mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 16:12:19 +00:00
Added different run and download access levels Added the possibility to check for one access, one in a list, all in a list Tweaked the access levels required to download software. Generally speaking, only departmental heads can now download departmental software Locked down the software of the preset consoles. (No downloading games on them) Fixed being unable to eject portable storage devices Locked down work consoles dont accept portable storage devices Added a software backup crate to secure storage
219 lines
8.1 KiB
Plaintext
219 lines
8.1 KiB
Plaintext
// Global var to track modular computers
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var/list/global_modular_computers = list()
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// Modular Computer - device that runs various programs and operates with hardware
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// DO NOT SPAWN THIS TYPE. Use /laptop/ or /console/ instead.
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/obj/machinery/modular_computer/
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name = "modular computer"
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desc = "An advanced computer."
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var/battery_powered = 0 // Whether computer should be battery powered. It is set automatically
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use_power = 0
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var/hardware_flag = 0 // A flag that describes this device type
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var/last_power_usage = 0 // Power usage during last tick
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// Modular computers can run on various devices. Each DEVICE (Laptop, Console, Tablet,..)
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// must have it's own DMI file. Icon states must be called exactly the same in all files, but may look differently
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// If you create a program which is limited to Laptops and Consoles you don't have to add it's icon_state overlay for Tablets too, for example.
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icon = null
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icon_state = null
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var/icon_state_unpowered = "nopower" // Icon state when the computer is turned off
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var/screen_icon_state_menu = "menu" // Icon state overlay when the computer is turned on, but no program is loaded that would override the screen.
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var/screen_icon_screensaver = "standby" // Icon state overlay when the computer is powered, but not 'switched on'.
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var/max_hardware_size = 0 // Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
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var/steel_sheet_cost = 10 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
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var/light_strength = 0 // Light luminosity when turned on
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var/base_active_power_usage = 100 // Power usage when the computer is open (screen is active) and can be interacted with. Remember hardware can use power too.
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var/base_idle_power_usage = 10 // Power usage when the computer is idle and screen is off (currently only applies to laptops)
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var/_max_damage = 100
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var/_break_damage = 50
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var/obj/item/weapon/computer_hardware/tesla_link/tesla_link // Tesla Link component of this computer. Allows remote charging from nearest APC.
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var/obj/item/modular_computer/processor/cpu = null // CPU that handles most logic while this type only handles power and other specific things.
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/obj/machinery/modular_computer/attack_ghost(var/mob/dead/observer/user)
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if(cpu)
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cpu.attack_ghost(user)
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/obj/machinery/modular_computer/emag_act(var/remaining_charges, var/mob/user)
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return cpu ? cpu.emag_act(remaining_charges, user) : NO_EMAG_ACT
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/obj/machinery/modular_computer/update_icon()
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icon_state = icon_state_unpowered
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overlays.Cut()
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if(!cpu || !cpu.enabled)
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if (!(stat & NOPOWER) || battery_powered)
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overlays.Add(screen_icon_screensaver)
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set_light(0)
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return
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set_light(light_strength)
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if(cpu.active_program)
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overlays.Add(cpu.active_program.program_icon_state ? cpu.active_program.program_icon_state : screen_icon_state_menu)
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else
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overlays.Add(screen_icon_state_menu)
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/machinery/modular_computer/verb/eject_id()
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set name = "Eject ID"
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set category = "Object"
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set src in view(1)
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if(cpu)
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cpu.eject_id()
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/machinery/modular_computer/verb/eject_usb()
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set name = "Eject Portable Storage"
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set category = "Object"
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set src in view(1)
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if(cpu)
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cpu.eject_usb()
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// Eject AI Card
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/obj/machinery/modular_computer/verb/eject_ai()
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set name = "Eject AI Storage"
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set category = "Object"
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set src in view(1)
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if(cpu)
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cpu.eject_ai()
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// Reset Computer
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/obj/machinery/modular_computer/verb/reset_computer()
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set name = "Reset Computer"
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set category = "Object"
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set src in view(1)
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if(cpu)
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cpu.proc_reset_computer()
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/obj/machinery/modular_computer/New()
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..()
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cpu = new(src)
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global_modular_computers.Add(src)
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/obj/machinery/modular_computer/Destroy()
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if(cpu)
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qdel(cpu)
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cpu = null
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return ..()
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// On-click handling. Turns on the computer if it's off and opens the GUI.
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/obj/machinery/modular_computer/attack_hand(mob/user)
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if(cpu)
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cpu.attack_self(user) // CPU is an item, that's why we route attack_hand to attack_self
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/obj/machinery/modular_computer/examine(var/mob/user)
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. = ..()
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if(cpu)
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cpu.examine(user)
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// Process currently calls handle_power(), may be expanded in future if more things are added.
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/obj/machinery/modular_computer/process()
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if(cpu)
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// Keep names in sync.
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cpu.name = src.name
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cpu.process(1)
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// Checks all hardware pieces to determine if name matches, if yes, returns the hardware piece, otherwise returns null
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/obj/machinery/modular_computer/proc/find_hardware_by_name(var/N)
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if(tesla_link && (tesla_link.name == N))
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return tesla_link
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return null
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// Used in following function to reduce copypaste
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/obj/machinery/modular_computer/proc/power_failure(var/malfunction = 0)
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if(cpu && cpu.enabled) // Shut down the computer
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visible_message("<span class='danger'>\The [src]'s screen flickers [cpu.battery_module ? "\"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\"" : "\"EXTERNAL POWER LOSS\""] warning as it shuts down unexpectedly.</span>")
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if(cpu)
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cpu.shutdown_computer(0)
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battery_powered = 0
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stat |= NOPOWER
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update_icon()
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// Called by cpu item's process() automatically, handles our power interaction.
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/obj/machinery/modular_computer/proc/handle_power()
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if(cpu.battery_module && cpu.battery_module.battery.charge <= 0) // Battery-run but battery is depleted.
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power_failure()
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return 0
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else if(!cpu.battery_module && (!powered() || !tesla_link || !tesla_link.enabled || !tesla_link.check_functionality())) // Not battery run, but lacking APC connection.
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power_failure()
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return 0
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else if(stat & NOPOWER)
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stat &= ~NOPOWER
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if(cpu.battery_module && cpu.battery_module.battery.charge)
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battery_powered = 1
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else
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battery_powered = 0
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var/power_usage = cpu.screen_on ? base_active_power_usage : base_idle_power_usage
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for(var/obj/item/weapon/computer_hardware/CH in src.cpu.get_all_components())
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if(CH.enabled)
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power_usage += CH.power_usage
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// Wireless APC connection exists.
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if(tesla_link && tesla_link.enabled && tesla_link.check_functionality())
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idle_power_usage = power_usage
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active_power_usage = idle_power_usage + 100 // APCLink only charges at 100W rate, but covers any power usage.
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use_power = 1
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// Battery is not fully charged. Begin slowly recharging.
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if(cpu.battery_module && (cpu.battery_module.battery.charge < cpu.battery_module.battery.maxcharge))
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use_power = 2
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if(cpu.battery_module && powered() && (use_power == 2)) // Battery charging itself
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cpu.battery_module.battery.give(100 * CELLRATE)
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else if(cpu.battery_module && !powered()) // Unpowered, but battery covers the usage.
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cpu.battery_module.battery.use(idle_power_usage * CELLRATE)
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else // No wireless connection run only on battery.
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use_power = 0
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if (cpu.battery_module)
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if(!cpu.battery_module.check_functionality())
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power_failure(1)
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return
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cpu.battery_module.battery.use(power_usage * CELLRATE)
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cpu.last_power_usage = power_usage
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// Modular computers can have battery in them, we handle power in previous proc, so prevent this from messing it up for us.
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/obj/machinery/modular_computer/power_change()
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if(battery_powered)
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return
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..()
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/obj/machinery/modular_computer/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
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if(cpu)
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return cpu.attackby(W, user)
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return ..()
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// Stronger explosions cause serious damage to internal components
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// Minor explosions are mostly mitigitated by casing.
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/obj/machinery/modular_computer/ex_act(var/severity)
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if(cpu)
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cpu.ex_act(severity)
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// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
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/obj/machinery/modular_computer/emp_act(var/severity)
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if(cpu)
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cpu.emp_act(severity)
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// "Stun" weapons can cause minor damage to components (short-circuits?)
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// "Burn" damage is equally strong against internal components and exterior casing
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// "Brute" damage mostly damages the casing.
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/obj/machinery/modular_computer/bullet_act(var/obj/item/projectile/Proj)
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if(cpu)
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cpu.bullet_act(Proj)
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/obj/machinery/modular_computer/check_eye(var/mob/user)
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if(cpu)
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return cpu.check_eye(user)
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return -1
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