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https://github.com/PolarisSS13/Polaris.git
synced 2026-07-18 19:53:00 +01:00
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.
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@@ -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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