#define IC_MAX_SIZE_BASE 25 #define IC_COMPLEXITY_BASE 75 /obj/item/electronic_assembly name = "electronic assembly" obj_flags = CAN_BE_HIT | UNIQUE_RENAME desc = "It's a case, for building small electronics with." w_class = WEIGHT_CLASS_SMALL icon = 'icons/obj/assemblies/electronic_setups.dmi' icon_state = "setup_small" item_flags = NOBLUDGEON custom_materials = null // To be filled later datum_flags = DF_USE_TAG var/list/assembly_components = list() var/list/ckeys_allowed_to_scan = list() // Players who built the circuit can scan it as a ghost. var/max_components = IC_MAX_SIZE_BASE var/max_complexity = IC_COMPLEXITY_BASE var/opened = TRUE var/obj/item/stock_parts/cell/battery // Internal cell which most circuits need to work. var/cell_type = /obj/item/stock_parts/cell var/can_charge = TRUE //Can it be charged in a recharger? var/can_fire_equipped = FALSE //Can it fire/throw weapons when the assembly is being held? var/charge_sections = 4 var/charge_tick = FALSE var/charge_delay = 4 var/use_cyborg_cell = TRUE var/ext_next_use = 0 var/atom/collw var/obj/item/card/id/access_card var/allowed_circuit_action_flags = IC_ACTION_COMBAT | IC_ACTION_LONG_RANGE //which circuit flags are allowed var/combat_circuits = 0 //number of combat cicuits in the assembly, used for diagnostic hud var/long_range_circuits = 0 //number of long range cicuits in the assembly, used for diagnostic hud var/prefered_hud_icon = "hudstat" // Used by the AR circuit to change the hud icon. var/creator // circuit creator if any var/static/next_assembly_id = 0 var/sealed = FALSE hud_possible = list(DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD, DIAG_CIRCUIT_HUD) //diagnostic hud overlays max_integrity = 50 pass_flags = 0 armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0) anchored = FALSE var/can_anchor = TRUE var/detail_color = COLOR_ASSEMBLY_BLACK var/list/color_whitelist = list( //This is just for checking that hacked colors aren't in the save data. COLOR_ASSEMBLY_BLACK, COLOR_FLOORTILE_GRAY, COLOR_ASSEMBLY_BGRAY, COLOR_ASSEMBLY_WHITE, COLOR_ASSEMBLY_RED, COLOR_ASSEMBLY_ORANGE, COLOR_ASSEMBLY_BEIGE, COLOR_ASSEMBLY_BROWN, COLOR_ASSEMBLY_GOLD, COLOR_ASSEMBLY_YELLOW, COLOR_ASSEMBLY_GURKHA, COLOR_ASSEMBLY_LGREEN, COLOR_ASSEMBLY_GREEN, COLOR_ASSEMBLY_LBLUE, COLOR_ASSEMBLY_BLUE, COLOR_ASSEMBLY_PURPLE ) /obj/item/electronic_assembly/New() ..() src.max_components = round(max_components) src.max_complexity = round(max_complexity) /obj/item/electronic_assembly/GenerateTag() tag = "assembly_[next_assembly_id++]" /obj/item/electronic_assembly/examine(mob/user) . = ..() if(can_anchor) . += "The anchoring bolts [anchored ? "are" : "can be"] wrenched in place and the maintenance panel [opened ? "can be" : "is"] screwed in place." else . += "The maintenance panel [opened ? "can be" : "is"] screwed in place." if((isobserver(user) && ckeys_allowed_to_scan[user.ckey]) || IsAdminGhost(user)) . += "You can scan this circuit." for(var/obj/item/integrated_circuit/I in assembly_components) I.external_examine(user) if(opened) interact(user) /obj/item/electronic_assembly/proc/check_interactivity(mob/user) if(!istype(user, /mob)) return return user.canUseTopic(src, BE_CLOSE) /obj/item/electronic_assembly/Bump(atom/AM) collw = AM .=..() if((istype(collw, /obj/machinery/door/airlock) || istype(collw, /obj/machinery/door/window)) && (!isnull(access_card))) var/obj/machinery/door/D = collw if(D.check_access(access_card)) D.open() /obj/item/electronic_assembly/Initialize(mapload) LAZYSET(custom_materials, /datum/material/iron, round((max_complexity + max_components) * 0.25) * SScircuit.cost_multiplier) .=..() START_PROCESSING(SScircuit, src) //sets up diagnostic hud view prepare_huds() for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds) diag_hud.add_to_hud(src) diag_hud_set_circuithealth() diag_hud_set_circuitcell() diag_hud_set_circuitstat() diag_hud_set_circuittracking() access_card = new /obj/item/card/id(src) /obj/item/electronic_assembly/Destroy() STOP_PROCESSING(SScircuit, src) for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds) diag_hud.remove_from_hud(src) QDEL_NULL(access_card) return ..() /obj/item/electronic_assembly/process() handle_idle_power() check_pulling() //updates diagnostic hud diag_hud_set_circuithealth() diag_hud_set_circuitcell() /obj/item/electronic_assembly/proc/handle_idle_power() // First we generate power. for(var/obj/item/integrated_circuit/passive/power/P in assembly_components) P.make_energy() // Now spend it. for(var/obj/item/integrated_circuit/I in assembly_components) if(I.power_draw_idle) if(!draw_power(I.power_draw_idle)) I.power_fail() /obj/item/electronic_assembly/interact(mob/user, circuit) ui_interact(user, circuit) /obj/item/electronic_assembly/ui_interact(mob/user, obj/item/integrated_circuit/circuit_pins) . = ..() if(!check_interactivity(user)) return var/total_part_size = return_total_size() var/total_complexity = return_total_complexity() var/datum/browser/popup = new(user, "scannernew", name, 800, 630) // Set up the popup browser window popup.add_stylesheet("scannernew", 'html/browser/assembly_ui.css') var/HTML = "
[UTF8HEADER]Components: " else builtin_components += "[circuit.displayed_name] " // Non-inbuilt circuits come after inbuilt circuits else removables += "[remove_num]. | " if(circuit == circuit_pins) removables += "[circuit.displayed_name] " else removables += "[circuit.displayed_name] " remove_num++ // Put removable circuits (if any) in separate categories from non-removable if(builtin_components) HTML += " Built in: [builtin_components] Removable: " HTML += removables HTML += " | "
//Getting the newest circuit's pin
if(!circuit_pins || !istype(circuit_pins,/obj/item/integrated_circuit))
if(assembly_components.len > 0)
circuit_pins = assembly_components[1]
if(circuit_pins)
HTML += " "
HTML += "[circuit_pins.displayed_name] " HTML += "Refresh | \ Rename | \ Copy Ref | \ Interact" if(circuit_pins.removable) HTML += " | Remove" HTML += " " var/table_edge_width = "30%" var/table_middle_width = "40%" HTML += "
| ||||
[SScircuit.save_electronic_assembly(src)]"
usr << browse(saved, "window=circuit_scan;size=500x600;border=1;can_resize=1;can_close=1;can_minimize=1")
else
to_chat(usr, "The circuit is empty!")
return
if(!check_interactivity(usr))
return
if(href_list["rename"])
rename(usr)
if(href_list["remove_cell"])
if(!battery)
to_chat(usr, "There's no power cell to remove from \the [src].")
else
battery.forceMove(drop_location())
playsound(src, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(usr, "You pull \the [battery] out of \the [src]'s power supplier.")
battery = null
diag_hud_set_circuitstat() //update diagnostic hud
var/obj/item/integrated_circuit/component
if(href_list["component"])
component = locate(href_list["component"]) in assembly_components
if(!component)
return
if(href_list["scan"])
var/obj/held_item = usr.get_active_held_item()
if(istype(held_item, /obj/item/integrated_electronics/debugger))
var/obj/item/integrated_electronics/debugger/D = held_item
if(D.accepting_refs)
D.afterattack(component, usr, TRUE)
else
to_chat(usr, "The debugger's 'ref scanner' needs to be on.")
else
to_chat(usr, "You need a debugger set to 'ref' mode to do that.")
// Builtin components are not supposed to be removed or rearranged
if(!component.removable)
return
add_allowed_scanner(usr.ckey)
// Find the position of a first removable component
var/first_removable_pos = 0
for(var/i in assembly_components)
first_removable_pos++
var/obj/item/integrated_circuit/temp_component = i
if(temp_component.removable)
break
if(href_list["remove"])
if(try_remove_component(component, usr))
component = null
if(href_list["rename_component"])
component.rename_component(usr)
if(component.assembly)
component.assembly.add_allowed_scanner(usr.ckey)
if(href_list["interact"])
var/obj/item/I = usr.get_active_held_item()
if(istype(I))
I.melee_attack_chain(usr, component)
else
component.attack_hand(usr)
// Adjust the position
if(href_list["change_pos"])
var/new_pos = max(input(usr,"Write the new number","New position") as num,1)
if(new_pos > assembly_components.len)
new_pos = assembly_components.len
if(new_pos < first_removable_pos)
new_pos = first_removable_pos
assembly_components.Remove(component)
assembly_components.Insert(new_pos, component)
interact(usr, component) // To refresh the UI.
/obj/item/electronic_assembly/pickup(mob/living/user)
. = ..()
//update diagnostic hud when picked up, true is used to force the hud to be hidden
diag_hud_set_circuithealth(TRUE)
diag_hud_set_circuitcell(TRUE)
diag_hud_set_circuitstat(TRUE)
diag_hud_set_circuittracking(TRUE)
/obj/item/electronic_assembly/dropped(mob/user)
. = ..()
//update diagnostic hud when dropped
diag_hud_set_circuithealth()
diag_hud_set_circuitcell()
diag_hud_set_circuitstat()
diag_hud_set_circuittracking()
/obj/item/electronic_assembly/proc/rename()
var/mob/M = usr
if(!check_interactivity(M))
return
var/input = reject_bad_name(input("What do you want to name this?", "Rename", src.name) as null|text, TRUE)
if(!check_interactivity(M))
return
if(src && input)
to_chat(M, "The machine now has a label reading '[input]'.")
name = input
/obj/item/electronic_assembly/proc/add_allowed_scanner(ckey)
ckeys_allowed_to_scan[ckey] = TRUE
/obj/item/electronic_assembly/proc/can_move()
return FALSE
/obj/item/electronic_assembly/update_icon()
if(opened)
icon_state = initial(icon_state) + "-open"
else
icon_state = initial(icon_state)
cut_overlays()
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.
return
var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/assemblies/electronic_setups.dmi', "[icon_state]-color")
detail_overlay.color = detail_color
add_overlay(detail_overlay)
/obj/item/electronic_assembly/proc/return_total_complexity()
var/returnvalue = 0
for(var/obj/item/integrated_circuit/part in assembly_components)
returnvalue += part.complexity
return(returnvalue)
/obj/item/electronic_assembly/proc/return_total_size()
var/returnvalue = 0
for(var/obj/item/integrated_circuit/part in assembly_components)
returnvalue += part.size
return(returnvalue)
// Returns true if the circuit made it inside.
/obj/item/electronic_assembly/proc/try_add_component(obj/item/integrated_circuit/IC, mob/user)
if(!opened)
to_chat(user, "\The [src]'s hatch is closed, you can't put anything inside.")
return FALSE
if(IC.w_class > w_class)
to_chat(user, "\The [IC] is way too big to fit into \the [src].")
return FALSE
var/total_part_size = return_total_size()
var/total_complexity = return_total_complexity()
if((total_part_size + IC.size) > max_components)
to_chat(user, "You can't seem to add the '[IC]', as there's insufficient space.")
return FALSE
if((total_complexity + IC.complexity) > max_complexity)
to_chat(user, "You can't seem to add the '[IC]', since this setup's too complicated for the case.")
return FALSE
if((allowed_circuit_action_flags & IC.action_flags) != IC.action_flags)
to_chat(user, "You can't seem to add the '[IC]', since the case doesn't support the circuit type.")
return FALSE
if(!user.transferItemToLoc(IC, src))
return FALSE
to_chat(user, "You slide [IC] inside [src].")
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
add_allowed_scanner(user.ckey)
investigate_log("had [IC]([IC.type]) inserted by [key_name(user)].", INVESTIGATE_CIRCUIT)
add_component(IC)
return TRUE
// Actually puts the circuit inside, doesn't perform any checks.
/obj/item/electronic_assembly/proc/add_component(obj/item/integrated_circuit/component)
component.forceMove(get_object())
component.assembly = src
assembly_components |= component
//increment numbers for diagnostic hud
if(component.action_flags & IC_ACTION_COMBAT)
combat_circuits += 1;
if(component.action_flags & IC_ACTION_LONG_RANGE)
long_range_circuits += 1;
//diagnostic hud update
diag_hud_set_circuitstat()
diag_hud_set_circuittracking()
/obj/item/electronic_assembly/proc/try_remove_component(obj/item/integrated_circuit/IC, mob/user, silent)
if(!opened)
if(!silent)
to_chat(user, "[src]'s hatch is closed, so you can't fiddle with the internal components.")
return FALSE
if(!IC.removable)
if(!silent)
to_chat(user, "[src] is permanently attached to the case.")
return FALSE
remove_component(IC)
if(!silent)
to_chat(user, "You pop \the [IC] out of the case, and slide it out.")
playsound(src, 'sound/items/crowbar.ogg', 50, 1)
user.put_in_hands(IC)
add_allowed_scanner(user.ckey)
investigate_log("had [IC]([IC.type]) removed by [key_name(user)].", INVESTIGATE_CIRCUIT)
return TRUE
// Actually removes the component, doesn't perform any checks.
/obj/item/electronic_assembly/proc/remove_component(obj/item/integrated_circuit/component)
component.disconnect_all()
component.forceMove(drop_location())
component.assembly = null
assembly_components -= component
//decrement numbers for diagnostic hud
if(component.action_flags & IC_ACTION_COMBAT)
combat_circuits -= 1;
if(component.action_flags & IC_ACTION_LONG_RANGE)
long_range_circuits -= 1;
//diagnostic hud update
diag_hud_set_circuitstat()
diag_hud_set_circuittracking()
/obj/item/electronic_assembly/afterattack(atom/target, mob/user, proximity)
. = ..()
for(var/obj/item/integrated_circuit/input/S in assembly_components)
if(S.sense(target,user,proximity))
visible_message(" [user] waves [src] around [target].")
/obj/item/electronic_assembly/screwdriver_act(mob/living/user, obj/item/I)
if(sealed)
to_chat(user,"The assembly is sealed. Any attempt to force it open would break it.")
return FALSE
if(..())
return TRUE
I.play_tool_sound(src)
opened = !opened
to_chat(user, "You [opened ? "open" : "close"] the maintenance hatch of [src].")
update_icon()
return TRUE
/obj/item/electronic_assembly/welder_act(mob/living/user, obj/item/I)
var/type_to_use
if(!sealed)
type_to_use = input("What would you like to do?","[src] type setting") as null|anything in list("repair", "seal")
else
type_to_use = input("What would you like to do?","[src] type setting") as null|anything in list("repair", "unseal")
switch(type_to_use)
if("repair")
if(obj_integrity < max_integrity)
obj_integrity = min(obj_integrity + 20,max_integrity)
to_chat(user,"You fix the dents and scratches of the assembly.")
to_chat(user, "Integrity: [obj_integrity] / [max_integrity]")
return TRUE
else
to_chat(user,"The assembly is already in impeccable condition.")
return FALSE
if("seal")
if(!opened)
sealed = TRUE
if(I.use_tool(src, user, 50, volume=100, amount=3))
to_chat(user,"You seal the assembly, making it impossible to be opened.")
return TRUE
else
to_chat(user,"You need to close the assembly first before sealing it indefinitely!")
return FALSE
if("unseal")
to_chat(user,"You start unsealing the assembly carefully...")
if(I.use_tool(src, user, 50, volume=250, amount=3))
for(var/obj/item/integrated_circuit/IC in assembly_components)
if(prob(50))
IC.disconnect_all()
to_chat(user,"You unsealed the assembly.")
sealed = FALSE
return TRUE
/obj/item/electronic_assembly/attackby(obj/item/I, mob/living/user)
if(can_anchor && default_unfasten_wrench(user, I, 20))
return
if(istype(I, /obj/item/integrated_circuit))
if(!user.canUnEquip(I))
return FALSE
if(try_add_component(I, user))
return TRUE
else
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
else if(I.tool_behaviour == TOOL_MULTITOOL || istype(I, /obj/item/integrated_electronics/wirer) || istype(I, /obj/item/integrated_electronics/debugger))
if(opened)
interact(user)
return TRUE
else
to_chat(user, "[src]'s hatch is closed, so you can't fiddle with the internal components.")
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
else if(istype(I, /obj/item/stock_parts/cell))
if(!opened)
to_chat(user, "[src]'s hatch is closed, so you can't access \the [src]'s power supplier.")
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
if(battery)
to_chat(user, "[src] already has \a [battery] installed. Remove it first if you want to replace it.")
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
I.forceMove(src)
battery = I
diag_hud_set_circuitstat() //update diagnostic hud
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
to_chat(user, "You slot the [I] inside \the [src]'s power supplier.")
return TRUE
else if(istype(I, /obj/item/integrated_electronics/detailer))
var/obj/item/integrated_electronics/detailer/D = I
detail_color = D.detail_color
update_icon()
else
if(user.a_intent != INTENT_HELP)
return ..()
var/list/input_selection = list()
//Check all the components asking for an input
for(var/obj/item/integrated_circuit/input in assembly_components)
if((input.demands_object_input && opened) || (input.demands_object_input && input.can_input_object_when_closed))
var/i = 0
//Check if there is another component with the same name and append a number for identification
for(var/s in input_selection)
var/obj/item/integrated_circuit/s_circuit = input_selection[s] //The for-loop iterates the keys of the associative list.
if(s_circuit.name == input.name && s_circuit.displayed_name == input.displayed_name && s_circuit != input)
i++
var/disp_name= "[input.displayed_name] \[[input]\]"
if(i)
disp_name += " ([i+1])"
//Associative lists prevent me from needing another list and using a Find proc
input_selection[disp_name] = input
var/obj/item/integrated_circuit/choice
if(input_selection)
if(input_selection.len == 1)
choice = input_selection[input_selection[1]]
else
var/selection = input(user, "Where do you want to insert that item?", "Interaction") as null|anything in input_selection
if(!check_interactivity(user))
return ..()
if(selection)
choice = input_selection[selection]
if(choice)
choice.additem(I, user)
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
/obj/item/electronic_assembly/attack_self(mob/user)
set waitfor = FALSE
if(!check_interactivity(user))
return
if(opened)
interact(user)
var/list/input_selection = list()
//Check all the components asking for an input
for(var/obj/item/integrated_circuit/input/input in assembly_components)
if(input.can_be_asked_input)
var/i = 0
//Check if there is another component with the same name and append a number for identification
for(var/s in input_selection)
var/obj/item/integrated_circuit/s_circuit = input_selection[s] //The for-loop iterates the keys of an associative list.
if(s_circuit.name == input.name && s_circuit.displayed_name == input.displayed_name && s_circuit != input)
i++
var/disp_name= "[input.displayed_name] \[[input]\]"
if(i)
disp_name += " ([i+1])"
//Associative lists prevent me from needing another list and using a Find proc
input_selection[disp_name] = input
var/obj/item/integrated_circuit/input/choice
if(input_selection)
if(input_selection.len ==1)
choice = input_selection[input_selection[1]]
else
var/selection = input(user, "What do you want to interact with?", "Interaction") as null|anything in input_selection
if(!check_interactivity(user))
return
if(selection)
choice = input_selection[selection]
if(choice)
choice.ask_for_input(user)
/obj/item/electronic_assembly/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
for(var/I in src)
var/atom/movable/AM = I
AM.emp_act(severity)
// Returns true if power was successfully drawn.
/obj/item/electronic_assembly/proc/draw_power(amount)
if(battery && battery.use(amount * GLOB.CELLRATE))
return TRUE
return FALSE
// Ditto for giving.
/obj/item/electronic_assembly/proc/give_power(amount)
if(battery && battery.give(amount * GLOB.CELLRATE))
return TRUE
return FALSE
/obj/item/electronic_assembly/Moved(oldLoc, dir)
. = ..()
for(var/I in assembly_components)
var/obj/item/integrated_circuit/IC = I
IC.ext_moved(oldLoc, dir)
if(light) //Update lighting objects (From light circuits).
update_light()
/obj/item/electronic_assembly/stop_pulling()
for(var/I in assembly_components)
var/obj/item/integrated_circuit/IC = I
IC.stop_pulling()
..()
// Returns the object that is supposed to be used in attack messages, location checks, etc.
// Override in children for special behavior.
/obj/item/electronic_assembly/proc/get_object()
return src
// Returns the location to be used for dropping items.
// Same as the regular drop_location(), but with checks being run on acting_object if necessary.
/obj/item/integrated_circuit/drop_location()
var/atom/movable/acting_object = get_object()
// plz no infinite loops
if(acting_object == src)
return ..()
return acting_object.drop_location()
/obj/item/electronic_assembly/attack_tk(mob/user)
if(anchored)
return
..()
/obj/item/electronic_assembly/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(anchored)
attack_self(user)
return
..()
/obj/item/electronic_assembly/default //The /default electronic_assemblys are to allow the introduction of the new naming scheme without breaking old saves.
name = "type-a electronic assembly"
/obj/item/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/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/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/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/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."
/obj/item/electronic_assembly/dildo
name = "type-g electronic assembly"
icon_state = "setup_dildo_medium"
desc = "It's a case, for building small electronics with. This one has a phallic design."
/obj/item/electronic_assembly/small
name = "electronic device"
icon_state = "setup_device"
desc = "It's a case, for building tiny-sized electronics with."
w_class = WEIGHT_CLASS_TINY
max_components = IC_MAX_SIZE_BASE / 2
max_complexity = IC_COMPLEXITY_BASE / 2
/obj/item/electronic_assembly/small/default
name = "type-a electronic device"
/obj/item/electronic_assembly/small/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/electronic_assembly/small/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/electronic_assembly/small/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/electronic_assembly/small/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."
/obj/item/electronic_assembly/small/dildo
name = "type-f electronic device"
icon_state = "setup_dildo_small"
desc = "It's a case, for building tiny-sized electronics with. This one has a phallic design."
/obj/item/electronic_assembly/medium
name = "electronic mechanism"
icon_state = "setup_medium"
desc = "It's a case, for building medium-sized electronics with."
w_class = WEIGHT_CLASS_NORMAL
max_components = IC_MAX_SIZE_BASE * 2
max_complexity = IC_COMPLEXITY_BASE * 2
/obj/item/electronic_assembly/medium/default
name = "type-a electronic mechanism"
/obj/item/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/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/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/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. It can fire guns and throw items while the user is holding it."
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
can_fire_equipped = TRUE
/obj/item/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."
/obj/item/electronic_assembly/medium/dildo
name = "type-g electronic mechanism"
icon_state = "setup_dildo_large"
desc = "It's a case, for building medium-sized electronics with. This one has a phallic design."
/obj/item/electronic_assembly/large
name = "electronic machine"
icon_state = "setup_large"
desc = "It's a case, for building large electronics with."
w_class = WEIGHT_CLASS_BULKY
max_components = IC_MAX_SIZE_BASE * 4
max_complexity = IC_COMPLEXITY_BASE * 4
/obj/item/electronic_assembly/large/default
name = "type-a electronic machine"
/obj/item/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/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/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/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/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."
/obj/item/electronic_assembly/drone
name = "electronic drone"
icon_state = "setup_drone"
desc = "It's a case, for building mobile electronics with."
w_class = WEIGHT_CLASS_BULKY
max_components = IC_MAX_SIZE_BASE * 3
max_complexity = IC_COMPLEXITY_BASE * 3
allowed_circuit_action_flags = IC_ACTION_MOVEMENT | IC_ACTION_COMBAT | IC_ACTION_LONG_RANGE
can_anchor = FALSE
/obj/item/electronic_assembly/drone/can_move()
return TRUE
/obj/item/electronic_assembly/drone/default
name = "type-a electronic drone"
/obj/item/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/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/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/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/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."
/obj/item/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, but you'll still need to wrench the anchoring bolts in place to keep it on."
w_class = WEIGHT_CLASS_NORMAL
max_components = IC_MAX_SIZE_BASE * 2
max_complexity = IC_COMPLEXITY_BASE * 2
/obj/item/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, but you'll still need to wrench the anchoring bolts in place to keep it on."
w_class = WEIGHT_CLASS_BULKY
max_components = IC_MAX_SIZE_BASE * 4
max_complexity = IC_COMPLEXITY_BASE * 4
/obj/item/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, but you'll still need to wrench the anchoring bolts in place to keep it on."
w_class = WEIGHT_CLASS_SMALL
max_components = IC_MAX_SIZE_BASE
max_complexity = IC_COMPLEXITY_BASE
/obj/item/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, but you'll still need to wrench the anchoring bolts in place to keep it on."
w_class = WEIGHT_CLASS_TINY
max_components = IC_MAX_SIZE_BASE / 2
max_complexity = IC_COMPLEXITY_BASE / 2
/obj/item/electronic_assembly/wallmount/proc/mount_assembly(turf/on_wall, mob/user) //Yeah, this is admittedly just an abridged and kitbashed version of the wallframe attach procs.
if(get_dist(on_wall,user)>1)
return
var/ndir = get_dir(on_wall, user)
if(!(ndir in GLOB.cardinals))
return
var/turf/T = get_turf(user)
if(!isfloorturf(T))
to_chat(user, "You cannot place [src] on this spot!")
return
if(gotwallitem(T, ndir))
to_chat(user, "There's already an item on this wall!")
return
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
user.visible_message("[user.name] attaches [src] to the wall.",
"You attach [src] to the wall.",
"You hear clicking.")
user.dropItemToGround(src)
switch(ndir)
if(NORTH)
pixel_y = -31
if(SOUTH)
pixel_y = 31
if(EAST)
pixel_x = -31
if(WEST)
pixel_x = 31
plane = ABOVE_WALL_PLANE
/obj/item/electronic_assembly/wallmount/Moved(atom/OldLoc, Dir, Forced = FALSE) //reset the plane if moved off the wall.
. = ..()
plane = GAME_PLANE