Files
GS13NG/code/modules/integrated_electronics/core/assemblies.dm
r4d6 54b3e3603e update (#3)
* testing, further improvements. Tired.

* FLAK

* Automatic changelog generation for PR #9971 [ci skip]

* Update preferences.dm

* Automatic changelog generation for PR #9736 [ci skip]

* this cannot go wrong

* oop

* Changes required to enable for maintenance protocols

All combat mechs that are special get their internals_access increased so the pilots of the deathsquad / nuke team can fix up their mechs without having to steal a robotics ID. Also removes engineering from being able to access mech internals, seems weird to have if only robotics is allowed to handle mechs, probably remnant of engineering robotics?

* Automatic changelog generation for PR #10115 [ci skip]

* Port boops and handshakes

* Update code/modules/mob/living/carbon/carbon_defense.dm

Co-Authored-By: deathride58 <deathride58@users.noreply.github.com>

* Update code/modules/mob/living/carbon/carbon_defense.dm

Co-Authored-By: deathride58 <deathride58@users.noreply.github.com>

* AAAAA

* Add a nose boop sound

* Add a boop sound effect

* Make the boop louder.

* Fixes pubby wall meds being var-edited snowflakes.

* Commit suggestions

Co-Authored-By: deathride58 <deathride58@users.noreply.github.com>

* Commit suggestions

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* Commit suggestions

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* Commit suggestions

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* Commit suggestions

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* Commit suggestions

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* Fixes AI being unable to talk through the holopad.

* Travis had a stroke.

* ports "Standardize obj/updateicon() and update_icons() to update_icon()"

* Update supply.dm

* Update code/modules/vending/cola.dm

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* Brings carbon action intent hotkeys down to living.

* Update drink_reagents.dm

* Automatic changelog generation for PR #10180 [ci skip]

* Automatic changelog generation for PR #10181 [ci skip]

* Porting a few martial art code updates.

* Adds gas miners to all maps.

* Compress secK9

* whoops

* Hopefully this won't screw up travis.

* Two slimepeople fixes.

* Automatic changelog generation for PR #10072 [ci skip]

* Automatic changelog generation for PR #10225 [ci skip]

* Update drink_reagents.dm

* Automatic changelog generation for PR #10203 [ci skip]

* Automatic changelog generation for PR #10157 [ci skip]

* Automatic changelog generation for PR #10155 [ci skip]

* Automatic changelog generation for PR #10111 [ci skip]

* Automatic changelog generation for PR #10216 [ci skip]

* Automatic changelog generation for PR #10172 [ci skip]

* Automatic changelog generation for PR #10026 [ci skip]

* Automatic changelog generation for PR #10076 [ci skip]

* Update drinks.dm

* Automatic changelog generation for PR #10153 [ci skip]

* ??

* Update snacks.dm

* oops

* probably fixes only neutral traits existing

* Automatic changelog generation for PR #10227 [ci skip]

* argk

* Chef buffs chef buffs tastier food.

"The strong flavor of" was always in game but someone put it behind an else if statement that would never proc.
Now if there's more than 45% (or 30% if you are a lizzard, hissss) of a reagent in a beaker, you will taste a strong flavor! 
Hurrah!

* Automatic changelog generation for PR #10228 [ci skip]

* fixes the sprites

* Actually hold on

So that not everything in the game now tastes like STRONG FLAVOUR. That'd be annoying.

* Magic number man bad, also all heads can spam CC now

* im baby dumb and removed "a hint of" by accident.

Okay whoops haha there we go now both strong and weak should work.

* oh hey macros.

slightly less ugly ™

* modular man bad.

now mörge this so chefs can make delicious dish, hemk.

* Update carbon.dm

* lolman acctually knows how the stuff work

* AAAAAAAAAAAAAAAAAAAA

* Update flashbang.dm

* thank you based ghomtainer (when)

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* thank you based ghomtainer (when) 2x how did i not notice this

* Automatic changelog generation for PR #10204 [ci skip]

* Converts the main timsorts file from relative pathing to absolute pathing.

* Ports "Added TRAIT_DISK_VERIFIER, refactors how fake disk checks work slightly"

* wew

* Automatic changelog generation for PR #10090 [ci skip]

* Add the sprite for the landmark

* Make it include my files

* Automatic changelog generation for PR #10067 [ci skip]

* Automatic changelog generation for PR #10160 [ci skip]

* drop

* Automatic changelog generation for PR #10079 [ci skip]

* Automatic changelog generation for PR #10207 [ci skip]

* Automatic changelog generation for PR #10214 [ci skip]

* Update mob.dm

* Update mob.dm

* Redo my changes on Box

Hopefully this will fix the conflict with the fire alarms.

* h

* Automatic changelog generation for PR #10193 [ci skip]

* I'm a god. How can you defeat a god? What a grand and intoxicating innocence, how can you be so naive?

* Automatic changelog generation for PR #10054 [ci skip]

* Automatic changelog generation for PR #10126 [ci skip]

* Automatic changelog generation for PR #10142 [ci skip]

* Automatic changelog generation for PR #10051 [ci skip]

* Automatic changelog generation for PR #9925 [ci skip]

* Automatic changelog generation for PR #9563 [ci skip]

* Atomises out the magicnumber change

* Automatic changelog generation for PR #10231 [ci skip]

* Automatic changelog generation for PR #10235 [ci skip]

* Automatic changelog generation for PR #10200 [ci skip]

* Fix the nose boop.

* Remove extra indentations

* Update inhand_holder.dm

* hhh

* ghom help

* ff

* ff

* Automatic changelog generation for PR #10058 [ci skip]

* Automatic changelog generation for PR #10059 [ci skip]

* Automatic changelog generation for PR #9596 [ci skip]

* Automatic changelog generation for PR #9940 [ci skip]

* Automatic changelog generation for PR #10232 [ci skip]

* Automatic changelog generation for PR #10141 [ci skip]

* Begone crap.

* I gotta go fast.

* QoL Update

Move the Engines to a subfolder to be cleaner when there will be 20 submaps on different maps and change the Tesla Submap to incorporate a few changes I did for the Singulo submap.

* Magic number baaad

* Make things even more organized

* Better safe than sorry.

* Automatic changelog generation for PR #10164 [ci skip]

* Automatic changelog generation for PR #10120 [ci skip]

* Automatic changelog generation for PR #10257 [ci skip]

* typo

* Unnecessary OOC note.

* Is merging someone else's PR you personally fixed considerable as self-merging?

* I'm playing dirty because we have too many PRs to merge anyway.

* Automatic changelog generation for PR #10096 [ci skip]

* Automatic changelog generation for PR #9950 [ci skip]

* Automatic changelog generation for PR #10190 [ci skip]

* Automatic changelog generation for PR #9830 [ci skip]

* Suggestions

* Fix indentation

* lowered to 10 after i struggled to open tickets panel

* FUUUUUUUUUUUCK

* Nerfs fun

* FUUUUUUUUUCK v2

* Automatic changelog generation for PR #10263 [ci skip]

* QoL Update

- Rename the cameras and place two more

- Unanchor the shields generators and emitters because they were bugged and will save more time

- Put more rad closets on the Singulo

- Put more insuls on the Tesla since they protect

- Moved the Engineer clothing locker to Boxstation instead of having it in the Engine

- Added a button to the shutters on the north side of PA

- Added a marker to show where to place the console

- Rewire the power wire to be more in a straight line.

* Forgot a "

* Forgot a button on the Tesla

* Update supply.dm

* readds sprites

* Fills white first aid kits to the brim. Ergo how I was fooled into believing it was a tweak and not a nerf.

* Connect the fuel pipe to somewhere

* no more 40% time dilation

* Update __donator.dm

* Update modular_citadel/code/modules/client/loadout/__donator.dm

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* Update modular_citadel/code/modules/client/loadout/__donator.dm

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* Update modular_citadel/code/modules/client/loadout/__donator.dm

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* Update custom_items.dm

* Automatic changelog generation for PR #10254 [ci skip]

* Fix areas and tiles getting ripped off

* Also give Tesla's emitters R-floors

* Automatic changelog generation for PR #10093 [ci skip]

* Automatic changelog generation for PR #10210 [ci skip]

* Automatic changelog generation for PR #10246 [ci skip]

* Update custom_items.dm

* Automatic changelog generation for PR #10218 [ci skip]

* Automatic changelog generation for PR #10274 [ci skip]

* Add the option to restrict the Engine that spawn

* Revert "Add the option to restrict the Engine that spawn"

This reverts commit e3e1f91635.

* Revert "Revert "Add the option to restrict the Engine that spawn""

This reverts commit d851beea16.

* Add config options

* Move the config up to avoid conflict

* Automatic changelog generation for PR #10245 [ci skip]

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
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2019-12-23 13:29:44 -05:00

874 lines
32 KiB
Plaintext

#define IC_MAX_SIZE_BASE 25
#define IC_COMPLEXITY_BASE 75
/obj/item/electronic_assembly
name = "electronic assembly"
obj_flags = CAN_BE_HIT | UNIQUE_RENAME
desc = "It's a case, for building small electronics with."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/assemblies/electronic_setups.dmi'
icon_state = "setup_small"
item_flags = NOBLUDGEON
materials = list() // To be filled later
datum_flags = DF_USE_TAG
var/list/assembly_components = list()
var/list/ckeys_allowed_to_scan = list() // Players who built the circuit can scan it as a ghost.
var/max_components = IC_MAX_SIZE_BASE
var/max_complexity = IC_COMPLEXITY_BASE
var/opened = TRUE
var/obj/item/stock_parts/cell/battery // Internal cell which most circuits need to work.
var/cell_type = /obj/item/stock_parts/cell
var/can_charge = TRUE //Can it be charged in a recharger?
var/can_fire_equipped = FALSE //Can it fire/throw weapons when the assembly is being held?
var/charge_sections = 4
var/charge_tick = FALSE
var/charge_delay = 4
var/use_cyborg_cell = TRUE
var/ext_next_use = 0
var/atom/collw
var/obj/item/card/id/access_card
var/allowed_circuit_action_flags = IC_ACTION_COMBAT | IC_ACTION_LONG_RANGE //which circuit flags are allowed
var/combat_circuits = 0 //number of combat cicuits in the assembly, used for diagnostic hud
var/long_range_circuits = 0 //number of long range cicuits in the assembly, used for diagnostic hud
var/prefered_hud_icon = "hudstat" // Used by the AR circuit to change the hud icon.
var/creator // circuit creator if any
var/static/next_assembly_id = 0
hud_possible = list(DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD, DIAG_CIRCUIT_HUD) //diagnostic hud overlays
max_integrity = 50
pass_flags = 0
armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
anchored = FALSE
var/can_anchor = TRUE
var/detail_color = COLOR_ASSEMBLY_BLACK
var/list/color_whitelist = list( //This is just for checking that hacked colors aren't in the save data.
COLOR_ASSEMBLY_BLACK,
COLOR_FLOORTILE_GRAY,
COLOR_ASSEMBLY_BGRAY,
COLOR_ASSEMBLY_WHITE,
COLOR_ASSEMBLY_RED,
COLOR_ASSEMBLY_ORANGE,
COLOR_ASSEMBLY_BEIGE,
COLOR_ASSEMBLY_BROWN,
COLOR_ASSEMBLY_GOLD,
COLOR_ASSEMBLY_YELLOW,
COLOR_ASSEMBLY_GURKHA,
COLOR_ASSEMBLY_LGREEN,
COLOR_ASSEMBLY_GREEN,
COLOR_ASSEMBLY_LBLUE,
COLOR_ASSEMBLY_BLUE,
COLOR_ASSEMBLY_PURPLE
)
/obj/item/electronic_assembly/New()
..()
src.max_components = round(max_components)
src.max_complexity = round(max_complexity)
/obj/item/electronic_assembly/GenerateTag()
tag = "assembly_[next_assembly_id++]"
/obj/item/electronic_assembly/examine(mob/user)
. = ..()
if(can_anchor)
. += "<span class='notice'>The anchoring bolts [anchored ? "are" : "can be"] <b>wrenched</b> in place and the maintenance panel [opened ? "can be" : "is"] <b>screwed</b> in place.</span>"
else
. += "<span class='notice'>The maintenance panel [opened ? "can be" : "is"] <b>screwed</b> in place.</span>"
if((isobserver(user) && ckeys_allowed_to_scan[user.ckey]) || IsAdminGhost(user))
. += "You can <a href='?src=[REF(src)];ghostscan=1'>scan</a> this circuit."
for(var/I in assembly_components)
var/obj/item/integrated_circuit/IC = I
. += IC.external_examine(user)
if(opened)
interact(user)
/obj/item/electronic_assembly/proc/check_interactivity(mob/user)
return user.canUseTopic(src, BE_CLOSE)
/obj/item/electronic_assembly/Bump(atom/AM)
collw = AM
.=..()
if((istype(collw, /obj/machinery/door/airlock) || istype(collw, /obj/machinery/door/window)) && (!isnull(access_card)))
var/obj/machinery/door/D = collw
if(D.check_access(access_card))
D.open()
/obj/item/electronic_assembly/Initialize()
.=..()
START_PROCESSING(SScircuit, src)
materials[MAT_METAL] = round((max_complexity + max_components) / 4) * SScircuit.cost_multiplier
//sets up diagnostic hud view
prepare_huds()
for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds)
diag_hud.add_to_hud(src)
diag_hud_set_circuithealth()
diag_hud_set_circuitcell()
diag_hud_set_circuitstat()
diag_hud_set_circuittracking()
access_card = new /obj/item/card/id(src)
/obj/item/electronic_assembly/Destroy()
STOP_PROCESSING(SScircuit, src)
for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds)
diag_hud.remove_from_hud(src)
QDEL_NULL(access_card)
return ..()
/obj/item/electronic_assembly/process()
handle_idle_power()
check_pulling()
//updates diagnostic hud
diag_hud_set_circuithealth()
diag_hud_set_circuitcell()
/obj/item/electronic_assembly/proc/handle_idle_power()
// First we generate power.
for(var/obj/item/integrated_circuit/passive/power/P in assembly_components)
P.make_energy()
// Now spend it.
for(var/I in assembly_components)
var/obj/item/integrated_circuit/IC = I
if(IC.power_draw_idle)
if(!draw_power(IC.power_draw_idle))
IC.power_fail()
/obj/item/electronic_assembly/interact(mob/user)
ui_interact(user)
/obj/item/electronic_assembly/ui_interact(mob/user)
. = ..()
if(!check_interactivity(user))
return
var/total_part_size = return_total_size()
var/total_complexity = return_total_complexity()
var/HTML = ""
HTML += "<html><head><title>[name]</title></head><body>"
HTML += "<a href='?src=[REF(src)]'>\[Refresh\]</a> | <a href='?src=[REF(src)];rename=1'>\[Rename\]</a><br>"
HTML += "[total_part_size]/[max_components] ([round((total_part_size / max_components) * 100, 0.1)]%) space taken up in the assembly.<br>"
HTML += "[total_complexity]/[max_complexity] ([round((total_complexity / max_complexity) * 100, 0.1)]%) maximum complexity.<br>"
if(battery)
HTML += "[round(battery.charge, 0.1)]/[battery.maxcharge] ([round(battery.percent(), 0.1)]%) cell charge. <a href='?src=[REF(src)];remove_cell=1'>\[Remove\]</a>"
else
HTML += "<span class='danger'>No power cell detected!</span>"
HTML += "<br><br>"
HTML += "Components:"
var/builtin_components = ""
for(var/c in assembly_components)
var/obj/item/integrated_circuit/circuit = c
if(!circuit.removable)
builtin_components += "<a href='?src=[REF(circuit)];rename=1;return=1'>\[R\]</a> | "
builtin_components += "<a href='?src=[REF(circuit)]'>[circuit.displayed_name]</a>"
builtin_components += "<br>"
// Put removable circuits (if any) in separate categories from non-removable
if(builtin_components)
HTML += "<hr>"
HTML += "Built in:<br>"
HTML += builtin_components
HTML += "<hr>"
HTML += "Removable:"
HTML += "<br>"
for(var/c in assembly_components)
var/obj/item/integrated_circuit/circuit = c
if(circuit.removable)
HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];up=1' style='text-decoration:none;'>&#8593;</a> "
HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];down=1' style='text-decoration:none;'>&#8595;</a> "
HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];top=1' style='text-decoration:none;'>&#10514;</a> "
HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];bottom=1' style='text-decoration:none;'>&#10515;</a> | "
HTML += "<a href='?src=[REF(circuit)];component=[REF(circuit)];rename=1;return=1'>\[R\]</a> | "
HTML += "<a href='?src=[REF(src)];component=[REF(circuit)];remove=1'>\[-\]</a> | "
HTML += "<a href='?src=[REF(circuit)]'>[circuit.displayed_name]</a>"
HTML += "<br>"
HTML += "</body></html>"
user << browse(HTML, "window=assembly-[REF(src)];size=655x350;border=1;can_resize=1;can_close=1;can_minimize=1")
/obj/item/electronic_assembly/Topic(href, href_list)
if(..())
return 1
if(href_list["ghostscan"])
if((isobserver(usr) && ckeys_allowed_to_scan[usr.ckey]) || IsAdminGhost(usr))
if(assembly_components.len)
var/saved = "On circuit printers with cloning enabled, you may use the code below to clone the circuit:<br><br><code>[SScircuit.save_electronic_assembly(src)]</code>"
usr << browse(saved, "window=circuit_scan;size=500x600;border=1;can_resize=1;can_close=1;can_minimize=1")
else
to_chat(usr, "<span class='warning'>The circuit is empty!</span>")
return
if(!check_interactivity(usr))
return
if(href_list["rename"])
rename(usr)
if(href_list["remove_cell"])
if(!battery)
to_chat(usr, "<span class='warning'>There's no power cell to remove from \the [src].</span>")
else
battery.forceMove(drop_location())
playsound(src, 'sound/items/Crowbar.ogg', 50, 1)
to_chat(usr, "<span class='notice'>You pull \the [battery] out of \the [src]'s power supplier.</span>")
battery = null
diag_hud_set_circuitstat() //update diagnostic hud
if(href_list["component"])
var/obj/item/integrated_circuit/component = locate(href_list["component"]) in assembly_components
if(component)
// Builtin components are not supposed to be removed or rearranged
if(!component.removable)
return
add_allowed_scanner(usr.ckey)
var/current_pos = assembly_components.Find(component)
// Find the position of a first removable component
var/first_removable_pos
for(var/i in 1 to assembly_components.len)
var/obj/item/integrated_circuit/temp_component = assembly_components[i]
if(temp_component.removable)
first_removable_pos = i
break
if(href_list["remove"])
try_remove_component(component, usr)
else
// Adjust the position
if(href_list["up"])
current_pos--
else if(href_list["down"])
current_pos++
else if(href_list["top"])
current_pos = first_removable_pos
else if(href_list["bottom"])
current_pos = assembly_components.len
// Wrap around nicely
if(current_pos < first_removable_pos)
current_pos = assembly_components.len
else if(current_pos > assembly_components.len)
current_pos = first_removable_pos
assembly_components.Remove(component)
assembly_components.Insert(current_pos, component)
interact(usr) // To refresh the UI.
/obj/item/electronic_assembly/pickup(mob/living/user)
. = ..()
//update diagnostic hud when picked up, true is used to force the hud to be hidden
diag_hud_set_circuithealth(TRUE)
diag_hud_set_circuitcell(TRUE)
diag_hud_set_circuitstat(TRUE)
diag_hud_set_circuittracking(TRUE)
/obj/item/electronic_assembly/dropped(mob/user)
. = ..()
//update diagnostic hud when dropped
diag_hud_set_circuithealth()
diag_hud_set_circuitcell()
diag_hud_set_circuitstat()
diag_hud_set_circuittracking()
/obj/item/electronic_assembly/proc/rename()
var/mob/M = usr
if(!check_interactivity(M))
return
var/input = reject_bad_name(input("What do you want to name this?", "Rename", src.name) as null|text, TRUE)
if(!check_interactivity(M))
return
if(src && input)
to_chat(M, "<span class='notice'>The machine now has a label reading '[input]'.</span>")
name = input
/obj/item/electronic_assembly/proc/add_allowed_scanner(ckey)
ckeys_allowed_to_scan[ckey] = TRUE
/obj/item/electronic_assembly/proc/can_move()
return FALSE
/obj/item/electronic_assembly/update_icon()
if(opened)
icon_state = initial(icon_state) + "-open"
else
icon_state = initial(icon_state)
cut_overlays()
if(detail_color == COLOR_ASSEMBLY_BLACK) //Black colored overlay looks almost but not exactly like the base sprite, so just cut the overlay and avoid it looking kinda off.
return
var/mutable_appearance/detail_overlay = mutable_appearance('icons/obj/assemblies/electronic_setups.dmi', "[icon_state]-color")
detail_overlay.color = detail_color
add_overlay(detail_overlay)
/obj/item/electronic_assembly/proc/return_total_complexity()
. = 0
var/obj/item/integrated_circuit/part
for(var/p in assembly_components)
part = p
. += part.complexity
/obj/item/electronic_assembly/proc/return_total_size()
. = 0
var/obj/item/integrated_circuit/part
for(var/p in assembly_components)
part = p
. += part.size
// Returns true if the circuit made it inside.
/obj/item/electronic_assembly/proc/try_add_component(obj/item/integrated_circuit/IC, mob/user)
if(!opened)
to_chat(user, "<span class='warning'>\The [src]'s hatch is closed, you can't put anything inside.</span>")
return FALSE
if(IC.w_class > w_class)
to_chat(user, "<span class='warning'>\The [IC] is way too big to fit into \the [src].</span>")
return FALSE
var/total_part_size = return_total_size()
var/total_complexity = return_total_complexity()
if((total_part_size + IC.size) > max_components)
to_chat(user, "<span class='warning'>You can't seem to add the '[IC]', as there's insufficient space.</span>")
return FALSE
if((total_complexity + IC.complexity) > max_complexity)
to_chat(user, "<span class='warning'>You can't seem to add the '[IC]', since this setup's too complicated for the case.</span>")
return FALSE
if((allowed_circuit_action_flags & IC.action_flags) != IC.action_flags)
to_chat(user, "<span class='warning'>You can't seem to add the '[IC]', since the case doesn't support the circuit type.</span>")
return FALSE
if(!user.transferItemToLoc(IC, src))
return FALSE
to_chat(user, "<span class='notice'>You slide [IC] inside [src].</span>")
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
add_allowed_scanner(user.ckey)
investigate_log("had [IC]([IC.type]) inserted by [key_name(user)].", INVESTIGATE_CIRCUIT)
add_component(IC)
return TRUE
// Actually puts the circuit inside, doesn't perform any checks.
/obj/item/electronic_assembly/proc/add_component(obj/item/integrated_circuit/component)
component.forceMove(get_object())
component.assembly = src
assembly_components |= component
//increment numbers for diagnostic hud
if(component.action_flags & IC_ACTION_COMBAT)
combat_circuits += 1;
if(component.action_flags & IC_ACTION_LONG_RANGE)
long_range_circuits += 1;
//diagnostic hud update
diag_hud_set_circuitstat()
diag_hud_set_circuittracking()
/obj/item/electronic_assembly/proc/try_remove_component(obj/item/integrated_circuit/IC, mob/user, silent)
if(!opened)
if(!silent)
to_chat(user, "<span class='warning'>[src]'s hatch is closed, so you can't fiddle with the internal components.</span>")
return FALSE
if(!IC.removable)
if(!silent)
to_chat(user, "<span class='warning'>[src] is permanently attached to the case.</span>")
return FALSE
remove_component(IC)
if(!silent)
to_chat(user, "<span class='notice'>You pop \the [IC] out of the case, and slide it out.</span>")
playsound(src, 'sound/items/crowbar.ogg', 50, 1)
user.put_in_hands(IC)
add_allowed_scanner(user.ckey)
investigate_log("had [IC]([IC.type]) removed by [key_name(user)].", INVESTIGATE_CIRCUIT)
return TRUE
// Actually removes the component, doesn't perform any checks.
/obj/item/electronic_assembly/proc/remove_component(obj/item/integrated_circuit/component)
component.disconnect_all()
component.forceMove(drop_location())
component.assembly = null
assembly_components.Remove(component)
//decriment numbers for diagnostic hud
if(component.action_flags & IC_ACTION_COMBAT)
combat_circuits -= 1;
if(component.action_flags & IC_ACTION_LONG_RANGE)
long_range_circuits -= 1;
//diagnostic hud update
diag_hud_set_circuitstat()
diag_hud_set_circuittracking()
/obj/item/electronic_assembly/afterattack(atom/target, mob/user, proximity)
. = ..()
for(var/obj/item/integrated_circuit/input/S in assembly_components)
if(S.sense(target,user,proximity))
visible_message("<span class='notice'> [user] waves [src] around [target].</span>")
/obj/item/electronic_assembly/screwdriver_act(mob/living/user, obj/item/I)
if(..())
return TRUE
I.play_tool_sound(src)
opened = !opened
to_chat(user, "<span class='notice'>You [opened ? "open" : "close"] the maintenance hatch of [src].</span>")
update_icon()
return TRUE
/obj/item/electronic_assembly/attackby(obj/item/I, mob/living/user)
if(can_anchor && default_unfasten_wrench(user, I, 20))
return
if(istype(I, /obj/item/integrated_circuit))
if(!user.canUnEquip(I))
return FALSE
if(try_add_component(I, user))
return TRUE
else
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
else if(istype(I, /obj/item/multitool) || istype(I, /obj/item/integrated_electronics/wirer) || istype(I, /obj/item/integrated_electronics/debugger))
if(opened)
interact(user)
return TRUE
else
to_chat(user, "<span class='warning'>[src]'s hatch is closed, so you can't fiddle with the internal components.</span>")
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
else if(istype(I, /obj/item/stock_parts/cell))
if(!opened)
to_chat(user, "<span class='warning'>[src]'s hatch is closed, so you can't access \the [src]'s power supplier.</span>")
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
if(battery)
to_chat(user, "<span class='warning'>[src] already has \a [battery] installed. Remove it first if you want to replace it.</span>")
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
I.forceMove(src)
battery = I
diag_hud_set_circuitstat() //update diagnostic hud
playsound(get_turf(src), 'sound/items/Deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You slot the [I] inside \the [src]'s power supplier.</span>")
return TRUE
else if(istype(I, /obj/item/integrated_electronics/detailer))
var/obj/item/integrated_electronics/detailer/D = I
detail_color = D.detail_color
update_icon()
else
if(user.a_intent != INTENT_HELP)
return ..()
var/list/input_selection = list()
//Check all the components asking for an input
for(var/obj/item/integrated_circuit/input in assembly_components)
if((input.demands_object_input && opened) || (input.demands_object_input && input.can_input_object_when_closed))
var/i = 0
//Check if there is another component with the same name and append a number for identification
for(var/s in input_selection)
var/obj/item/integrated_circuit/s_circuit = input_selection[s]
if(s_circuit.name == input.name && s_circuit.displayed_name == input.displayed_name && s_circuit != input)
i++
var/disp_name= "[input.displayed_name] \[[input]\]"
if(i)
disp_name += " ([i+1])"
//Associative lists prevent me from needing another list and using a Find proc
input_selection[disp_name] = input
var/obj/item/integrated_circuit/choice
if(input_selection)
if(input_selection.len == 1)
choice = input_selection[input_selection[1]]
else
var/selection = input(user, "Where do you want to insert that item?", "Interaction") as null|anything in input_selection
if(!check_interactivity(user))
return ..()
if(selection)
choice = input_selection[selection]
if(choice)
choice.additem(I, user)
for(var/obj/item/integrated_circuit/input/S in assembly_components)
S.attackby_react(I,user,user.a_intent)
return ..()
/obj/item/electronic_assembly/attack_self(mob/user)
if(!check_interactivity(user))
return
if(opened)
interact(user)
var/list/input_selection = list()
//Check all the components asking for an input
for(var/obj/item/integrated_circuit/input/input in assembly_components)
if(input.can_be_asked_input)
var/i = 0
//Check if there is another component with the same name and append a number for identification
for(var/s in input_selection)
var/obj/item/integrated_circuit/s_circuit = input_selection[s]
if(s_circuit.name == input.name && s_circuit.displayed_name == input.displayed_name && s_circuit != input)
i++
var/disp_name= "[input.displayed_name] \[[input]\]"
if(i)
disp_name += " ([i+1])"
//Associative lists prevent me from needing another list and using a Find proc
input_selection[disp_name] = input
var/obj/item/integrated_circuit/input/choice
if(input_selection)
if(input_selection.len ==1)
choice = input_selection[input_selection[1]]
else
var/selection = input(user, "What do you want to interact with?", "Interaction") as null|anything in input_selection
if(!check_interactivity(user))
return
if(selection)
choice = input_selection[selection]
if(choice)
choice.ask_for_input(user)
/obj/item/electronic_assembly/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
for(var/I in src)
var/atom/movable/AM = I
AM.emp_act(severity)
// Returns true if power was successfully drawn.
/obj/item/electronic_assembly/proc/draw_power(amount)
if(battery && battery.use(amount * GLOB.CELLRATE))
return TRUE
return FALSE
// Ditto for giving.
/obj/item/electronic_assembly/proc/give_power(amount)
if(battery && battery.give(amount * GLOB.CELLRATE))
return TRUE
return FALSE
/obj/item/electronic_assembly/Moved(oldLoc, dir)
for(var/I in assembly_components)
var/obj/item/integrated_circuit/IC = I
IC.ext_moved(oldLoc, dir)
if(light) //Update lighting objects (From light circuits).
update_light()
/obj/item/electronic_assembly/stop_pulling()
for(var/I in assembly_components)
var/obj/item/integrated_circuit/IC = I
IC.stop_pulling()
..()
// Returns the object that is supposed to be used in attack messages, location checks, etc.
// Override in children for special behavior.
/obj/item/electronic_assembly/proc/get_object()
return src
// Returns the location to be used for dropping items.
// Same as the regular drop_location(), but with checks being run on acting_object if necessary.
/obj/item/integrated_circuit/drop_location()
var/atom/movable/acting_object = get_object()
// plz no infinite loops
if(acting_object == src)
return ..()
return acting_object.drop_location()
/obj/item/electronic_assembly/attack_tk(mob/user)
if(anchored)
return
..()
/obj/item/electronic_assembly/attack_hand(mob/user)
if(anchored)
attack_self(user)
return
..()
/obj/item/electronic_assembly/can_trigger_gun(mob/living/user) //sanity checks against pocket death weapon circuits
if(!can_fire_equipped || !user.is_holding(src))
return FALSE
return ..()
/obj/item/electronic_assembly/default //The /default electronic_assemblys are to allow the introduction of the new naming scheme without breaking old saves.
name = "type-a electronic assembly"
/obj/item/electronic_assembly/calc
name = "type-b electronic assembly"
icon_state = "setup_small_calc"
desc = "It's a case, for building small electronics with. This one resembles a pocket calculator."
/obj/item/electronic_assembly/clam
name = "type-c electronic assembly"
icon_state = "setup_small_clam"
desc = "It's a case, for building small electronics with. This one has a clamshell design."
/obj/item/electronic_assembly/simple
name = "type-d electronic assembly"
icon_state = "setup_small_simple"
desc = "It's a case, for building small electronics with. This one has a simple design."
/obj/item/electronic_assembly/hook
name = "type-e electronic assembly"
icon_state = "setup_small_hook"
desc = "It's a case, for building small electronics with. This one looks like it has a belt clip, but it's purely decorative."
/obj/item/electronic_assembly/pda
name = "type-f electronic assembly"
icon_state = "setup_small_pda"
desc = "It's a case, for building small electronics with. This one resembles a PDA."
/obj/item/electronic_assembly/dildo
name = "type-g electronic assembly"
icon_state = "setup_dildo_medium"
desc = "It's a case, for building small electronics with. This one has a phallic design."
/obj/item/electronic_assembly/small
name = "electronic device"
icon_state = "setup_device"
desc = "It's a case, for building tiny-sized electronics with."
w_class = WEIGHT_CLASS_TINY
max_components = IC_MAX_SIZE_BASE / 2
max_complexity = IC_COMPLEXITY_BASE / 2
/obj/item/electronic_assembly/small/default
name = "type-a electronic device"
/obj/item/electronic_assembly/small/cylinder
name = "type-b electronic device"
icon_state = "setup_device_cylinder"
desc = "It's a case, for building tiny-sized electronics with. This one has a cylindrical design."
/obj/item/electronic_assembly/small/scanner
name = "type-c electronic device"
icon_state = "setup_device_scanner"
desc = "It's a case, for building tiny-sized electronics with. This one has a scanner-like design."
/obj/item/electronic_assembly/small/hook
name = "type-d electronic device"
icon_state = "setup_device_hook"
desc = "It's a case, for building tiny-sized electronics with. This one looks like it has a belt clip, but it's purely decorative."
/obj/item/electronic_assembly/small/box
name = "type-e electronic device"
icon_state = "setup_device_box"
desc = "It's a case, for building tiny-sized electronics with. This one has a boxy design."
/obj/item/electronic_assembly/small/dildo
name = "type-f electronic device"
icon_state = "setup_dildo_small"
desc = "It's a case, for building tiny-sized electronics with. This one has a phallic design."
/obj/item/electronic_assembly/medium
name = "electronic mechanism"
icon_state = "setup_medium"
desc = "It's a case, for building medium-sized electronics with."
w_class = WEIGHT_CLASS_NORMAL
max_components = IC_MAX_SIZE_BASE * 2
max_complexity = IC_COMPLEXITY_BASE * 2
/obj/item/electronic_assembly/medium/default
name = "type-a electronic mechanism"
/obj/item/electronic_assembly/medium/box
name = "type-b electronic mechanism"
icon_state = "setup_medium_box"
desc = "It's a case, for building medium-sized electronics with. This one has a boxy design."
/obj/item/electronic_assembly/medium/clam
name = "type-c electronic mechanism"
icon_state = "setup_medium_clam"
desc = "It's a case, for building medium-sized electronics with. This one has a clamshell design."
/obj/item/electronic_assembly/medium/medical
name = "type-d electronic mechanism"
icon_state = "setup_medium_med"
desc = "It's a case, for building medium-sized electronics with. This one resembles some type of medical apparatus."
/obj/item/electronic_assembly/medium/gun
name = "type-e electronic mechanism"
icon_state = "setup_medium_gun"
item_state = "circuitgun"
desc = "It's a case, for building medium-sized electronics with. This one resembles a gun, or some type of tool, if you're feeling optimistic. It can fire guns and throw items while the user is holding it."
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
can_fire_equipped = TRUE
/obj/item/electronic_assembly/medium/radio
name = "type-f electronic mechanism"
icon_state = "setup_medium_radio"
desc = "It's a case, for building medium-sized electronics with. This one resembles an old radio."
/obj/item/electronic_assembly/medium/dildo
name = "type-g electronic mechanism"
icon_state = "setup_dildo_large"
desc = "It's a case, for building medium-sized electronics with. This one has a phallic design."
/obj/item/electronic_assembly/large
name = "electronic machine"
icon_state = "setup_large"
desc = "It's a case, for building large electronics with."
w_class = WEIGHT_CLASS_BULKY
max_components = IC_MAX_SIZE_BASE * 4
max_complexity = IC_COMPLEXITY_BASE * 4
/obj/item/electronic_assembly/large/default
name = "type-a electronic machine"
/obj/item/electronic_assembly/large/scope
name = "type-b electronic machine"
icon_state = "setup_large_scope"
desc = "It's a case, for building large electronics with. This one resembles an oscilloscope."
/obj/item/electronic_assembly/large/terminal
name = "type-c electronic machine"
icon_state = "setup_large_terminal"
desc = "It's a case, for building large electronics with. This one resembles a computer terminal."
/obj/item/electronic_assembly/large/arm
name = "type-d electronic machine"
icon_state = "setup_large_arm"
desc = "It's a case, for building large electronics with. This one resembles a robotic arm."
/obj/item/electronic_assembly/large/tall
name = "type-e electronic machine"
icon_state = "setup_large_tall"
desc = "It's a case, for building large electronics with. This one has a tall design."
/obj/item/electronic_assembly/large/industrial
name = "type-f electronic machine"
icon_state = "setup_large_industrial"
desc = "It's a case, for building large electronics with. This one resembles some kind of industrial machinery."
/obj/item/electronic_assembly/drone
name = "electronic drone"
icon_state = "setup_drone"
desc = "It's a case, for building mobile electronics with."
w_class = WEIGHT_CLASS_BULKY
max_components = IC_MAX_SIZE_BASE * 3
max_complexity = IC_COMPLEXITY_BASE * 3
allowed_circuit_action_flags = IC_ACTION_MOVEMENT | IC_ACTION_COMBAT | IC_ACTION_LONG_RANGE
can_anchor = FALSE
/obj/item/electronic_assembly/drone/can_move()
return TRUE
/obj/item/electronic_assembly/drone/default
name = "type-a electronic drone"
/obj/item/electronic_assembly/drone/arms
name = "type-b electronic drone"
icon_state = "setup_drone_arms"
desc = "It's a case, for building mobile electronics with. This one is armed and dangerous."
/obj/item/electronic_assembly/drone/secbot
name = "type-c electronic drone"
icon_state = "setup_drone_secbot"
desc = "It's a case, for building mobile electronics with. This one resembles a Securitron."
/obj/item/electronic_assembly/drone/medbot
name = "type-d electronic drone"
icon_state = "setup_drone_medbot"
desc = "It's a case, for building mobile electronics with. This one resembles a Medibot."
/obj/item/electronic_assembly/drone/genbot
name = "type-e electronic drone"
icon_state = "setup_drone_genbot"
desc = "It's a case, for building mobile electronics with. This one has a generic bot design."
/obj/item/electronic_assembly/drone/android
name = "type-f electronic drone"
icon_state = "setup_drone_android"
desc = "It's a case, for building mobile electronics with. This one has a hominoid design."
/obj/item/electronic_assembly/wallmount
name = "wall-mounted electronic assembly"
icon_state = "setup_wallmount_medium"
desc = "It's a case, for building medium-sized electronics with. It has a magnetized backing to allow it to stick to walls, but you'll still need to wrench the anchoring bolts in place to keep it on."
w_class = WEIGHT_CLASS_NORMAL
max_components = IC_MAX_SIZE_BASE * 2
max_complexity = IC_COMPLEXITY_BASE * 2
/obj/item/electronic_assembly/wallmount/heavy
name = "heavy wall-mounted electronic assembly"
icon_state = "setup_wallmount_large"
desc = "It's a case, for building large electronics with. It has a magnetized backing to allow it to stick to walls, but you'll still need to wrench the anchoring bolts in place to keep it on."
w_class = WEIGHT_CLASS_BULKY
max_components = IC_MAX_SIZE_BASE * 4
max_complexity = IC_COMPLEXITY_BASE * 4
/obj/item/electronic_assembly/wallmount/light
name = "light wall-mounted electronic assembly"
icon_state = "setup_wallmount_small"
desc = "It's a case, for building small electronics with. It has a magnetized backing to allow it to stick to walls, but you'll still need to wrench the anchoring bolts in place to keep it on."
w_class = WEIGHT_CLASS_SMALL
max_components = IC_MAX_SIZE_BASE
max_complexity = IC_COMPLEXITY_BASE
/obj/item/electronic_assembly/wallmount/tiny
name = "tiny wall-mounted electronic assembly"
icon_state = "setup_wallmount_tiny"
desc = "It's a case, for building tiny electronics with. It has a magnetized backing to allow it to stick to walls, but you'll still need to wrench the anchoring bolts in place to keep it on."
w_class = WEIGHT_CLASS_TINY
max_components = IC_MAX_SIZE_BASE / 2
max_complexity = IC_COMPLEXITY_BASE / 2
/obj/item/electronic_assembly/wallmount/proc/mount_assembly(turf/on_wall, mob/user) //Yeah, this is admittedly just an abridged and kitbashed version of the wallframe attach procs.
if(get_dist(on_wall,user)>1)
return
var/ndir = get_dir(on_wall, user)
if(!(ndir in GLOB.cardinals))
return
var/turf/T = get_turf(user)
if(!isfloorturf(T))
to_chat(user, "<span class='warning'>You cannot place [src] on this spot!</span>")
return
if(gotwallitem(T, ndir))
to_chat(user, "<span class='warning'>There's already an item on this wall!</span>")
return
playsound(src.loc, 'sound/machines/click.ogg', 75, 1)
user.visible_message("[user.name] attaches [src] to the wall.",
"<span class='notice'>You attach [src] to the wall.</span>",
"<span class='italics'>You hear clicking.</span>")
user.dropItemToGround(src)
switch(ndir)
if(NORTH)
pixel_y = -31
if(SOUTH)
pixel_y = 31
if(EAST)
pixel_x = -31
if(WEST)
pixel_x = 31