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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
169 lines
6.1 KiB
Plaintext
169 lines
6.1 KiB
Plaintext
/obj/item/device/electronic_assembly
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name = "electronic assembly"
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desc = "It's a case, for building 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_state = "setup_small"
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var/max_components = 10
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var/max_complexity = 40
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var/opened = 0
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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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w_class = ITEMSIZE_NORMAL
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max_components = 20
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max_complexity = 80
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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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w_class = ITEMSIZE_LARGE
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max_components = 30
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max_complexity = 120
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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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w_class = ITEMSIZE_NORMAL
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max_components = 25
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max_complexity = 100
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/obj/item/device/electronic_assembly/interact(mob/user)
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if(get_dist(get_turf(src), user) > 1)
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user.unset_machine(src)
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return
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var/total_parts = 0
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var/total_complexity = 0
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for(var/obj/item/integrated_circuit/part in contents)
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total_parts++
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total_complexity = total_complexity + part.complexity
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var/HTML = "<html><head><title>[src.name]</title></head><body>"
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HTML += "<br><a href='?src=\ref[src];user=\ref[user]'>\[Refresh\]</a> | "
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HTML += "<a href='?src=\ref[src];user=\ref[user];rename=1'>\[Rename\]</a><br>"
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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."
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HTML += "<br><br>"
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HTML += "Components;<br>"
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for(var/obj/item/integrated_circuit/circuit in contents)
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HTML += "<a href=?src=\ref[circuit];examine=1;user=\ref[user]>[circuit.name]</a> | "
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HTML += "<a href=?src=\ref[circuit];rename=1;user=\ref[user]>\[Rename\]</a>"
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HTML += "<br>"
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HTML += "</body></html>"
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user << browse(HTML, "window=assembly-\ref[src];size=600x350;border=1;can_resize=1;can_close=1;can_minimize=1")
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/obj/item/device/electronic_assembly/Topic(href, href_list[])
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var/mob/living/user = locate(href_list["user"]) in mob_list
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if(..())
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return 1
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if(!user.canmove || user.stat || user.restrained())
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return
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if(href_list["rename"])
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rename(user)
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interact(user) // To refresh the UI.
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/obj/item/device/electronic_assembly/verb/rename()
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set name = "Rename Circuit"
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set category = "Object"
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set desc = "Rename your circuit, useful to stay organized."
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var/mob/M = usr
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if(!M.canmove || M.stat || M.restrained())
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return
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var/input = sanitizeSafe(input("What do you want to name this?", "Rename", src.name), MAX_NAME_LEN)
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if(src && input)
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M << "<span class='notice'>The machine now has a label reading '[input]'.</span>"
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name = input
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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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/obj/item/device/electronic_assembly/examine(mob/user)
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..()
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if(user.Adjacent(src))
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if(!opened)
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for(var/obj/item/integrated_circuit/output/screen/S in contents)
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if(S.stuff_to_display)
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user << "There's a little screen labeled '[S.name]', which displays '[S.stuff_to_display]'."
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else
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interact(user)
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// var/obj/item/integrated_circuit/IC = input(user, "Which circuit do you want to examine?", "Examination") as null|anything in contents
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// if(IC)
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// IC.examine(user)
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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(!opened)
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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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return 0
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var/obj/item/integrated_circuit/IC = I
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var/total_parts = 0
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var/total_complexity = 0
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for(var/obj/item/integrated_circuit/part in contents)
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total_parts++
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total_complexity = total_complexity + part.complexity
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if( (total_parts + 1) >= max_components)
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user << "<span class='warning'>You can't seem to add this [IC.name], since there's no more room.</span>"
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return 0
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if( (total_complexity + IC.complexity) >= max_complexity)
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user << "<span class='warning'>You can't seem to add this [IC.name], since this setup's too complicated for the case.</span>"
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return 0
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user << "<span class='notice'>You slide \the [IC] inside \the [src].</span>"
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user.drop_item()
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IC.forceMove(src)
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(!opened)
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user << "<span class='warning'>\The [src] isn't opened, so you can't remove anything inside. Try using a crowbar.</span>"
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return 0
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if(!contents.len)
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user << "<span class='warning'>There's nothing inside this to remove!</span>"
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return 0
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var/obj/item/integrated_circuit/option = input("What do you want to remove?", "Component Removal") as null|anything in contents
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if(option)
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option.disconnect_all()
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option.forceMove(get_turf(src))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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user << "<span class='notice'>You pop \the [option] out of the case, and slide it out.</span>"
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if(istype(I, /obj/item/weapon/crowbar))
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playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
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opened = !opened
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user << "<span class='notice'>You [opened ? "opened" : "closed"] \the [src].</span>"
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update_icon()
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if(istype(I, /obj/item/device/integrated_electronics/wirer))
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if(opened)
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var/obj/item/integrated_circuit/IC = input(user, "Which circuit do you want to examine?", "Examination") as null|anything in contents
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if(IC)
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IC.examine(user)
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else
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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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/obj/item/device/electronic_assembly/attack_self(mob/user)
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var/list/available_inputs = list()
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for(var/obj/item/integrated_circuit/input/input in contents)
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if(input.can_be_asked_input)
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available_inputs.Add(input)
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var/obj/item/integrated_circuit/input/choice = input(user, "What do you want to interact with?", "Interaction") as null|anything in available_inputs
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if(choice)
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choice.ask_for_input(user)
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/obj/item/device/electronic_assembly/emp_act(severity)
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..()
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for(var/atom/movable/AM in contents)
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AM.emp_act(severity)
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