Files
S.P.L.U.R.T-Station-13/code/modules/research/rdconsole.dm
TalkingCactus f7c09077d2 Tg patch branch to master (#192)
* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Tg modern (#149)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* Mentor system, Tickets, and discord (#151)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* Vore code sync (#157)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* edgy code of the modernization (#164)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* Merge test onto bleeding edgy (#165)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* bleeblin edgy 1/23 (#166)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* Update .travis.yml

* Update .travis.yml

* Update .travis.yml

* Revert "Modern modern"

* Revert "Revert "Modern modern""

* fix it fix it fix it fix it

* fixes title screen - thanks crow

* Riding code reverted

* possible tgui fix?

* who the fuck even knows if this is the problem

* adds moths and sharks (no colors yet, not greyscaled)
adds LOOC back

* "fixes" missing items in some machinery.

* slight tweaks to abductor spawns
borer event enabled (max 1)

* Update .travis.yml

* fixes shuttle purchase from comms

* fixes and QoL

* Polymorphing all is dangerous too

* re-fixes ahelp ticket system again

* metagaming check proving to be spamlicious

* Fixes not being able to see devoured mob poses

* fix for vehicle buckling

* ahelp timer runtime fix (#178)

* controller and game updates 1/29

* Defines, helpers, datums 1/29

* world.dm updates

* modules/admin tweaks

* everything in modules not a mob

* modules/mob fixes and such

No more PAIs ventcrawling

* icons, maps, tools, etc.

* compiler fixes

* round type vote fixed

* hardsuit cargo pack

* reduce ion and electric storm chance

* perms access for travis

* fix helmet to the suit
removes CE from crate

* changelog

* fuck

* perms for travis... again

* Update tgstation.dme

* Update tgstation.dme

* Donation race

* redpanda

* red panda

* size play work

* Size chemical basics

Needs testing/refining

* some fixing ports before I just fucking ported it anyway

* It's been a fucking week.

* commiting moar changes because github

* admins.txt lol

* icons

* defines and such

* globalvars and onclick

* Controllers

* datums

* game folder

* oh look, HoG is back

* modules pt 1

* client things

* more modules

* everything not mob code

* some mob stuff

* more mob things

* silicon mobs

* ayylims and monkeys

* human updates

* huh

* housekeeping is fired.

* last minute fixes

* more last minute things

* human parts double check'd

* more paper

* Icons are fixed

* double check of thermal protection code. (#191)
2017-02-03 05:56:14 -06:00

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/*
Research and Development (R&D) Console
This is the main work horse of the R&D system. It contains the menus/controls for the Destructive Analyzer, Protolathe, and Circuit
imprinter. It also contains the /datum/research holder with all the known/possible technology paths and device designs.
Basic use: When it first is created, it will attempt to link up to related devices within 3 squares. It'll only link up if they
aren't already linked to another console. Any consoles it cannot link up with (either because all of a certain type are already
linked or there aren't any in range), you'll just not have access to that menu. In the settings menu, there are menu options that
allow a player to attempt to re-sync with nearby consoles. You can also force it to disconnect from a specific console.
The imprinting and construction menus do NOT require toxins access to access but all the other menus do. However, if you leave it
on a menu, nothing is to stop the person from using the options on that menu (although they won't be able to change to a different
one). You can also lock the console on the settings menu if you're feeling paranoid and you don't want anyone messing with it who
doesn't have toxins access.
When a R&D console is destroyed or even partially disassembled, you lose all research data on it. However, there are two ways around
this dire fate:
- The easiest way is to go to the settings menu and select "Sync Database with Network." That causes it to upload (but not download)
it's data to every other device in the game. Each console has a "disconnect from network" option that'll will cause data base sync
operations to skip that console. This is useful if you want to make a "public" R&D console or, for example, give the engineers
a circuit imprinter with certain designs on it and don't want it accidentally updating. The downside of this method is that you have
to have physical access to the other console to send data back. Note: An R&D console is on Centcom so if a random griffan happens to
cause a ton of data to be lost, an admin can go send it back.
- The second method is with Technology Disks and Design Disks. Each of these disks can hold technology or design datums in
their entirety. You can then take the disk to any R&D console and upload it's data to it. This method is a lot more secure (since it
won't update every console in existence) but it's more of a hassle to do. Also, the disks can be stolen.
*/
/obj/machinery/computer/rdconsole
name = "R&D Console"
icon_screen = "rdcomp"
icon_keyboard = "rd_key"
circuit = /obj/item/weapon/circuitboard/computer/rdconsole
var/datum/research/files //Stores all the collected research data.
var/obj/item/weapon/disk/tech_disk/t_disk = null //Stores the technology disk.
var/obj/item/weapon/disk/design_disk/d_disk = null //Stores the design disk.
var/obj/machinery/r_n_d/destructive_analyzer/linked_destroy = null //Linked Destructive Analyzer
var/obj/machinery/r_n_d/protolathe/linked_lathe = null //Linked Protolathe
var/obj/machinery/r_n_d/circuit_imprinter/linked_imprinter = null //Linked Circuit Imprinter
var/screen = 1.0 //Which screen is currently showing.
var/id = 0 //ID of the computer (for server restrictions).
var/sync = 1 //If sync = 0, it doesn't show up on Server Control Console
var/first_use = 1 //If first_use = 1, it will try to auto-connect with nearby devices
req_access = list(access_tox) //Data and setting manipulation requires scientist access.
var/selected_category
var/list/datum/design/matching_designs = list() //for the search function
var/disk_slot_selected = 0
/proc/CallTechName(ID) //A simple helper proc to find the name of a tech with a given ID.
if(tech_list[ID])
var/datum/tech/tech = tech_list[ID]
return tech.name
return "ERROR: Report This"
/proc/CallMaterialName(ID)
if (copytext(ID, 1, 2) == "$" && materials_list[ID])
var/datum/material/material = materials_list[ID]
return material.name
else if(chemical_reagents_list[ID])
var/datum/reagent/reagent = chemical_reagents_list[ID]
return reagent.name
return "ERROR: Report This"
/obj/machinery/computer/rdconsole/proc/SyncRDevices() //Makes sure it is properly sync'ed up with the devices attached to it (if any).
for(var/obj/machinery/r_n_d/D in oview(3,src))
if(D.linked_console != null || D.disabled || D.panel_open)
continue
if(istype(D, /obj/machinery/r_n_d/destructive_analyzer))
if(linked_destroy == null)
linked_destroy = D
D.linked_console = src
else if(istype(D, /obj/machinery/r_n_d/protolathe))
if(linked_lathe == null)
linked_lathe = D
D.linked_console = src
else if(istype(D, /obj/machinery/r_n_d/circuit_imprinter))
if(linked_imprinter == null)
linked_imprinter = D
D.linked_console = src
first_use = 0
//Have it automatically push research to the centcom server so wild griffins can't fuck up R&D's work --NEO
/obj/machinery/computer/rdconsole/proc/griefProtection()
for(var/obj/machinery/r_n_d/server/centcom/C in machines)
for(var/v in files.known_tech)
var/datum/tech/T = files.known_tech[v]
C.files.AddTech2Known(T)
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
C.files.AddDesign2Known(D)
C.files.RefreshResearch()
/obj/machinery/computer/rdconsole/New()
..()
files = new /datum/research(src) //Setup the research data holder.
matching_designs = list()
if(!id)
fix_noid_research_servers()
/* Instead of calling this every tick, it is only being called when needed
/obj/machinery/computer/rdconsole/process()
griefProtection()
*/
/obj/machinery/computer/rdconsole/attackby(obj/item/weapon/D, mob/user, params)
//Loading a disk into it.
if(istype(D, /obj/item/weapon/disk))
if(t_disk || d_disk)
user << "A disk is already loaded into the machine."
return
if(istype(D, /obj/item/weapon/disk/tech_disk))
t_disk = D
else if (istype(D, /obj/item/weapon/disk/design_disk))
d_disk = D
else
user << "<span class='danger'>Machine cannot accept disks in that format.</span>"
return
if(!user.drop_item())
return
D.loc = src
user << "<span class='notice'>You add the disk to the machine!</span>"
else if(!(linked_destroy && linked_destroy.busy) && !(linked_lathe && linked_lathe.busy) && !(linked_imprinter && linked_imprinter.busy))
. = ..()
updateUsrDialog()
/obj/machinery/computer/rdconsole/on_deconstruction()
if(linked_destroy)
linked_destroy.linked_console = null
linked_destroy = null
if(linked_lathe)
linked_lathe.linked_console = null
linked_lathe = null
if(linked_imprinter)
linked_imprinter.linked_console = null
linked_imprinter = null
..()
/obj/machinery/computer/rdconsole/emag_act(mob/user)
if(!emagged)
playsound(src.loc, 'sound/effects/sparks4.ogg', 75, 1)
emagged = 1
user << "<span class='notice'>You disable the security protocols</span>"
/obj/machinery/computer/rdconsole/Topic(href, href_list)
if(..())
return
add_fingerprint(usr)
usr.set_machine(src)
if(href_list["disk_slot"])
disk_slot_selected = text2num(href_list["disk_slot"])
if(href_list["menu"]) //Switches menu screens. Converts a sent text string into a number. Saves a LOT of code.
var/temp_screen = text2num(href_list["menu"])
screen = temp_screen
if(href_list["category"])
selected_category = href_list["category"]
else if(href_list["updt_tech"]) //Update the research holder with information from the technology disk.
var/n = text2num(href_list["updt_tech"])
screen = 0.0
var/wait = 50
if(!n)
wait = 0
for(var/D in t_disk.tech_stored)
if(D)
wait += 50
spawn(wait)
screen = 1.2
if(t_disk)
if(!n)
for(var/tech in t_disk.tech_stored)
files.AddTech2Known(tech)
else
files.AddTech2Known(t_disk.tech_stored[n])
updateUsrDialog()
griefProtection() //Update centcom too
else if(href_list["clear_tech"]) //Erase data on the technology disk.
if(t_disk)
var/n = text2num(href_list["clear_tech"])
if(!n)
for(var/i in 1 to t_disk.max_tech_stored)
t_disk.tech_stored[i] = null
else
t_disk.tech_stored[n] = null
else if(href_list["eject_tech"]) //Eject the technology disk.
if(t_disk)
t_disk.loc = src.loc
t_disk = null
screen = 1.0
else if(href_list["copy_tech"]) //Copy some technology data from the research holder to the disk.
var/slot = text2num(href_list["copy_tech"])
var/datum/tech/T = files.known_tech[href_list["copy_tech_ID"]]
if(T)
t_disk.tech_stored[slot] = T.copy()
screen = 1.2
else if(href_list["updt_design"]) //Updates the research holder with design data from the design disk.
var/n = text2num(href_list["updt_design"])
screen = 0.0
var/wait = 50
if(!n)
wait = 0
for(var/D in d_disk.blueprints)
if(D)
wait += 50
spawn(wait)
screen = 1.4
if(d_disk)
if(!n)
for(var/D in d_disk.blueprints)
if(D)
files.AddDesign2Known(D)
else
files.AddDesign2Known(d_disk.blueprints[n])
updateUsrDialog()
griefProtection() //Update centcom too
else if(href_list["clear_design"]) //Erases data on the design disk.
if(d_disk)
var/n = text2num(href_list["clear_design"])
if(!n)
for(var/i in 1 to d_disk.max_blueprints)
d_disk.blueprints[i] = null
else
d_disk.blueprints[n] = null
else if(href_list["eject_design"]) //Eject the design disk.
if(d_disk)
d_disk.loc = src.loc
d_disk = null
screen = 1.0
else if(href_list["copy_design"]) //Copy design data from the research holder to the design disk.
var/slot = text2num(href_list["copy_design"])
var/datum/design/D = files.known_designs[href_list["copy_design_ID"]]
if(D)
var/autolathe_friendly = 1
if(D.reagents_list.len)
autolathe_friendly = 0
D.category -= "Imported"
else
for(var/x in D.materials)
if( !(x in list(MAT_METAL, MAT_GLASS)))
autolathe_friendly = 0
D.category -= "Imported"
if(D.build_type & (AUTOLATHE|PROTOLATHE|CRAFTLATHE)) // Specifically excludes circuit imprinter and mechfab
D.build_type = autolathe_friendly ? (D.build_type | AUTOLATHE) : D.build_type
D.category |= "Imported"
d_disk.blueprints[slot] = D
screen = 1.4
else if(href_list["eject_item"]) //Eject the item inside the destructive analyzer.
if(linked_destroy)
if(linked_destroy.busy)
usr << "<span class='danger'>The destructive analyzer is busy at the moment.</span>"
else if(linked_destroy.loaded_item)
linked_destroy.loaded_item.forceMove(linked_destroy.loc)
linked_destroy.loaded_item = null
linked_destroy.icon_state = "d_analyzer"
screen = 1.0
else if(href_list["deconstruct"]) //Deconstruct the item in the destructive analyzer and update the research holder.
if(!linked_destroy || linked_destroy.busy || !linked_destroy.loaded_item)
updateUsrDialog()
return
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
var/cancontinue = FALSE
for(var/T in temp_tech)
if(files.IsTechHigher(T, temp_tech[T]))
cancontinue = TRUE
break
if(!cancontinue)
var/choice = input("This item does not raise tech levels. Proceed destroying loaded item anyway?") in list("Proceed", "Cancel")
if(choice == "Cancel" || !linked_destroy || !linked_destroy.loaded_item) return
linked_destroy.busy = 1
screen = 0.1
updateUsrDialog()
flick("d_analyzer_process", linked_destroy)
spawn(24)
if(linked_destroy)
linked_destroy.busy = 0
if(!linked_destroy.loaded_item)
screen = 1.0
return
for(var/T in temp_tech)
var/datum/tech/KT = files.known_tech[T] //For stat logging of high levels
if(files.IsTechHigher(T, temp_tech[T]) && KT.level >= 5) //For stat logging of high levels
feedback_add_details("high_research_level","[KT][KT.level + 1]") //+1 to show the level which we're about to get
files.UpdateTech(T, temp_tech[T])
if(linked_lathe) //Also sends salvaged materials to a linked protolathe, if any.
for(var/material in linked_destroy.loaded_item.materials)
linked_lathe.materials.insert_amount(min((linked_lathe.materials.max_amount - linked_lathe.materials.total_amount), (linked_destroy.loaded_item.materials[material]*(linked_destroy.decon_mod/10))), material)
feedback_add_details("item_deconstructed","[linked_destroy.loaded_item.type]")
linked_destroy.loaded_item = null
for(var/obj/I in linked_destroy.contents)
for(var/mob/M in I.contents)
M.death()
if(istype(I,/obj/item/stack/sheet))//Only deconsturcts one sheet at a time instead of the entire stack
var/obj/item/stack/sheet/S = I
if(S.amount > 1)
S.amount--
linked_destroy.loaded_item = S
else
qdel(S)
linked_destroy.icon_state = "d_analyzer"
else
if(!(I in linked_destroy.component_parts))
qdel(I)
linked_destroy.icon_state = "d_analyzer"
screen = 1.0
use_power(250)
updateUsrDialog()
else if(href_list["lock"]) //Lock the console from use by anyone without tox access.
if(src.allowed(usr))
screen = text2num(href_list["lock"])
else
usr << "Unauthorized Access."
else if(href_list["sync"]) //Sync the research holder with all the R&D consoles in the game that aren't sync protected.
screen = 0.0
if(!sync)
usr << "<span class='danger'>You must connect to the network first!</span>"
else
griefProtection() //Putting this here because I dont trust the sync process
spawn(30)
if(src)
for(var/obj/machinery/r_n_d/server/S in machines)
var/server_processed = 0
if(S.disabled)
continue
if((id in S.id_with_upload) || istype(S, /obj/machinery/r_n_d/server/centcom))
for(var/v in files.known_tech)
var/datum/tech/T = files.known_tech[v]
S.files.AddTech2Known(T)
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
S.files.AddDesign2Known(D)
S.files.RefreshResearch()
server_processed = 1
if(((id in S.id_with_download) && !istype(S, /obj/machinery/r_n_d/server/centcom)) || S.hacked)
for(var/v in S.files.known_tech)
var/datum/tech/T = S.files.known_tech[v]
files.AddTech2Known(T)
for(var/v in S.files.known_designs)
var/datum/design/D = S.files.known_designs[v]
files.AddDesign2Known(D)
files.RefreshResearch()
server_processed = 1
if(!istype(S, /obj/machinery/r_n_d/server/centcom) && server_processed)
S.produce_heat(100)
screen = 1.6
updateUsrDialog()
else if(href_list["togglesync"]) //Prevents the console from being synced by other consoles. Can still send data.
sync = !sync
else if(href_list["build"]) //Causes the Protolathe to build something.
var/datum/design/being_built = files.known_designs[href_list["build"]]
var/amount = text2num(href_list["amount"])
if(being_built.make_reagents.len)
return 0
if(!linked_lathe || !being_built || !amount)
updateUsrDialog()
return
if(linked_lathe.busy)
usr << "<span class='danger'>Protolathe is busy at the moment.</span>"
return
var/coeff = linked_lathe.efficiency_coeff
var/power = 1000
var/old_screen = screen
amount = max(1, min(10, amount))
for(var/M in being_built.materials)
power += round(being_built.materials[M] * amount / 5)
power = max(3000, power)
screen = 0.3
var/key = usr.key //so we don't lose the info during the spawn delay
if (!(being_built.build_type & PROTOLATHE))
message_admins("Protolathe exploit attempted by [key_name(usr, usr.client)]!")
updateUsrDialog()
return
var/g2g = 1
var/enough_materials = 1
linked_lathe.busy = 1
flick("protolathe_n",linked_lathe)
use_power(power)
var/list/efficient_mats = list()
for(var/MAT in being_built.materials)
efficient_mats[MAT] = being_built.materials[MAT]*coeff
if(!linked_lathe.materials.has_materials(efficient_mats, amount))
linked_lathe.say("Not enough materials to complete prototype.")
enough_materials = 0
g2g = 0
else
for(var/R in being_built.reagents_list)
if(!linked_lathe.reagents.has_reagent(R, being_built.reagents_list[R]*coeff))
linked_lathe.say("Not enough reagents to complete prototype.")
enough_materials = 0
g2g = 0
if(enough_materials)
linked_lathe.materials.use_amount(efficient_mats, amount)
for(var/R in being_built.reagents_list)
linked_lathe.reagents.remove_reagent(R, being_built.reagents_list[R]*coeff)
var/P = being_built.build_path //lets save these values before the spawn() just in case. Nobody likes runtimes.
coeff *= being_built.lathe_time_factor
spawn(32*coeff*amount**0.8)
if(linked_lathe)
if(g2g) //And if we only fail the material requirements, we still spend time and power
var/already_logged = 0
for(var/i = 0, i<amount, i++)
var/obj/item/new_item = new P(src)
if( new_item.type == /obj/item/weapon/storage/backpack/holding )
new_item.investigate_log("built by [key]","singulo")
if(!istype(new_item, /obj/item/stack/sheet)) // To avoid materials dupe glitches
new_item.materials = efficient_mats.Copy()
new_item.loc = linked_lathe.loc
if(!already_logged)
feedback_add_details("item_printed","[new_item.type]|[amount]")
already_logged = 1
screen = old_screen
linked_lathe.busy = 0
else
say("Protolathe connection failed. Production halted.")
screen = 1.0
updateUsrDialog()
else if(href_list["imprint"]) //Causes the Circuit Imprinter to build something.
var/datum/design/being_built = files.known_designs[href_list["imprint"]]
if(!linked_imprinter || !being_built)
updateUsrDialog()
return
if(linked_imprinter.busy)
usr << "<span class='danger'>Circuit Imprinter is busy at the moment.</span>"
updateUsrDialog()
return
var/coeff = linked_imprinter.efficiency_coeff
var/power = 1000
var/old_screen = screen
for(var/M in being_built.materials)
power += round(being_built.materials[M] / 5)
power = max(4000, power)
screen = 0.4
if (!(being_built.build_type & IMPRINTER))
message_admins("Circuit imprinter exploit attempted by [key_name(usr, usr.client)]!")
updateUsrDialog()
return
var/g2g = 1
var/enough_materials = 1
linked_imprinter.busy = 1
flick("circuit_imprinter_ani", linked_imprinter)
use_power(power)
var/list/efficient_mats = list()
for(var/MAT in being_built.materials)
efficient_mats[MAT] = being_built.materials[MAT]/coeff
if(!linked_imprinter.materials.has_materials(efficient_mats))
linked_imprinter.say("Not enough materials to complete prototype.")
enough_materials = 0
g2g = 0
else
for(var/R in being_built.reagents_list)
if(!linked_imprinter.reagents.has_reagent(R, being_built.reagents_list[R]/coeff))
linked_imprinter.say("Not enough reagents to complete prototype.")
enough_materials = 0
g2g = 0
if(enough_materials)
linked_imprinter.materials.use_amount(efficient_mats)
for(var/R in being_built.reagents_list)
linked_imprinter.reagents.remove_reagent(R, being_built.reagents_list[R]/coeff)
var/P = being_built.build_path //lets save these values before the spawn() just in case. Nobody likes runtimes.
spawn(16)
if(linked_imprinter)
if(g2g)
var/obj/item/new_item = new P(src)
new_item.loc = linked_imprinter.loc
new_item.materials = efficient_mats.Copy()
feedback_add_details("circuit_printed","[new_item.type]")
screen = old_screen
linked_imprinter.busy = 0
else
say("Circuit Imprinter connection failed. Production halted.")
screen = 1.0
updateUsrDialog()
//Protolathe Materials
else if(href_list["disposeP"] && linked_lathe) //Causes the protolathe to dispose of a single reagent (all of it)
linked_lathe.reagents.del_reagent(href_list["disposeP"])
else if(href_list["disposeallP"] && linked_lathe) //Causes the protolathe to dispose of all it's reagents.
linked_lathe.reagents.clear_reagents()
else if(href_list["ejectsheet"] && linked_lathe) //Causes the protolathe to eject a sheet of material
linked_lathe.materials.retrieve_sheets(text2num(href_list["eject_amt"]), href_list["ejectsheet"])
//Circuit Imprinter Materials
else if(href_list["disposeI"] && linked_imprinter) //Causes the circuit imprinter to dispose of a single reagent (all of it)
linked_imprinter.reagents.del_reagent(href_list["disposeI"])
else if(href_list["disposeallI"] && linked_imprinter) //Causes the circuit imprinter to dispose of all it's reagents.
linked_imprinter.reagents.clear_reagents()
else if(href_list["imprinter_ejectsheet"] && linked_imprinter) //Causes the imprinter to eject a sheet of material
linked_imprinter.materials.retrieve_sheets(text2num(href_list["eject_amt"]), href_list["imprinter_ejectsheet"])
else if(href_list["find_device"]) //The R&D console looks for devices nearby to link up with.
screen = 0.0
spawn(20)
SyncRDevices()
screen = 1.7
updateUsrDialog()
else if(href_list["disconnect"]) //The R&D console disconnects with a specific device.
switch(href_list["disconnect"])
if("destroy")
linked_destroy.linked_console = null
linked_destroy = null
if("lathe")
linked_lathe.linked_console = null
linked_lathe = null
if("imprinter")
linked_imprinter.linked_console = null
linked_imprinter = null
else if(href_list["reset"]) //Reset the R&D console's database.
griefProtection()
var/choice = alert("R&D Console Database Reset", "Are you sure you want to reset the R&D console's database? Data lost cannot be recovered.", "Continue", "Cancel")
if(choice == "Continue" && usr.canUseTopic(src))
message_admins("[key_name_admin(usr)] reset \the [src.name]'s database")
log_game("[key_name_admin(usr)] reset \the [src.name]'s database")
screen = 0.0
qdel(files)
files = new /datum/research(src)
spawn(20)
screen = 1.6
updateUsrDialog()
else if(href_list["search"]) //Search for designs with name matching pattern
var/compare
matching_designs.Cut()
if(href_list["type"] == "proto")
compare = PROTOLATHE
screen = 3.17
else
compare = IMPRINTER
screen = 4.17
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
if(!(D.build_type & compare))
continue
if(findtext(D.name,href_list["to_search"]))
matching_designs.Add(D)
updateUsrDialog()
return
/obj/machinery/computer/rdconsole/attack_hand(mob/user)
if(..())
return
interact(user)
/obj/machinery/computer/rdconsole/interact(mob/user)
user.set_machine(src)
if(first_use)
SyncRDevices()
var/dat = ""
files.RefreshResearch()
switch(screen) //A quick check to make sure you get the right screen when a device is disconnected.
if(2 to 2.9)
if(screen == 2.3)
;
else if(linked_destroy == null)
screen = 2.0
else if(linked_destroy.loaded_item == null)
screen = 2.1
else
screen = 2.2
if(3 to 3.9)
if(linked_lathe == null)
screen = 3.0
if(4 to 4.9)
if(linked_imprinter == null)
screen = 4.0
switch(screen)
//////////////////////R&D CONSOLE SCREENS//////////////////
if(0.0) dat += "<div class='statusDisplay'>Updating Database....</div>"
if(0.1) dat += "<div class='statusDisplay'>Processing and Updating Database...</div>"
if(0.2)
dat += "<div class='statusDisplay'>SYSTEM LOCKED</div>"
dat += "<A href='?src=\ref[src];lock=1.6'>Unlock</A>"
if(0.3)
dat += "<div class='statusDisplay'>Constructing Prototype. Please Wait...</div>"
if(0.4)
dat += "<div class='statusDisplay'>Imprinting Circuit. Please Wait...</div>"
if(1.0) //Main Menu
dat += "<div class='statusDisplay'>"
dat += "<h3>Main Menu:</h3><BR>"
dat += "<A href='?src=\ref[src];menu=1.1'>Current Research Levels</A><BR>"
if(t_disk)
dat += "<A href='?src=\ref[src];menu=1.2'>Disk Operations</A><BR>"
else if(d_disk)
dat += "<A href='?src=\ref[src];menu=1.4'>Disk Operations</A><BR>"
else
dat += "<span class='linkOff'>Disk Operations</span><BR>"
if(linked_destroy)
dat += "<A href='?src=\ref[src];menu=2.2'>Destructive Analyzer Menu</A><BR>"
else
dat += "<span class='linkOff'>Destructive Analyzer Menu</span><BR>"
if(linked_lathe)
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Construction Menu</A><BR>"
else
dat += "<span class='linkOff'>Protolathe Construction Menu</span><BR>"
if(linked_imprinter)
dat += "<A href='?src=\ref[src];menu=4.1'>Circuit Construction Menu</A><BR>"
else
dat += "<span class='linkOff'>Circuit Construction Menu</span><BR>"
dat += "<A href='?src=\ref[src];menu=1.6'>Settings</A>"
dat += "</div>"
if(1.1) //Research viewer
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<h3>Current Research Levels:</h3><BR><div class='statusDisplay'>"
for(var/v in files.known_tech)
var/datum/tech/T = files.known_tech[v]
if(T.level <= 0)
continue
dat += "[T.name]<BR>"
dat += "* Level: [T.level]<BR>"
dat += "* Summary: [T.desc]<HR>"
dat += "</div>"
if(1.2) //Technology Disk Menu
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A><HR>"
dat += "Disk Operations: <A href='?src=\ref[src];clear_tech=0'>Clear Disk</A><A href='?src=\ref[src];updt_tech=0'>Upload All</A><A href='?src=\ref[src];eject_tech=1'>Eject Disk</A>"
for(var/i in 1 to t_disk.max_tech_stored)
dat += "<div class='statusDisplay'>"
if(t_disk.tech_stored[i])
var/datum/tech/tech = t_disk.tech_stored[i]
dat += "Name: [tech.name]<BR>"
dat += "Level: [tech.level]<BR>"
dat += "Description: [tech.desc]<BR>"
dat += "Operations: <A href='?src=\ref[src];updt_tech=[i]'>Upload to Database</A><A href='?src=\ref[src];clear_tech=[i]'>Clear Slot</A>"
else
dat += "Empty Slot<BR>Operations: <A href='?src=\ref[src];menu=1.3;disk_slot=[i]'>Load Tech to Slot</A>"
dat += "</div>"
if(1.3) //Technology Disk submenu
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=1.2'>Return to Disk Operations</A><div class='statusDisplay'>"
dat += "<h3>Load Technology to Disk:</h3><BR>"
for(var/v in files.known_tech)
var/datum/tech/T = files.known_tech[v]
if(T.level <= 0)
continue
dat += "[T.name]"
dat += "<A href='?src=\ref[src];copy_tech=[disk_slot_selected];copy_tech_ID=[T.id]'>Copy to Disk</A><BR>"
dat += "</div>"
if(1.4) //Design Disk menu.
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A><HR>"
dat += "Disk Operations: <A href='?src=\ref[src];clear_design=0'>Clear Disk</A><A href='?src=\ref[src];updt_design=0'>Upload All</A><A href='?src=\ref[src];eject_design=1'>Eject Disk</A>"
for(var/i in 1 to d_disk.max_blueprints)
dat += "<div class='statusDisplay'>"
if(d_disk.blueprints[i])
var/datum/design/D = d_disk.blueprints[i]
dat += "Name: [D.name]<BR>"
if(D.build_type)
dat += "Lathe Types:<BR>"
if(D.build_type & IMPRINTER) dat += "Circuit Imprinter<BR>"
if(D.build_type & PROTOLATHE) dat += "Protolathe<BR>"
if(D.build_type & AUTOLATHE) dat += "Autolathe<BR>"
if(D.build_type & MECHFAB) dat += "Exosuit Fabricator<BR>"
if(D.build_type & BIOGENERATOR) dat += "Biogenerator<BR>"
dat += "Required Materials:<BR>"
var/all_mats = D.materials + D.reagents_list
for(var/M in all_mats)
dat += "* [CallMaterialName(M)] x [all_mats[M]]<BR>"
dat += "Operations: <A href='?src=\ref[src];updt_design=[i]'>Upload to Database</A> <A href='?src=\ref[src];clear_design=[i]'>Clear Slot</A>"
else
dat += "Empty Slot<BR>Operations: <A href='?src=\ref[src];menu=1.5;disk_slot=[i]'>Load Design to Slot</A>"
dat += "</div>"
if(1.5) //Design disk submenu
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=1.4'>Return to Disk Operations</A><div class='statusDisplay'>"
dat += "<h3>Load Design to Disk:</h3><BR>"
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
dat += "[D.name] "
dat += "<A href='?src=\ref[src];copy_design=[disk_slot_selected];copy_design_ID=[D.id]'>Copy to Disk</A><BR>"
dat += "</div>"
if(1.6) //R&D console settings
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A><div class='statusDisplay'>"
dat += "<h3>R&D Console Setting:</h3><BR>"
if(sync)
dat += "<A href='?src=\ref[src];sync=1'>Sync Database with Network</A><BR>"
dat += "<span class='linkOn'>Connect to Research Network</span><BR>"
dat += "<A href='?src=\ref[src];togglesync=1'>Disconnect from Research Network</A><BR>"
else
dat += "<span class='linkOff'>Sync Database with Network</span><BR>"
dat += "<A href='?src=\ref[src];togglesync=1'>Connect to Research Network</A><BR>"
dat += "<span class='linkOn'>Disconnect from Research Network</span><BR>"
dat += "<A href='?src=\ref[src];menu=1.7'>Device Linkage Menu</A><BR>"
dat += "<A href='?src=\ref[src];lock=0.2'>Lock Console</A><BR>"
dat += "<A href='?src=\ref[src];reset=1'>Reset R&D Database</A></div>"
if(1.7) //R&D device linkage
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=1.6'>Settings Menu</A><div class='statusDisplay'>"
dat += "<h3>R&D Console Device Linkage Menu:</h3><BR>"
dat += "<A href='?src=\ref[src];find_device=1'>Re-sync with Nearby Devices</A><BR><BR>"
dat += "<h3>Linked Devices:</h3><BR>"
if(linked_destroy)
dat += "* Destructive Analyzer <A href='?src=\ref[src];disconnect=destroy'>Disconnect</A><BR>"
else
dat += "* No Destructive Analyzer Linked<BR>"
if(linked_lathe)
dat += "* Protolathe <A href='?src=\ref[src];disconnect=lathe'>Disconnect</A><BR>"
else
dat += "* No Protolathe Linked<BR>"
if(linked_imprinter)
dat += "* Circuit Imprinter <A href='?src=\ref[src];disconnect=imprinter'>Disconnect</A><BR>"
else
dat += "* No Circuit Imprinter Linked<BR>"
dat += "</div>"
////////////////////DESTRUCTIVE ANALYZER SCREENS////////////////////////////
if(2.0)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<div class='statusDisplay'>NO DESTRUCTIVE ANALYZER LINKED TO CONSOLE</div>"
if(2.1)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<div class='statusDisplay'>No Item Loaded. Standing-by...</div>"
if(2.2)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A><div class='statusDisplay'>"
dat += "<h3>Deconstruction Menu</h3><BR>"
dat += "Name: [linked_destroy.loaded_item.name]<BR>"
dat += "Origin Tech:<BR>"
var/list/temp_tech = linked_destroy.ConvertReqString2List(linked_destroy.loaded_item.origin_tech)
for(var/T in temp_tech)
dat += "* [CallTechName(T)] [temp_tech[T]]"
var/datum/tech/F = files.known_tech[T]
if(F)
dat += " (Current: [F.level])"
dat += "<BR>"
dat += "</div>Options: "
dat += "<A href='?src=\ref[src];deconstruct=1'>Deconstruct Item</A>"
dat += "<A href='?src=\ref[src];eject_item=1'>Eject Item</A>"
if(2.3)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<div class='statusDisplay'>Item is neither reliable enough or broken enough to learn from.</div>"
/////////////////////PROTOLATHE SCREENS/////////////////////////
if(3.0)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A><HR>"
dat += "<div class='statusDisplay'>NO PROTOLATHE LINKED TO CONSOLE</div>"
if(3.1)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A> "
dat += "<A href='?src=\ref[src];menu=3.2'>Material Storage</A>"
dat += "<A href='?src=\ref[src];menu=3.3'>Chemical Storage</A><div class='statusDisplay'>"
dat += "<h3>Protolathe Menu:</h3><BR>"
dat += "<B>Material Amount:</B> [linked_lathe.materials.total_amount] / [linked_lathe.materials.max_amount]<BR>"
dat += "<B>Chemical Volume:</B> [linked_lathe.reagents.total_volume] / [linked_lathe.reagents.maximum_volume]<BR>"
dat += "<form name='search' action='?src=\ref[src]'>\
<input type='hidden' name='src' value='\ref[src]'>\
<input type='hidden' name='search' value='to_search'>\
<input type='hidden' name='type' value='proto'>\
<input type='text' name='to_search'>\
<input type='submit' value='Search'>\
</form><HR>"
dat += list_categories(linked_lathe.categories, 3.15)
//Grouping designs by categories, to improve readability
if(3.15)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A>"
dat += "<div class='statusDisplay'><h3>Browsing [selected_category]:</h3><BR>"
dat += "<B>Material Amount:</B> [linked_lathe.materials.total_amount] / [linked_lathe.materials.max_amount]<BR>"
dat += "<B>Chemical Volume:</B> [linked_lathe.reagents.total_volume] / [linked_lathe.reagents.maximum_volume]<HR>"
var/coeff = linked_lathe.efficiency_coeff
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
if(!(selected_category in D.category)|| !(D.build_type & PROTOLATHE))
continue
var/temp_material
var/c = 50
var/t
var/all_materials = D.materials + D.reagents_list
for(var/M in all_materials)
t = linked_lathe.check_mat(D, M)
temp_material += " | "
if (t < 1)
temp_material += "<span class='bad'>[all_materials[M]*coeff] [CallMaterialName(M)]</span>"
else
temp_material += " [all_materials[M]*coeff] [CallMaterialName(M)]"
c = min(c,t)
if (c >= 1)
dat += "<A href='?src=\ref[src];build=[D.id];amount=1'>[D.name]</A>"
if(c >= 5)
dat += "<A href='?src=\ref[src];build=[D.id];amount=5'>x5</A>"
if(c >= 10)
dat += "<A href='?src=\ref[src];build=[D.id];amount=10'>x10</A>"
dat += "[temp_material]"
else
dat += "<span class='linkOff'>[D.name]</span>[temp_material]"
dat += "<BR>"
dat += "</div>"
if(3.17) //Display search result
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A>"
dat += "<div class='statusDisplay'><h3>Search results:</h3><BR>"
dat += "<B>Material Amount:</B> [linked_lathe.materials.total_amount] / [linked_lathe.materials.max_amount]<BR>"
dat += "<B>Chemical Volume:</B> [linked_lathe.reagents.total_volume] / [linked_lathe.reagents.maximum_volume]<HR>"
var/coeff = linked_lathe.efficiency_coeff
for(var/datum/design/D in matching_designs)
var/temp_material
var/c = 50
var/t
var/all_materials = D.materials + D.reagents_list
for(var/M in all_materials)
t = linked_lathe.check_mat(D, M)
temp_material += " | "
if (t < 1)
temp_material += "<span class='bad'>[all_materials[M]*coeff] [CallMaterialName(M)]</span>"
else
temp_material += " [all_materials[M]*coeff] [CallMaterialName(M)]"
c = min(c,t)
if (c >= 1)
dat += "<A href='?src=\ref[src];build=[D.id];amount=1'>[D.name]</A>"
if(c >= 5)
dat += "<A href='?src=\ref[src];build=[D.id];amount=5'>x5</A>"
if(c >= 10)
dat += "<A href='?src=\ref[src];build=[D.id];amount=10'>x10</A>"
dat += "[temp_material]"
else
dat += "<span class='linkOff'>[D.name]</span>[temp_material]"
dat += "<BR>"
dat += "</div>"
if(3.2) //Protolathe Material Storage Sub-menu
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A><div class='statusDisplay'>"
dat += "<h3>Material Storage:</h3><BR><HR>"
if(!linked_lathe)
dat += "ERROR: Protolathe connection failed."
else
for(var/mat_id in linked_lathe.materials.materials)
var/datum/material/M = linked_lathe.materials.materials[mat_id]
dat += "* [M.amount] of [M.name]: "
if(M.amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];ejectsheet=[M.id];eject_amt=1'>Eject</A> "
if(M.amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];ejectsheet=[M.id];eject_amt=5'>5x</A> "
if(M.amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];ejectsheet=[M.id];eject_amt=50'>All</A>"
dat += "<BR>"
dat += "</div>"
if(3.3)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=3.1'>Protolathe Menu</A>"
dat += "<A href='?src=\ref[src];disposeallP=1'>Disposal All Chemicals in Storage</A><div class='statusDisplay'>"
dat += "<h3>Chemical Storage:</h3><BR><HR>"
for(var/datum/reagent/R in linked_lathe.reagents.reagent_list)
dat += "[R.name]: [R.volume]"
dat += "<A href='?src=\ref[src];disposeP=[R.id]'>Purge</A><BR>"
///////////////////CIRCUIT IMPRINTER SCREENS////////////////////
if(4.0)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A><HR>"
dat += "<div class='statusDisplay'>NO CIRCUIT IMPRINTER LINKED TO CONSOLE</div>"
if(4.1)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=4.3'>Material Storage</A>"
dat += "<A href='?src=\ref[src];menu=4.2'>Chemical Storage</A><div class='statusDisplay'>"
dat += "<h3>Circuit Imprinter Menu:</h3><BR>"
dat += "Material Amount: [linked_imprinter.materials.total_amount]<BR>"
dat += "Chemical Volume: [linked_imprinter.reagents.total_volume]<HR>"
dat += "<form name='search' action='?src=\ref[src]'>\
<input type='hidden' name='src' value='\ref[src]'>\
<input type='hidden' name='search' value='to_search'>\
<input type='hidden' name='type' value='imprint'>\
<input type='text' name='to_search'>\
<input type='submit' value='Search'>\
</form><HR>"
dat += list_categories(linked_imprinter.categories, 4.15)
if(4.15)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=4.1'>Circuit Imprinter Menu</A>"
dat += "<div class='statusDisplay'><h3>Browsing [selected_category]:</h3><BR>"
dat += "Material Amount: [linked_imprinter.materials.total_amount]<BR>"
dat += "Chemical Volume: [linked_imprinter.reagents.total_volume]<HR>"
var/coeff = linked_imprinter.efficiency_coeff
for(var/v in files.known_designs)
var/datum/design/D = files.known_designs[v]
if(!(selected_category in D.category) || !(D.build_type & IMPRINTER))
continue
var/temp_materials
var/check_materials = 1
var/all_materials = D.materials + D.reagents_list
for(var/M in all_materials)
temp_materials += " | "
if (!linked_imprinter.check_mat(D, M))
check_materials = 0
temp_materials += " <span class='bad'>[all_materials[M]/coeff] [CallMaterialName(M)]</span>"
else
temp_materials += " [all_materials[M]/coeff] [CallMaterialName(M)]"
if (check_materials)
dat += "<A href='?src=\ref[src];imprint=[D.id]'>[D.name]</A>[temp_materials]<BR>"
else
dat += "<span class='linkOff'>[D.name]</span>[temp_materials]<BR>"
dat += "</div>"
if(4.17)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=4.1'>Circuit Imprinter Menu</A>"
dat += "<div class='statusDisplay'><h3>Search results:</h3><BR>"
dat += "Material Amount: [linked_imprinter.materials.total_amount]<BR>"
dat += "Chemical Volume: [linked_imprinter.reagents.total_volume]<HR>"
var/coeff = linked_imprinter.efficiency_coeff
for(var/datum/design/D in matching_designs)
var/temp_materials
var/check_materials = 1
var/all_materials = D.materials + D.reagents_list
for(var/M in all_materials)
temp_materials += " | "
if (!linked_imprinter.check_mat(D, M))
check_materials = 0
temp_materials += " <span class='bad'>[all_materials[M]/coeff] [CallMaterialName(M)]</span>"
else
temp_materials += " [all_materials[M]/coeff] [CallMaterialName(M)]"
if (check_materials)
dat += "<A href='?src=\ref[src];imprint=[D.id]'>[D.name]</A>[temp_materials]<BR>"
else
dat += "<span class='linkOff'>[D.name]</span>[temp_materials]<BR>"
dat += "</div>"
if(4.2) //Circuit Imprinter Material Storage Sub-menu
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=4.1'>Circuit Imprinter Menu</A>"
dat += "<A href='?src=\ref[src];disposeallI=1'>Disposal All Chemicals in Storage</A><div class='statusDisplay'>"
dat += "<h3>Chemical Storage:</h3><BR><HR>"
for(var/datum/reagent/R in linked_imprinter.reagents.reagent_list)
dat += "[R.name]: [R.volume]"
dat += "<A href='?src=\ref[src];disposeI=[R.id]'>Purge</A><BR>"
if(4.3)
dat += "<A href='?src=\ref[src];menu=1.0'>Main Menu</A>"
dat += "<A href='?src=\ref[src];menu=4.1'>Circuit Imprinter Menu</A><div class='statusDisplay'>"
dat += "<h3>Material Storage:</h3><BR><HR>"
if(!linked_imprinter)
dat += "ERROR: Protolathe connection failed."
else
for(var/mat_id in linked_imprinter.materials.materials)
var/datum/material/M = linked_imprinter.materials.materials[mat_id]
dat += "* [M.amount] of [M.name]: "
if(M.amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=[M.id];eject_amt=1'>Eject</A> "
if(M.amount >= MINERAL_MATERIAL_AMOUNT*5) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=[M.id];eject_amt=5'>5x</A> "
if(M.amount >= MINERAL_MATERIAL_AMOUNT) dat += "<A href='?src=\ref[src];imprinter_ejectsheet=[M.id];eject_amt=50'>All</A>"
dat += "<BR>"
dat += "</div>"
var/datum/browser/popup = new(user, "rndconsole", name, 460, 550)
popup.set_content(dat)
popup.open()
return
//helper proc, which return a table containing categories
/obj/machinery/computer/rdconsole/proc/list_categories(list/categories, menu_num as num)
if(!categories)
return
var/line_length = 1
var/dat = "<table style='width:100%' align='center'><tr>"
for(var/C in categories)
if(line_length > 2)
dat += "</tr><tr>"
line_length = 1
dat += "<td><A href='?src=\ref[src];category=[C];menu=[menu_num]'>[C]</A></td>"
line_length++
dat += "</tr></table></div>"
return dat
/obj/machinery/computer/rdconsole/robotics
name = "Robotics R&D Console"
desc = "A console used to interface with R&D tools."
id = 2
req_access = null
req_access_txt = "29"
/obj/machinery/computer/rdconsole/robotics/New()
..()
if(circuit)
circuit.name = "RD Console - Robotics (Computer Board)"
circuit.build_path = /obj/machinery/computer/rdconsole/robotics
/obj/machinery/computer/rdconsole/core
name = "Core R&D Console"
desc = "A console used to interface with R&D tools."
id = 1
/obj/machinery/computer/rdconsole/experiment
name = "E.X.P.E.R.I-MENTOR R&D Console"
desc = "A console used to interface with R&D tools."
id = 3