mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
170 lines
5.8 KiB
Plaintext
170 lines
5.8 KiB
Plaintext
/obj/item/weapon/computer_hardware/hard_drive/
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name = "basic hard drive"
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desc = "A small power efficient solid state drive, with 128GQ of storage capacity for use in basic computers where power efficiency is desired."
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power_usage = 25 // SSD or something with low power usage
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icon_state = "hdd_normal"
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hardware_size = 2
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origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
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var/max_capacity = 128
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var/used_capacity = 0
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var/read_only = 0 // If the HDD is read only
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var/list/stored_files = list() // List of stored files on this drive. DO NOT MODIFY DIRECTLY!
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/obj/item/weapon/computer_hardware/hard_drive/advanced
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name = "advanced hard drive"
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desc = "A small hybrid hard drive with 256GQ of storage capacity for use in higher grade computers where balance between power efficiency and capacity is desired."
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max_capacity = 256
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origin_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
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power_usage = 50 // Hybrid, medium capacity and medium power storage
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icon_state = "hdd_advanced"
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hardware_size = 3
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/obj/item/weapon/computer_hardware/hard_drive/super
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name = "super hard drive"
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desc = "A small hard drive with 512GQ of storage capacity for use in cluster storage solutions where capacity is more important than power efficiency."
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max_capacity = 512
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origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
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power_usage = 100 // High-capacity but uses lots of power, shortening battery life. Best used with APC link.
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icon_state = "hdd_super"
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hardware_size = 3
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/obj/item/weapon/computer_hardware/hard_drive/cluster
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name = "cluster hard drive"
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desc = "A large storage cluster consisting of multiple hard drives for usage in high capacity storage systems. Has capacity of 2048 GQ."
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power_usage = 500
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origin_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
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max_capacity = 2048
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icon_state = "hdd_cluster"
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hardware_size = 3
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// For tablets, etc. - highly power efficient.
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/obj/item/weapon/computer_hardware/hard_drive/small
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name = "small hard drive"
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desc = "A small highly efficient solid state drive for portable devices."
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power_usage = 10
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origin_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
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max_capacity = 64
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icon_state = "hdd_small"
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hardware_size = 1
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/obj/item/weapon/computer_hardware/hard_drive/micro
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name = "micro hard drive"
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desc = "A small micro hard drive for portable devices."
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power_usage = 2
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origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
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max_capacity = 32
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icon_state = "hdd_micro"
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hardware_size = 1
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/obj/item/weapon/computer_hardware/hard_drive/diagnostics(var/mob/user)
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..()
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// 999 is a byond limit that is in place. It's unlikely someone will reach that many files anyway, since you would sooner run out of space.
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user << "NT-NFS File Table Status: [stored_files.len]/999"
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user << "Storage capacity: [used_capacity]/[max_capacity]GQ"
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// Use this proc to add file to the drive. Returns 1 on success and 0 on failure. Contains necessary sanity checks.
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/obj/item/weapon/computer_hardware/hard_drive/proc/store_file(var/datum/computer_file/F)
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if(!F || !istype(F))
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return 0
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if(!can_store_file(F.size))
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return 0
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if(!check_functionality())
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return 0
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if(!stored_files)
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return 0
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// This file is already stored. Don't store it again.
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if(F in stored_files)
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return 0
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F.holder = src
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stored_files.Add(F)
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recalculate_size()
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return 1
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// Use this proc to add file to the drive. Returns 1 on success and 0 on failure. Contains necessary sanity checks.
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/obj/item/weapon/computer_hardware/hard_drive/proc/install_default_programs()
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store_file(new/datum/computer_file/program/computerconfig(src)) // Computer configuration utility, allows hardware control and displays more info than status bar
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store_file(new/datum/computer_file/program/clientmanager(src)) // Client Manager to Enroll the Device
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// Use this proc to remove file from the drive. Returns 1 on success and 0 on failure. Contains necessary sanity checks.
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/obj/item/weapon/computer_hardware/hard_drive/proc/remove_file(var/datum/computer_file/F)
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if(!F || !istype(F))
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return 0
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if(!stored_files || read_only)
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return 0
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if(!check_functionality())
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return 0
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if(F in stored_files)
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stored_files -= F
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recalculate_size()
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return 1
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else
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return 0
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// Loops through all stored files and recalculates used_capacity of this drive
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/obj/item/weapon/computer_hardware/hard_drive/proc/recalculate_size()
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var/total_size = 0
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for(var/datum/computer_file/F in stored_files)
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total_size += F.size
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used_capacity = total_size
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// Checks whether file can be stored on the hard drive.
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/obj/item/weapon/computer_hardware/hard_drive/proc/can_store_file(var/size = 1)
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// In the unlikely event someone manages to create that many files.
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// BYOND is acting weird with numbers above 999 in loops (infinite loop prevention)
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if(read_only)
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return 0
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if(stored_files.len >= 999)
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return 0
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if(used_capacity + size > max_capacity)
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return 0
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else
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return 1
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// Checks whether we can store the file. We can only store unique files, so this checks whether we wouldn't get a duplicity by adding a file.
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/obj/item/weapon/computer_hardware/hard_drive/proc/try_store_file(var/datum/computer_file/F)
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if(!F || !istype(F))
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return 0
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var/name = F.filename + "." + F.filetype
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for(var/datum/computer_file/file in stored_files)
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if((file.filename + "." + file.filetype) == name)
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return 0
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return can_store_file(F.size)
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// Tries to find the file by filename. Returns null on failure
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/obj/item/weapon/computer_hardware/hard_drive/proc/find_file_by_name(var/filename)
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if(!check_functionality())
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return null
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if(!filename)
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return null
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if(!stored_files)
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return null
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for(var/datum/computer_file/F in stored_files)
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if(F.filename == filename)
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return F
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return null
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/obj/item/weapon/computer_hardware/hard_drive/Destroy()
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if(holder2 && (holder2.hard_drive == src))
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holder2.hard_drive = null
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stored_files = null
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return ..()
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/obj/item/weapon/computer_hardware/hard_drive/New()
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install_default_programs()
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..()
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