12/21 modernizations from TG live (#103)

* 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
This commit is contained in:
Poojawa
2016-12-22 03:57:55 -06:00
committed by GitHub
parent f5e143a452
commit cf59ac1c3d
2215 changed files with 707445 additions and 87041 deletions
@@ -0,0 +1,103 @@
/obj/item/weapon/computer_hardware
name = "hardware"
desc = "Unknown Hardware."
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
w_class = WEIGHT_CLASS_TINY // w_class limits which devices can contain this component.
// 1: PDAs/Tablets, 2: Laptops, 3-4: Consoles only
var/obj/item/device/modular_computer/holder = null
// Computer that holds this hardware, if any.
var/power_usage = 0 // If the hardware uses extra power, change this.
var/enabled = 1 // If the hardware is turned off set this to 0.
var/critical = 0 // Prevent disabling for important component, like the CPU.
var/can_install = 1 // Prevents direct installation of removable media.
var/damage = 0 // Current damage level
var/max_damage = 100 // Maximal damage level.
var/damage_malfunction = 20 // "Malfunction" threshold. When damage exceeds this value the hardware piece will semi-randomly fail and do !!FUN!! things
var/damage_failure = 50 // "Failure" threshold. When damage exceeds this value the hardware piece will not work at all.
var/malfunction_probability = 10// Chance of malfunction when the component is damaged
var/device_type
/obj/item/weapon/computer_hardware/New(var/obj/L)
..()
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
/obj/item/weapon/computer_hardware/Destroy()
if(holder)
holder.uninstall_component(src)
return ..()
/obj/item/weapon/computer_hardware/attackby(obj/item/I, mob/living/user)
// Multitool. Runs diagnostics
if(istype(I, /obj/item/device/multitool))
user << "***** DIAGNOSTICS REPORT *****"
diagnostics(user)
user << "******************************"
return 1
// Cable coil. Works as repair method, but will probably require multiple applications and more cable.
if(istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/S = I
if(obj_integrity == max_integrity)
user << "<span class='warning'>\The [src] doesn't seem to require repairs.</span>"
return 1
if(S.use(1))
user << "<span class='notice'>You patch up \the [src] with a bit of \the [I].</span>"
obj_integrity = min(obj_integrity + 10, max_integrity)
return 1
if(try_insert(I, user))
return 1
return ..()
// Called on multitool click, prints diagnostic information to the user.
/obj/item/weapon/computer_hardware/proc/diagnostics(var/mob/user)
user << "Hardware Integrity Test... (Corruption: [damage]/[max_damage]) [damage > damage_failure ? "FAIL" : damage > damage_malfunction ? "WARN" : "PASS"]"
// Handles damage checks
/obj/item/weapon/computer_hardware/proc/check_functionality()
if(!enabled) // Disabled.
return FALSE
if(damage > damage_failure) // Too damaged to work at all.
return FALSE
if(damage > damage_malfunction) // Still working. Well, sometimes...
if(prob(malfunction_probability))
return FALSE
return TRUE // Good to go.
/obj/item/weapon/computer_hardware/examine(var/mob/user)
. = ..()
if(damage > damage_failure)
user << "<span class='danger'>It seems to be severely damaged!</span>"
else if(damage > damage_malfunction)
user << "<span class='warning'>It seems to be damaged!</span>"
else if(damage)
user << "<span class='notice'>It seems to be slightly damaged.</span>"
// Component-side compatibility check.
/obj/item/weapon/computer_hardware/proc/can_install(obj/item/device/modular_computer/M, mob/living/user = null)
return can_install
// Called when component is installed into PC.
/obj/item/weapon/computer_hardware/proc/on_install(obj/item/device/modular_computer/M, mob/living/user = null)
return
// Called when component is removed from PC.
/obj/item/weapon/computer_hardware/proc/on_remove(obj/item/device/modular_computer/M, mob/living/user = null)
try_eject(forced = 1)
// Called when someone tries to insert something in it - paper in printer, card in card reader, etc.
/obj/item/weapon/computer_hardware/proc/try_insert(obj/item/I, mob/living/user = null)
return FALSE
// Called when someone tries to eject something from it - card from card reader, etc.
/obj/item/weapon/computer_hardware/proc/try_eject(slot=0, mob/living/user = null, forced = 0)
return FALSE