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* starting the crusade against relative pathing * new() part1 * new() part 2 * FOR VALHALLA * you sneaky buggers * part 5: the reckoning * chapter 6: rejuvination * chapter 7: age of conflict * dammit travis
351 lines
11 KiB
Plaintext
351 lines
11 KiB
Plaintext
#define VALUE_VARIABLE_NAME 1 //See var/list/accessible_values below!
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#define VALUE_VARIABLE_TYPE 2
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#define VALUE_VARIABLE_MIN 3 //Minimum possible number value
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#define VALUE_VARIABLE_MAX 4 //Maximum possible number value
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#define VT_NUMBER "number" //Number values, for example 1, 4, -15
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#define VT_TEXT "text" //Text values, for example "hello", "help"
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#define VT_POINTER "pointer" //Pointers to other assemblies - the value is dynamic. If the variable contains an assembly, returns the assembly's position in the assembly frame. Writing to them is possible
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#define VALUE_IS_NUMBER(value_parameters) (value_parameters[VALUE_VARIABLE_TYPE] == VT_NUMBER || value_parameters[VALUE_VARIABLE_TYPE] == VT_POINTER)
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#define VALUE_IS_POINTER(value_parameters)(value_parameters[VALUE_VARIABLE_TYPE] == VT_POINTER)
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#define MAX_TEXT_VALUE_LEN 200
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var/global/list/assembly_short_name_to_type = list() //Please, I beg you, don't give two different types of assembly the same short_name
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/obj/item/device/assembly
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name = "assembly"
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var/short_name //Short name of the assembly. If the name is "remote signalling device", short_name must be something like "signaler"
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desc = "A small electronic device that should never exist."
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = ""
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flags = FPRINT
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siemens_coefficient = 1
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w_class = W_CLASS_SMALL
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starting_materials = list(MAT_IRON = 100)
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w_type = RECYK_ELECTRONIC
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throwforce = 2
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throw_speed = 3
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throw_range = 10
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origin_tech = Tc_MAGNETS + "=1"
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var/show_status = 1 //in order to prevent the signaler button in signaler.dm from saying "... is ready!" when examined
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var/secured = 1
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var/list/attached_overlays = null
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var/obj/item/device/assembly_holder/holder = null
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var/cooldown = 0//To prevent spam
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var/wires = WIRE_RECEIVE | WIRE_PULSE
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var/const/WIRE_RECEIVE = 1 //Allows Pulsed(0) to call Activate()
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var/const/WIRE_PULSE = 2 //Allows Pulse(0) to act on the holder
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var/const/WIRE_PULSE_SPECIAL = 4 //Allows Pulse(0) to act on the holders special assembly
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var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
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var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
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var/connection_text = "sending signals to" //For assembly frames
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var/list/accessible_values = list()
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// List of variables that can be READ / WRITTEN TO by other assemblies.
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// Format of the list:
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//
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// accessible_values = list("Time" = "time;number",\
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// "Frequency" = "freq;number",\
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// "Code" = "code;number")
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//
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// "Time" - name of this value. Can be anything
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// "time;number" - parameters. Convert this to a list using params2list, and access them by doing either list[VALUE_VARIABLE_NAME] or list[VALUE_VARIABLE_TYPE]
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//The example above allows any assembly (connected to an assembly frame) to access this assembly's time, frequency and code, e.g. a math circuit can READ this assembly's time, multiply it by 90 and SET this assembly's time to the result
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/obj/item/device/assembly/New()
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..()
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if(!short_name)
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short_name = name
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/obj/item/device/assembly/proc/activate() //What the device does when turned on
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return
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/obj/item/device/assembly/proc/pulsed(var/radio = 0) //Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
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return
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/obj/item/device/assembly/proc/pulse(var/radio = 0) //Called when this device attempts to act on another device, var/radio determines if it was sent via radio or direct
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return
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/obj/item/device/assembly/proc/toggle_secure() //Code that has to happen when the assembly is un\secured goes here
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return
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/obj/item/device/assembly/proc/attach_assembly(var/obj/A, var/mob/user) //Called when an assembly is attacked by another
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return
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/obj/item/device/assembly/proc/process_cooldown() //Called via spawn(10) to have it count down the cooldown var
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return
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/obj/item/device/assembly/proc/holder_movement() //Called when the holder is moved
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return
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/obj/item/device/assembly/interact(mob/user as mob) //Called when attack_self is called
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return
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/obj/item/device/assembly/proc/describe() // Called by grenades to describe the state of the trigger (time left, etc)
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return "The trigger assembly looks broken!"
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/obj/item/device/assembly/proc/send_pulses_to_list(var/list/L) //Send pulse to all assemblies in list.
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if(!L || !L.len)
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return
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for(var/obj/item/device/assembly/A in L)
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A.pulsed()
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/obj/item/device/assembly/proc/get_value(var/value) //Get the assembly's value (to be used with various circuits). value = an element from the accessible_values list!
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if(!accessible_values.Find(value))
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return
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var/list/L = params2list(accessible_values[value])
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var/var_to_grab = L[VALUE_VARIABLE_NAME]
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if(VALUE_IS_POINTER(L))
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//Pointers return the refered assembly's index
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var/obj/item/device/assembly/AS = vars[var_to_grab]
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if(istype(AS))
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var/obj/item/device/assembly_frame/AF = loc
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if(!istype(AF))
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return
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return AF.assemblies.Find(AS)
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return vars[var_to_grab]
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/obj/item/device/assembly/proc/write_to_value(var/value, var/new_value) //Attempt to write to assembly's value. This handles value's type (num/text), whether writing is possible, etc.
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set waitfor = 0
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if(!accessible_values.Find(value))
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return
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var/list/L = params2list(accessible_values[value])
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var/var_to_change = L[VALUE_VARIABLE_NAME]
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if(var_to_change == "null")
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return
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if(L[VALUE_VARIABLE_TYPE] == VT_NUMBER)
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if(!isnum(new_value)) //Attempted to write a non-number to a number var - abort!
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return
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if(L.len >= VALUE_VARIABLE_MAX)
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new_value = Clamp(new_value, text2num(L[VALUE_VARIABLE_MIN]), text2num(L[VALUE_VARIABLE_MAX]))
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else if(L[VALUE_VARIABLE_TYPE] == VT_POINTER)
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//When importing assembly frames, assemblies can't connect to stuff with a higher index (because it's not loaded yet)
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//The sleep below ensures that pointers are handled after everything is loaded
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sleep()
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//POINTERS
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//Variables that refer to other assemblies in the assembly frame
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//They contain the assembly's index (as a number)
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//Writing another number to them causes the reference to update
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//Writing 0 causes the currently connected assembly to disconnect
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if(!isnum(new_value)) //Pointers are numbers
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return
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var/obj/item/device/assembly_frame/AF = loc
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if(!istype(AF))
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return
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if(AF.assemblies.len < new_value)
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return
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var/obj/item/device/assembly/AS = null //New assembly to connect. If it's null, disconnect the old assembly without connecting anything new
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if(new_value != 0)
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AS = AF.assemblies[new_value]
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if(!istype(AS))
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return
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if(AS == src)
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return
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var/obj/item/device/assembly/current = vars[var_to_change]
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if(current)
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AF.disconnect_assembly_from(src, current)
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if(AS)
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AF.start_new_connection(src, AS)
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new_value = AS
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else //Text
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if(!istext(new_value)) //Attempted to write a non-string to a string var - convert the non-string into a string and continue
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new_value = "[new_value]"
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new_value = utf8_sanitize(new_value, length = MAX_TEXT_VALUE_LEN)
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//text values can accept either numbers or text, so don't check for that
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set_value(var_to_change, new_value)
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return
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/obj/item/device/assembly/proc/set_value(var/var_name, var/new_value) //Actually change the assembly's var. No sanity or anything
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vars[var_name] = new_value
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/obj/item/device/assembly/proc/connected(var/obj/item/device/assembly/A, in_frame = 0) //Called when assembly is connected to another assembly. in_frame is 1 if the connection occured in an assembly frame
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return
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/obj/item/device/assembly/proc/disconnected(var/obj/item/device/assembly/A, in_frame = 0) //Called when assembly is disconnected from another assembly
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return
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/obj/item/device/assembly/process_cooldown()
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cooldown--
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if(cooldown <= 0)
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return 0
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spawn(10)
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process_cooldown()
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return 1
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/obj/item/device/assembly/Destroy()
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if(istype(src.loc, /obj/item/device/assembly_holder) || istype(holder))
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var/obj/item/device/assembly_holder/A = src.loc
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if(A.a_left == src)
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A.a_left = null
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else if(A.a_right == src)
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A.a_right = null
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src.holder = null
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else if(istype(src.loc, /obj/item/device/assembly_frame))
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var/obj/item/device/assembly_frame/AF = src.loc
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AF.eject_assembly(src)
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..()
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/obj/item/device/assembly/pulsed(var/radio = 0)
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if(holder && (wires & WIRE_RECEIVE))
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activate()
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if(radio && (wires & WIRE_RADIO_RECEIVE))
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activate()
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return 1
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/obj/item/device/assembly/pulse(var/radio = 0)
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if(istype(holder, /obj/item/device/assembly_frame))
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var/obj/item/device/assembly_frame/AB = holder
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AB.receive_pulse(src)
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else
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if(holder && (wires & WIRE_PULSE))
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holder.process_activation(src, 1, 0)
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if(holder && (wires & WIRE_PULSE_SPECIAL))
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holder.process_activation(src, 0, 1)
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if(istype(loc,/obj/item/weapon/grenade)) // This is a hack. Todo: Manage this better -Sayu
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var/obj/item/weapon/grenade/G = loc
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G.prime() // Adios, muchachos
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// if(radio && (wires & WIRE_RADIO_PULSE))
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//Not sure what goes here quite yet send signal?
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return 1
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/obj/item/device/assembly/activate()
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if(!secured || (cooldown > 0))
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return 0
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cooldown = 2
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spawn(10)
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process_cooldown()
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return 1
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/obj/item/device/assembly/toggle_secure()
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secured = !secured
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update_icon()
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return secured
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/obj/item/device/assembly/attach_assembly(var/obj/item/device/assembly/A, var/mob/user)
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holder = new/obj/item/device/assembly_holder(get_turf(src))
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if(holder.attach(A,src,user))
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to_chat(user, "<span class='notice'>You attach \the [A] to \the [src]!</span>")
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return 1
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return 0
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/obj/item/device/assembly/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(isassembly(W))
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var/obj/item/device/assembly/A = W
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if((!A.secured) && (!secured))
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attach_assembly(A,user)
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return
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if(W.is_screwdriver(user))
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if(toggle_secure())
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to_chat(user, "<span class='notice'>\The [src] is ready!</span>")
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else
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to_chat(user, "<span class='notice'>\The [src] can now be attached!</span>")
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return
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..()
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return
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/obj/item/device/assembly/process()
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processing_objects.Remove(src)
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return
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/obj/item/device/assembly/examine(mob/user)
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..()
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if(show_status)
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if(secured)
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to_chat(user, "<span class='info'>\The [src] is ready!</span>")
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else
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to_chat(user, "<span class='info'>\The [src] can be attached!</span>")
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/obj/item/device/assembly/attack_self(mob/user as mob)
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if(!user)
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return 0
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user.set_machine(src)
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interact(user)
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return 1
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/obj/item/device/assembly/interact(mob/user as mob)
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return //HTML MENU FOR WIRES GOES HERE
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/*
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var/small_icon_state = null//If this obj will go inside the assembly use this for icons
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var/list/small_icon_state_overlays = null//Same here
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var/obj/holder = null
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var/cooldown = 0//To prevent spam
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proc
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Activate()//Called when this assembly is pulsed by another one
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Process_cooldown()//Call this via spawn(10) to have it count down the cooldown var
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Attach_Holder(var/obj/H, var/mob/user)//Called when an assembly holder attempts to attach, sets src's loc in here
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Activate()
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if(cooldown > 0)
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return 0
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cooldown = 2
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spawn(10)
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Process_cooldown()
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//Rest of code here
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return 0
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Process_cooldown()
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cooldown--
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if(cooldown <= 0)
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return 0
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spawn(10)
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Process_cooldown()
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return 1
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Attach_Holder(var/obj/H, var/mob/user)
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if(!H)
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return 0
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if(!H.IsAssemblyHolder())
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return 0
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//Remember to have it set its loc somewhere in here
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*/ |