = 1
|
||||
|
||||
for(var/io_entry in io_list_copy)
|
||||
var/default_data = null
|
||||
var/io_type_override = null
|
||||
@@ -13,10 +14,10 @@
|
||||
io_type_override = io_list_copy[io_entry]
|
||||
|
||||
if(io_type_override)
|
||||
// world << "io_type_override is now [io_type_override] on [src]."
|
||||
io_list.Add(new io_type_override(src, io_entry, default_data))
|
||||
else
|
||||
io_list.Add(new io_type(src, io_entry, default_data))
|
||||
i++
|
||||
|
||||
/obj/item/integrated_circuit/proc/set_pin_data(var/pin_type, var/pin_number, datum/new_data)
|
||||
if (istype(new_data) && !isweakref(new_data))
|
||||
|
||||
@@ -330,6 +330,7 @@ a creative player the means to solve many problems. Circuits are held inside an
|
||||
to_chat(usr, "<span class='warning'>\The [src] seems to be permanently attached to the case.</span>")
|
||||
return
|
||||
var/obj/item/device/electronic_assembly/ea = loc
|
||||
power_fail()
|
||||
disconnect_all()
|
||||
var/turf/T = get_turf(src)
|
||||
forceMove(T)
|
||||
@@ -394,3 +395,9 @@ a creative player the means to solve many problems. Circuits are held inside an
|
||||
O.disconnect()
|
||||
for(var/datum/integrated_io/activate/A in activators)
|
||||
A.disconnect()
|
||||
|
||||
/obj/item/integrated_circuit/proc/on_anchored()
|
||||
return
|
||||
|
||||
/obj/item/integrated_circuit/proc/on_unanchored()
|
||||
return
|
||||
@@ -28,7 +28,7 @@ D [1]/ ||
|
||||
/datum/integrated_io/New(var/newloc, var/name, var/new_data)
|
||||
..()
|
||||
src.name = name
|
||||
if(new_data)
|
||||
if(!isnull(new_data))
|
||||
src.data = new_data
|
||||
holder = newloc
|
||||
if(!istype(holder))
|
||||
|
||||
@@ -2,16 +2,17 @@
|
||||
/obj/item/device/integrated_circuit_printer
|
||||
name = "integrated circuit printer"
|
||||
desc = "A portable(ish) machine made to print tiny modular circuitry out of metal."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "circuit_printer"
|
||||
w_class = ITEMSIZE_LARGE
|
||||
var/metal = 0
|
||||
var/max_metal = 100
|
||||
var/metal_per_sheet = 10 // One sheet equals this much metal.
|
||||
var/debug = FALSE // If true, metal is infinite.
|
||||
|
||||
var/upgraded = FALSE // When hit with an upgrade disk, will turn true, allowing it to print the higher tier circuits.
|
||||
var/can_clone = FALSE // Same for above, but will allow the printer to duplicate a specific assembly.
|
||||
var/static/list/recipe_list = list()
|
||||
var/can_clone = FALSE // Same for above, but will allow the printer to duplicate a specific assembly. (Not implemented)
|
||||
// var/static/list/recipe_list = list()
|
||||
var/current_category = null
|
||||
var/obj/item/device/electronic_assembly/assembly_to_clone = null
|
||||
|
||||
@@ -19,67 +20,32 @@
|
||||
upgraded = TRUE
|
||||
can_clone = TRUE
|
||||
|
||||
/obj/item/device/integrated_circuit_printer/initialize()
|
||||
. = ..()
|
||||
if(!recipe_list.len)
|
||||
// Unfortunately this needed a lot of loops, but it should only be run once at init.
|
||||
|
||||
// First loop is to seperate the actual circuits from base circuits.
|
||||
var/list/circuits_to_use = list()
|
||||
for(var/obj/item/integrated_circuit/IC in all_integrated_circuits)
|
||||
if((IC.spawn_flags & IC_SPAWN_DEFAULT) || (IC.spawn_flags & IC_SPAWN_RESEARCH))
|
||||
circuits_to_use.Add(IC)
|
||||
|
||||
// Second loop is to find all categories.
|
||||
var/list/found_categories = list()
|
||||
for(var/obj/item/integrated_circuit/IC in circuits_to_use)
|
||||
if(!(IC.category_text in found_categories))
|
||||
found_categories.Add(IC.category_text)
|
||||
|
||||
// Third loop is to initialize lists by category names, then put circuits matching the category inside.
|
||||
for(var/category in found_categories)
|
||||
recipe_list[category] = list()
|
||||
var/list/current_list = recipe_list[category]
|
||||
for(var/obj/item/integrated_circuit/IC in circuits_to_use)
|
||||
if(IC.category_text == category)
|
||||
current_list.Add(IC)
|
||||
|
||||
// Now for non-circuit things.
|
||||
var/list/assembly_list = list()
|
||||
assembly_list.Add(
|
||||
new /obj/item/device/electronic_assembly(null),
|
||||
new /obj/item/device/electronic_assembly/medium(null),
|
||||
new /obj/item/device/electronic_assembly/large(null),
|
||||
new /obj/item/device/electronic_assembly/drone(null),
|
||||
new /obj/item/weapon/implant/integrated_circuit(null),
|
||||
new /obj/item/device/assembly/electronic_assembly(null)
|
||||
)
|
||||
recipe_list["Assemblies"] = assembly_list
|
||||
|
||||
var/list/tools_list = list()
|
||||
tools_list.Add(
|
||||
new /obj/item/device/integrated_electronics/wirer(null),
|
||||
new /obj/item/device/integrated_electronics/debugger(null)
|
||||
)
|
||||
recipe_list["Tools"] = tools_list
|
||||
|
||||
/obj/item/device/integrated_circuit_printer/debug
|
||||
name = "fractal integrated circuit printer"
|
||||
desc = "A portable(ish) machine that makes modular circuitry seemingly out of thin air."
|
||||
upgraded = TRUE
|
||||
can_clone = TRUE
|
||||
debug = TRUE
|
||||
|
||||
/obj/item/device/integrated_circuit_printer/attackby(var/obj/item/O, var/mob/user)
|
||||
if(istype(O,/obj/item/stack/material))
|
||||
var/obj/item/stack/material/stack = O
|
||||
if(stack.material.name == DEFAULT_WALL_MATERIAL)
|
||||
if(debug)
|
||||
to_chat(user, span("warning", "\The [src] does not need any material."))
|
||||
return
|
||||
var/num = min((max_metal - metal) / metal_per_sheet, stack.amount)
|
||||
if(num < 1)
|
||||
to_chat(user, "<span class='warning'>\The [src] is too full to add more metal.</span>")
|
||||
to_chat(user, span("warning", "\The [src] is too full to add more metal."))
|
||||
return
|
||||
if(stack.use(num))
|
||||
to_chat(user, "<span class='notice'>You add [num] sheet\s to \the [src].</span>")
|
||||
to_chat(user, span("notice", "You add [num] sheet\s to \the [src]."))
|
||||
metal += num * metal_per_sheet
|
||||
interact(user)
|
||||
return TRUE
|
||||
|
||||
if(istype(O,/obj/item/integrated_circuit))
|
||||
to_chat(user, "<span class='notice'>You insert the circuit into \the [src]. </span>")
|
||||
to_chat(user, span("notice", "You insert the circuit into \the [src]."))
|
||||
user.unEquip(O)
|
||||
metal = min(metal + O.w_class, max_metal)
|
||||
qdel(O)
|
||||
@@ -88,18 +54,18 @@
|
||||
|
||||
if(istype(O,/obj/item/weapon/disk/integrated_circuit/upgrade/advanced))
|
||||
if(upgraded)
|
||||
to_chat(user, "<span class='warning'>\The [src] already has this upgrade. </span>")
|
||||
to_chat(user, span("warning", "\The [src] already has this upgrade."))
|
||||
return TRUE
|
||||
to_chat(user, "<span class='notice'>You install \the [O] into \the [src]. </span>")
|
||||
to_chat(user, span("notice", "You install \the [O] into \the [src]."))
|
||||
upgraded = TRUE
|
||||
interact(user)
|
||||
return TRUE
|
||||
|
||||
if(istype(O,/obj/item/weapon/disk/integrated_circuit/upgrade/clone))
|
||||
if(can_clone)
|
||||
to_chat(user, "<span class='warning'>\The [src] already has this upgrade. </span>")
|
||||
to_chat(user, span("warning", "\The [src] already has this upgrade."))
|
||||
return TRUE
|
||||
to_chat(user, "<span class='notice'>You install \the [O] into \the [src]. </span>")
|
||||
to_chat(user, span("notice", "You install \the [O] into \the [src]."))
|
||||
can_clone = TRUE
|
||||
interact(user)
|
||||
return TRUE
|
||||
@@ -114,18 +80,21 @@
|
||||
var/window_width = 500
|
||||
|
||||
if(isnull(current_category))
|
||||
current_category = recipe_list[1]
|
||||
current_category = SScircuit.circuit_fabricator_recipe_list[1]
|
||||
|
||||
var/HTML = "<center><h2>Integrated Circuit Printer</h2></center><br>"
|
||||
HTML += "Metal: [metal/metal_per_sheet]/[max_metal/metal_per_sheet] sheets.<br>"
|
||||
HTML += "Circuits available: [upgraded ? "Regular":"Advanced"]."
|
||||
HTML += "Assembly Cloning: [can_clone ? "Available": "Unavailable"]."
|
||||
if(!debug)
|
||||
HTML += "Metal: [metal/metal_per_sheet]/[max_metal/metal_per_sheet] sheets.<br>"
|
||||
else
|
||||
HTML += "Metal: INFINITY.<br>"
|
||||
HTML += "Circuits available: [upgraded ? "Advanced":"Regular"].<br>"
|
||||
HTML += "Assembly Cloning: [can_clone ? "Available": "Unavailable"].<br>"
|
||||
if(assembly_to_clone)
|
||||
HTML += "Assembly '[assembly_to_clone.name]' loaded."
|
||||
HTML += "Assembly '[assembly_to_clone.name]' loaded.<br>"
|
||||
HTML += "Crossed out circuits mean that the printer is not sufficentally upgraded to create that circuit.<br>"
|
||||
HTML += "<hr>"
|
||||
HTML += "Categories:"
|
||||
for(var/category in recipe_list)
|
||||
for(var/category in SScircuit.circuit_fabricator_recipe_list)
|
||||
if(category != current_category)
|
||||
HTML += " <a href='?src=\ref[src];category=[category]'>\[[category]\]</a> "
|
||||
else // Bold the button if it's already selected.
|
||||
@@ -133,20 +102,22 @@
|
||||
HTML += "<hr>"
|
||||
HTML += "<center><h4>[current_category]</h4></center>"
|
||||
|
||||
var/list/current_list = recipe_list[current_category]
|
||||
for(var/obj/O in current_list)
|
||||
var/list/current_list = SScircuit.circuit_fabricator_recipe_list[current_category]
|
||||
for(var/path in current_list)
|
||||
var/obj/O = path
|
||||
var/can_build = TRUE
|
||||
if(istype(O, /obj/item/integrated_circuit))
|
||||
var/obj/item/integrated_circuit/IC = O
|
||||
if((IC.spawn_flags & IC_SPAWN_RESEARCH) && (!(IC.spawn_flags & IC_SPAWN_DEFAULT)) && !upgraded)
|
||||
if(ispath(path, /obj/item/integrated_circuit))
|
||||
var/obj/item/integrated_circuit/IC = path
|
||||
if((initial(IC.spawn_flags) & IC_SPAWN_RESEARCH) && (!(initial(IC.spawn_flags) & IC_SPAWN_DEFAULT)) && !upgraded)
|
||||
can_build = FALSE
|
||||
if(can_build)
|
||||
HTML += "<A href='?src=\ref[src];build=[O.type]'>\[[O.name]\]</A>: [O.desc]<br>"
|
||||
HTML += "<A href='?src=\ref[src];build=[path]'>\[[initial(O.name)]\]</A>: [initial(O.desc)]<br>"
|
||||
else
|
||||
HTML += "<s>\[[O.name]\]: [O.desc]</s><br>"
|
||||
HTML += "<s>\[[initial(O.name)]\]</s>: [initial(O.desc)]<br>"
|
||||
|
||||
user << browse(jointext(HTML, null), "window=integrated_printer;size=[window_width]x[window_height];border=1;can_resize=1;can_close=1;can_minimize=1")
|
||||
|
||||
|
||||
/obj/item/device/integrated_circuit_printer/Topic(href, href_list)
|
||||
if(..())
|
||||
return 1
|
||||
@@ -162,31 +133,36 @@
|
||||
return 1
|
||||
|
||||
var/cost = 1
|
||||
|
||||
|
||||
if(isnull(current_category))
|
||||
current_category = recipe_list[1]
|
||||
current_category = SScircuit.circuit_fabricator_recipe_list[1]
|
||||
if(ispath(build_type, /obj/item/device/electronic_assembly))
|
||||
var/obj/item/device/electronic_assembly/E = build_type
|
||||
cost = round( (initial(E.max_complexity) + initial(E.max_components) ) / 4)
|
||||
else
|
||||
var/obj/item/I = build_type
|
||||
cost = initial(I.w_class)
|
||||
if(!(locate(build_type) in recipe_list[current_category]))
|
||||
if(!build_type in SScircuit.circuit_fabricator_recipe_list[current_category])
|
||||
return
|
||||
|
||||
if(metal - cost < 0)
|
||||
to_chat(usr, "<span class='warning'>You need [cost] metal to build that!.</span>")
|
||||
return 1
|
||||
metal -= cost
|
||||
new build_type(get_turf(loc))
|
||||
if(!debug)
|
||||
if(metal - cost < 0)
|
||||
to_chat(usr, "<span class='warning'>You need [cost] metal to build that!.</span>")
|
||||
return 1
|
||||
metal -= cost
|
||||
var/obj/item/built = new build_type(get_turf(loc))
|
||||
usr.put_in_hands(built)
|
||||
to_chat(usr, "<span class='notice'>[capitalize(built.name)] printed.</span>")
|
||||
playsound(src, 'sound/items/jaws_pry.ogg', 50, TRUE)
|
||||
|
||||
interact(usr)
|
||||
|
||||
|
||||
// FUKKEN UPGRADE DISKS
|
||||
/obj/item/weapon/disk/integrated_circuit/upgrade
|
||||
name = "integrated circuit printer upgrade disk"
|
||||
desc = "Install this into your integrated circuit printer to enhance it."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "upgrade_disk"
|
||||
item_state = "card-id"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
name = "color pin"
|
||||
|
||||
/datum/integrated_io/color/ask_for_pin_data(mob/user)
|
||||
var/new_data = input("Please select a color.","[src] color writing") as null|color
|
||||
var/new_data = input("Please select a color.","[src] color writing", data ? data : "#000000") as null|color
|
||||
if(holder.check_interactivity(user) )
|
||||
to_chat(user, "<span class='notice'>You input a <font color='[new_data]'>new color</font> into the pin.</span>")
|
||||
write_data_to_pin(new_data)
|
||||
|
||||
@@ -9,11 +9,11 @@
|
||||
desc = "It's a small wiring tool, with a wire roll, electric soldering iron, wire cutter, and more in one package. \
|
||||
The wires used are generally useful for small electronics, such as circuitboards and breadboards, as opposed to larger wires \
|
||||
used for power or data transmission."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "wirer-wire"
|
||||
item_state = "wirer"
|
||||
flags = CONDUCT
|
||||
w_class = 2
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/datum/integrated_io/selected_io = null
|
||||
var/mode = WIRE
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
name = "circuit debugger"
|
||||
desc = "This small tool allows one working with custom machinery to directly set data to a specific pin, useful for writing \
|
||||
settings to specific circuits, or for debugging purposes. It can also pulse activation pins."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_tools.dmi'
|
||||
icon_state = "debugger"
|
||||
flags = CONDUCT
|
||||
w_class = 2
|
||||
@@ -252,7 +252,7 @@
|
||||
/obj/item/weapon/storage/bag/circuits
|
||||
name = "circuit kit"
|
||||
desc = "This kit's essential for any circuitry projects."
|
||||
icon = 'icons/obj/electronic_assemblies.dmi'
|
||||
icon = 'icons/obj/integrated_electronics/electronic_misc.dmi'
|
||||
icon_state = "circuit_kit"
|
||||
w_class = 3
|
||||
display_contents_with_number = 0
|
||||
|
||||
Reference in New Issue
Block a user