// Eject ID card from computer, if it has ID slot with card inside. /obj/item/modular_computer/verb/eject_id() set name = "Eject ID" set category = "Object" set src in view(1) if(usr.incapacitated() || !istype(usr, /mob/living)) to_chat(usr, "You can't do that.") return if(!Adjacent(usr)) to_chat(usr, "You can't reach it.") return proc_eject_id(usr) // Eject ID card from computer, if it has ID slot with card inside. /obj/item/modular_computer/verb/eject_usb() set name = "Eject Portable Storage" set category = "Object" set src in view(1) if(usr.incapacitated() || !istype(usr, /mob/living)) to_chat(usr, "You can't do that.") return if(!Adjacent(usr)) to_chat(usr, "You can't reach it.") return proc_eject_usb(usr) /obj/item/modular_computer/verb/eject_ai() set name = "Eject AI Storage" set category = "Object" set src in view(1) if(usr.incapacitated() || !istype(usr, /mob/living)) to_chat(usr, "You can't do that.") return if(!Adjacent(usr)) to_chat(usr, "You can't reach it.") return proc_eject_ai(usr) /obj/item/modular_computer/proc/proc_eject_id(mob/user) if(!user) user = usr if(!card_slot) to_chat(user, "\The [src] does not have an ID card slot") return if(!card_slot.stored_card) to_chat(user, "There is no card in \the [src]") return if(active_program) active_program.event_idremoved(0) for(var/datum/computer_file/program/P in idle_threads) P.event_idremoved(1) if(ishuman(user)) user.put_in_hands(card_slot.stored_card) else card_slot.stored_card.forceMove(get_turf(src)) card_slot.stored_card = null update_uis() to_chat(user, "You remove the card from \the [src]") /obj/item/modular_computer/proc/proc_eject_usb(mob/user) if(!user) user = usr if(!portable_drive) to_chat(user, "There is no portable device connected to \the [src].") return uninstall_component(user, portable_drive) update_uis() /obj/item/modular_computer/proc/proc_eject_ai(mob/user) if(!user) user = usr if(!ai_slot || !ai_slot.stored_card) to_chat(user, "There is no intellicard connected to \the [src].") return if(ishuman(user)) user.put_in_hands(ai_slot.stored_card) else ai_slot.stored_card.forceMove(get_turf(src)) ai_slot.stored_card = null ai_slot.update_power_usage() update_uis() /obj/item/modular_computer/attack_ghost(var/mob/abstract/observer/user) if(enabled) ui_interact(user) else if(check_rights(R_ADMIN, 0, user)) var/response = alert(user, "This computer is turned off. Would you like to turn it on?", "Admin Override", "Yes", "No") if(response == "Yes") turn_on(user) /obj/item/modular_computer/attack_hand(var/mob/user) if(anchored) return attack_self(user) return ..() /obj/item/modular_computer/attack_ai(var/mob/user) if(anchored) return attack_self(user) return ..() // On-click handling. Turns on the computer if it's off and opens the GUI. /obj/item/modular_computer/attack_self(mob/user) if(enabled && screen_on) ui_interact(user) else if(!enabled && screen_on) turn_on(user) /obj/item/modular_computer/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) if(istype(W, /obj/item/weapon/card/id)) // ID Card, try to insert it. var/obj/item/weapon/card/id/I = W if(!card_slot) to_chat(user, "You try to insert \the [I] into \the [src], but it does not have an ID card slot installed.") return if(card_slot.stored_card) to_chat(user, "You try to insert \the [I] into \the [src], but it's ID card slot is occupied.") return user.drop_from_inventory(I,src) card_slot.stored_card = I update_uis() to_chat(user, "You insert \the [I] into \the [src].") return if(istype(W, /obj/item/weapon/paper)) if(!nano_printer) return nano_printer.attackby(W, user) if(istype(W, /obj/item/weapon/aicard)) if(!ai_slot) return ai_slot.attackby(W, user) if(istype(W, /obj/item/weapon/computer_hardware)) var/obj/item/weapon/computer_hardware/C = W if(C.hardware_size <= max_hardware_size) try_install_component(user, C) else to_chat(user, "This component is too large for \the [src].") if(iswrench(W)) var/list/components = get_all_components() if(components.len) to_chat(user, "Remove all components from \the [src] before disassembling it.") return to_chat(user, span("notice", "You begin to disassemble \the [src].")) playsound(user, 'sound/items/Ratchet.ogg', 100, 1) if (do_after(user, 20)) new /obj/item/stack/material/steel(get_turf(src.loc), steel_sheet_cost) src.visible_message("\The [user] disassembles \the [src].", "You disassemble \the [src].", "You hear a ratchet.") qdel(src) return if(iswelder(W)) var/obj/item/weapon/weldingtool/WT = W if(!WT.isOn()) to_chat(user, "\The [W] is off.") return if(!damage) to_chat(user, "\The [src] does not require repairs.") return to_chat(user, "You begin repairing damage to \the [src]...") playsound(src, 'sound/items/Welder.ogg', 100, 1) if(WT.remove_fuel(round(damage/75)) && do_after(usr, damage/10)) damage = 0 to_chat(user, "You repair \the [src].") return if(isscrewdriver(W)) var/list/all_components = get_all_components() if(!all_components.len) to_chat(user, "This device doesn't have any components installed.") return var/list/component_names = list() for(var/obj/item/weapon/computer_hardware/H in all_components) component_names.Add(H.name) var/choice = input(usr, "Which component do you want to uninstall?", "Computer maintenance", null) as null|anything in component_names if(!choice) return if(!Adjacent(usr)) return var/obj/item/weapon/computer_hardware/H = find_hardware_by_name(choice) if(!H) return uninstall_component(user, H) return ..()