mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
883 lines
32 KiB
Plaintext
883 lines
32 KiB
Plaintext
#define IC_MAX_SIZE_BASE 25
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#define IC_COMPLEXITY_BASE 75
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/obj/item/electronic_assembly
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name = "electronic assembly"
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obj_flags = CAN_BE_HIT | UNIQUE_RENAME
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desc = "It's a case, for building small electronics with."
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w_class = WEIGHT_CLASS_SMALL
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icon = 'icons/obj/assemblies/electronic_setups.dmi'
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icon_state = "setup_small"
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item_flags = NOBLUDGEON
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custom_materials = null // To be filled later
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datum_flags = DF_USE_TAG
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var/list/assembly_components = list()
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var/list/ckeys_allowed_to_scan = list() // Players who built the circuit can scan it as a ghost.
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var/max_components = IC_MAX_SIZE_BASE
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var/max_complexity = IC_COMPLEXITY_BASE
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var/opened = TRUE
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var/obj/item/stock_parts/cell/battery // Internal cell which most circuits need to work.
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var/cell_type = /obj/item/stock_parts/cell
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var/can_charge = TRUE //Can it be charged in a recharger?
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var/can_fire_equipped = FALSE //Can it fire/throw weapons when the assembly is being held?
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var/charge_sections = 4
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var/charge_tick = FALSE
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var/charge_delay = 4
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var/use_cyborg_cell = TRUE
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var/ext_next_use = 0
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var/atom/collw
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var/obj/item/card/id/access_card
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var/allowed_circuit_action_flags = IC_ACTION_COMBAT | IC_ACTION_LONG_RANGE //which circuit flags are allowed
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var/combat_circuits = 0 //number of combat cicuits in the assembly, used for diagnostic hud
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var/long_range_circuits = 0 //number of long range cicuits in the assembly, used for diagnostic hud
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var/prefered_hud_icon = "hudstat" // Used by the AR circuit to change the hud icon.
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var/creator // circuit creator if any
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var/static/next_assembly_id = 0
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hud_possible = list(DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD, DIAG_CIRCUIT_HUD) //diagnostic hud overlays
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max_integrity = 50
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pass_flags = 0
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armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
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anchored = FALSE
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var/can_anchor = TRUE
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var/detail_color = COLOR_ASSEMBLY_BLACK
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var/list/color_whitelist = list( //This is just for checking that hacked colors aren't in the save data.
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COLOR_ASSEMBLY_BLACK,
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COLOR_FLOORTILE_GRAY,
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COLOR_ASSEMBLY_BGRAY,
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COLOR_ASSEMBLY_WHITE,
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COLOR_ASSEMBLY_RED,
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COLOR_ASSEMBLY_ORANGE,
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COLOR_ASSEMBLY_BEIGE,
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COLOR_ASSEMBLY_BROWN,
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COLOR_ASSEMBLY_GOLD,
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COLOR_ASSEMBLY_YELLOW,
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COLOR_ASSEMBLY_GURKHA,
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COLOR_ASSEMBLY_LGREEN,
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COLOR_ASSEMBLY_GREEN,
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COLOR_ASSEMBLY_LBLUE,
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COLOR_ASSEMBLY_BLUE,
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COLOR_ASSEMBLY_PURPLE
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)
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/obj/item/electronic_assembly/New()
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..()
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src.max_components = round(max_components)
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src.max_complexity = round(max_complexity)
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/obj/item/electronic_assembly/GenerateTag()
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tag = "assembly_[next_assembly_id++]"
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/obj/item/electronic_assembly/examine(mob/user)
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. = ..()
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if(can_anchor)
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. += "<span class='notice'>The anchoring bolts [anchored ? "are" : "can be"] <b>wrenched</b> in place and the maintenance panel [opened ? "can be" : "is"] <b>screwed</b> in place.</span>"
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else
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. += "<span class='notice'>The maintenance panel [opened ? "can be" : "is"] <b>screwed</b> in place.</span>"
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if((isobserver(user) && ckeys_allowed_to_scan[user.ckey]) || IsAdminGhost(user))
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. += "You can <a href='?src=[REF(src)];ghostscan=1'>scan</a> this circuit."
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for(var/I in assembly_components)
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var/obj/item/integrated_circuit/IC = I
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var/text = IC.external_examine(user)
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if(text)
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. += text
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if(opened)
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interact(user)
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/obj/item/electronic_assembly/proc/check_interactivity(mob/user)
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return user.canUseTopic(src, BE_CLOSE)
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/obj/item/electronic_assembly/Bump(atom/AM)
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collw = AM
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.=..()
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if((istype(collw, /obj/machinery/door/airlock) || istype(collw, /obj/machinery/door/window)) && (!isnull(access_card)))
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var/obj/machinery/door/D = collw
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if(D.check_access(access_card))
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D.open()
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/obj/item/electronic_assembly/Initialize()
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LAZYSET(custom_materials, /datum/material/iron, round((max_complexity + max_components) * 0.25) * SScircuit.cost_multiplier)
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.=..()
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START_PROCESSING(SScircuit, src)
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//sets up diagnostic hud view
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prepare_huds()
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for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds)
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diag_hud.add_to_hud(src)
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diag_hud_set_circuithealth()
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diag_hud_set_circuitcell()
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diag_hud_set_circuitstat()
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diag_hud_set_circuittracking()
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access_card = new /obj/item/card/id(src)
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/obj/item/electronic_assembly/Destroy()
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STOP_PROCESSING(SScircuit, src)
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for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds)
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diag_hud.remove_from_hud(src)
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QDEL_NULL(access_card)
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return ..()
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/obj/item/electronic_assembly/process()
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handle_idle_power()
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check_pulling()
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//updates diagnostic hud
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diag_hud_set_circuithealth()
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diag_hud_set_circuitcell()
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/obj/item/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 assembly_components)
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P.make_energy()
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// Now spend it.
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for(var/I in assembly_components)
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var/obj/item/integrated_circuit/IC = I
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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/electronic_assembly/interact(mob/user)
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ui_interact(user)
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/obj/item/electronic_assembly/ui_interact(mob/user)
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. = ..()
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if(!check_interactivity(user))
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return
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var/total_part_size = return_total_size()
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var/total_complexity = return_total_complexity()
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var/HTML = ""
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HTML += "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>[name]</title></head><body>"
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HTML += "<a href='?src=[REF(src)]'>\[Refresh\]</a> | <a href='?src=[REF(src)];rename=1'>\[Rename\]</a><br>"
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HTML += "[total_part_size]/[max_components] ([round((total_part_size / 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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else
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HTML += "<span class='danger'>No power cell detected!</span>"
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HTML += "<br><br>"
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HTML += "Components:"
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var/builtin_components = ""
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for(var/c in assembly_components)
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var/obj/item/integrated_circuit/circuit = c
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if(!circuit.removable)
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builtin_components += "<a href='?src=[REF(circuit)];rename=1;return=1'>\[R\]</a> | "
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builtin_components += "<a href='?src=[REF(circuit)]'>[circuit.displayed_name]</a>"
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builtin_components += "<br>"
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// Put removable circuits (if any) in separate categories from non-removable
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if(builtin_components)
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HTML += "<hr>"
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HTML += "Built in:<br>"
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HTML += builtin_components
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HTML += "<hr>"
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HTML += "Removable:"
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HTML += "<br>"
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for(var/c in assembly_components)
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var/obj/item/integrated_circuit/circuit = c
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if(circuit.removable)
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HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];up=1' style='text-decoration:none;'>↑</a> "
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HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];down=1' style='text-decoration:none;'>↓</a> "
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HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];top=1' style='text-decoration:none;'>⤒</a> "
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HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];bottom=1' style='text-decoration:none;'>⤓</a> | "
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HTML += "<a href='?src=[REF(circuit)];component=[REF(circuit)];rename=1;return=1'>\[R\]</a> | "
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HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];remove=1'>\[-\]</a> | "
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HTML += "<a href='?src=[REF(circuit)]'>[circuit.displayed_name]</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=655x350;border=1;can_resize=1;can_close=1;can_minimize=1")
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/obj/item/electronic_assembly/Topic(href, href_list)
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if(..())
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return 1
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if(href_list["ghostscan"])
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if((isobserver(usr) && ckeys_allowed_to_scan[usr.ckey]) || IsAdminGhost(usr))
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if(assembly_components.len)
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var/saved = "On circuit printers with cloning enabled, you may use the code below to clone the circuit:<br><br><code>[SScircuit.save_electronic_assembly(src)]</code>"
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usr << browse(saved, "window=circuit_scan;size=500x600;border=1;can_resize=1;can_close=1;can_minimize=1")
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else
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to_chat(usr, "<span class='warning'>The circuit is empty!</span>")
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return
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if(!check_interactivity(usr))
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return
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if(href_list["rename"])
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rename(usr)
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if(href_list["remove_cell"])
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if(!battery)
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to_chat(usr, "<span class='warning'>There's no power cell to remove from \the [src].</span>")
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else
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battery.forceMove(drop_location())
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playsound(src, 'sound/items/Crowbar.ogg', 50, 1)
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to_chat(usr, "<span class='notice'>You pull \the [battery] out of \the [src]'s power supplier.</span>")
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battery = null
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diag_hud_set_circuitstat() //update diagnostic hud
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if(href_list["component"])
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var/obj/item/integrated_circuit/component = locate(href_list["component"]) in assembly_components
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if(component)
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// Builtin components are not supposed to be removed or rearranged
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if(!component.removable)
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return
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add_allowed_scanner(usr.ckey)
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var/current_pos = assembly_components.Find(component)
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// Find the position of a first removable component
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var/first_removable_pos
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for(var/i in 1 to assembly_components.len)
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var/obj/item/integrated_circuit/temp_component = assembly_components[i]
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if(temp_component.removable)
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first_removable_pos = i
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break
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if(href_list["remove"])
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try_remove_component(component, usr)
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else
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// Adjust the position
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if(href_list["up"])
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current_pos--
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else if(href_list["down"])
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current_pos++
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else if(href_list["top"])
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current_pos = first_removable_pos
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else if(href_list["bottom"])
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current_pos = assembly_components.len
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// Wrap around nicely
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if(current_pos < first_removable_pos)
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current_pos = assembly_components.len
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else if(current_pos > assembly_components.len)
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current_pos = first_removable_pos
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assembly_components.Remove(component)
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assembly_components.Insert(current_pos, component)
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interact(usr) // To refresh the UI.
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/obj/item/electronic_assembly/pickup(mob/living/user)
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. = ..()
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//update diagnostic hud when picked up, true is used to force the hud to be hidden
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diag_hud_set_circuithealth(TRUE)
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diag_hud_set_circuitcell(TRUE)
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diag_hud_set_circuitstat(TRUE)
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diag_hud_set_circuittracking(TRUE)
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/obj/item/electronic_assembly/dropped(mob/user)
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. = ..()
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//update diagnostic hud when dropped
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diag_hud_set_circuithealth()
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diag_hud_set_circuitcell()
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diag_hud_set_circuitstat()
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diag_hud_set_circuittracking()
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/obj/item/electronic_assembly/proc/rename()
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var/mob/M = usr
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if(!check_interactivity(M))
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return
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var/input = reject_bad_name(input("What do you want to name this?", "Rename", src.name) as null|text, TRUE)
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if(!check_interactivity(M))
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return
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if(src && input)
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to_chat(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/electronic_assembly/proc/add_allowed_scanner(ckey)
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ckeys_allowed_to_scan[ckey] = TRUE
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/obj/item/electronic_assembly/proc/can_move()
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return FALSE
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/obj/item/electronic_assembly/update_icon_state()
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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/electronic_assembly/update_overlays()
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. = ..()
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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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. += mutable_appearance('icons/obj/assemblies/electronic_setups.dmi', "[icon_state]-color", color = detail_color)
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/obj/item/electronic_assembly/proc/return_total_complexity()
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. = 0
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var/obj/item/integrated_circuit/part
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for(var/p in assembly_components)
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part = p
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. += part.complexity
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/obj/item/electronic_assembly/proc/return_total_size()
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. = 0
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var/obj/item/integrated_circuit/part
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for(var/p in assembly_components)
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part = p
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. += part.size
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// Returns true if the circuit made it inside.
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/obj/item/electronic_assembly/proc/try_add_component(obj/item/integrated_circuit/IC, mob/user)
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if(!opened)
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to_chat(user, "<span class='warning'>\The [src]'s hatch is closed, you can't put anything inside.</span>")
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return FALSE
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if(IC.w_class > w_class)
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to_chat(user, "<span class='warning'>\The [IC] is way too big to fit into \the [src].</span>")
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return FALSE
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var/total_part_size = return_total_size()
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var/total_complexity = return_total_complexity()
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if((total_part_size + IC.size) > max_components)
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to_chat(user, "<span class='warning'>You can't seem to add the '[IC]', as there's insufficient space.</span>")
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return FALSE
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if((total_complexity + IC.complexity) > max_complexity)
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to_chat(user, "<span class='warning'>You can't seem to add the '[IC]', since this setup's too complicated for the case.</span>")
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return FALSE
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if((allowed_circuit_action_flags & IC.action_flags) != IC.action_flags)
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to_chat(user, "<span class='warning'>You can't seem to add the '[IC]', since the case doesn't support the circuit type.</span>")
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return FALSE
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if(!user.transferItemToLoc(IC, src))
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return FALSE
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to_chat(user, "<span class='notice'>You slide [IC] inside [src].</span>")
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playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
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add_allowed_scanner(user.ckey)
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investigate_log("had [IC]([IC.type]) inserted by [key_name(user)].", INVESTIGATE_CIRCUIT)
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add_component(IC)
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return TRUE
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// Actually puts the circuit inside, doesn't perform any checks.
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/obj/item/electronic_assembly/proc/add_component(obj/item/integrated_circuit/component)
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component.forceMove(get_object())
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component.assembly = src
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assembly_components |= component
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//increment numbers for diagnostic hud
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if(component.action_flags & IC_ACTION_COMBAT)
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combat_circuits += 1;
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if(component.action_flags & IC_ACTION_LONG_RANGE)
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long_range_circuits += 1;
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//diagnostic hud update
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diag_hud_set_circuitstat()
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diag_hud_set_circuittracking()
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/obj/item/electronic_assembly/proc/try_remove_component(obj/item/integrated_circuit/IC, mob/user, silent)
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if(!opened)
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if(!silent)
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to_chat(user, "<span class='warning'>[src]'s hatch is closed, so you can't fiddle with the internal components.</span>")
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return FALSE
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if(!IC.removable)
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if(!silent)
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to_chat(user, "<span class='warning'>[src] is permanently attached to the case.</span>")
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return FALSE
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remove_component(IC)
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if(!silent)
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to_chat(user, "<span class='notice'>You pop \the [IC] out of the case, and slide it out.</span>")
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playsound(src, 'sound/items/crowbar.ogg', 50, 1)
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user.put_in_hands(IC)
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add_allowed_scanner(user.ckey)
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investigate_log("had [IC]([IC.type]) removed by [key_name(user)].", INVESTIGATE_CIRCUIT)
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return TRUE
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// Actually removes the component, doesn't perform any checks.
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/obj/item/electronic_assembly/proc/remove_component(obj/item/integrated_circuit/component)
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component.disconnect_all()
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component.forceMove(drop_location())
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component.assembly = null
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assembly_components.Remove(component)
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//decriment numbers for diagnostic hud
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if(component.action_flags & IC_ACTION_COMBAT)
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combat_circuits -= 1;
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if(component.action_flags & IC_ACTION_LONG_RANGE)
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long_range_circuits -= 1;
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//diagnostic hud update
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diag_hud_set_circuitstat()
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diag_hud_set_circuittracking()
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/obj/item/electronic_assembly/afterattack(atom/target, mob/user, proximity)
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. = ..()
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for(var/obj/item/integrated_circuit/input/S in assembly_components)
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if(S.sense(target,user,proximity))
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|
visible_message("<span class='notice'> [user] waves [src] around [target].</span>")
|
|
|
|
|
|
/obj/item/electronic_assembly/screwdriver_act(mob/living/user, obj/item/I)
|
|
if(..())
|
|
return TRUE
|
|
I.play_tool_sound(src)
|
|
opened = !opened
|
|
to_chat(user, "<span class='notice'>You [opened ? "open" : "close"] the maintenance hatch of [src].</span>")
|
|
update_icon()
|
|
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, "<span class='warning'>[src]'s hatch is closed, so you can't fiddle with the internal components.</span>")
|
|
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, "<span class='warning'>[src]'s hatch is closed, so you can't access \the [src]'s power supplier.</span>")
|
|
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, "<span class='warning'>[src] already has \a [battery] installed. Remove it first if you want to replace it.</span>")
|
|
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, "<span class='notice'>You slot the [I] inside \the [src]'s power supplier.</span>")
|
|
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]
|
|
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]
|
|
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/can_trigger_gun(mob/living/user) //sanity checks against pocket death weapon circuits
|
|
if(!can_fire_equipped || !user.is_holding(src))
|
|
return FALSE
|
|
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, "<span class='warning'>You cannot place [src] on this spot!</span>")
|
|
return
|
|
if(gotwallitem(T, ndir))
|
|
to_chat(user, "<span class='warning'>There's already an item on this wall!</span>")
|
|
return
|
|
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
|
|
user.visible_message("[user.name] attaches [src] to the wall.",
|
|
"<span class='notice'>You attach [src] to the wall.</span>",
|
|
"<span class='italics'>You hear clicking.</span>")
|
|
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
|