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https://github.com/Bubberstation/Bubberstation.git
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Modular computers now use list of components (#20557)
* Bringing computers to the light side Bringing computers to the light side * Lighter and lighter Lighter and lighter * Missed some lists Missed some lists * Text to defines Text to defines * Last commit Last commit * How did this even get here How did this even get here * Removing bad stuff Removing bad stuff * Fixes verb adding and idle check Fixes verb adding and idle check
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@@ -36,22 +36,12 @@
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var/max_damage = 100 // Damage level at which the computer breaks apart.
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// Important hardware (must be installed for computer to work)
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var/obj/item/weapon/computer_hardware/processor_unit/processor_unit // CPU. Without it the computer won't run. Better CPUs can run more programs at once.
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var/obj/item/weapon/computer_hardware/hard_drive/hard_drive // Hard Drive component of this computer. Stores programs and files.
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var/obj/item/weapon/computer_hardware/battery/battery_module // Power cell connector. Power cell can be recharged.
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// OR
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var/obj/item/weapon/computer_hardware/recharger/recharger // Recharger. Can be used to recharge power cell or power the PC without it.
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// Optional hardware (improves functionality, but is not critical for computer to work)
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var/obj/item/weapon/computer_hardware/network_card/network_card // Network Card component of this computer. Allows connection to NTNet.
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var/obj/item/weapon/computer_hardware/card_slot/card_slot // ID Card slot component of this computer.
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var/obj/item/weapon/computer_hardware/printer/printer // Printer component of this computer, for your everyday paperwork needs.
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var/obj/item/weapon/computer_hardware/hard_drive/portable/portable_drive // Portable data storage
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var/list/all_components = list()
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var/list/all_components // List of "connection ports" in this computer and the components with which they are plugged
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var/list/idle_threads = list() // Idle programs on background. They still receive process calls but can't be interacted with.
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var/list/idle_threads // Idle programs on background. They still receive process calls but can't be interacted with.
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var/obj/physical = null // Object that represents our computer. It's used for Adjacent() and UI visibility checks.
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@@ -63,30 +53,48 @@
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physical = src
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..()
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all_components = list()
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idle_threads = list()
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/obj/item/device/modular_computer/Destroy()
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kill_program(forced = TRUE)
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STOP_PROCESSING(SSobj, src)
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for(var/H in all_components)
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var/obj/item/weapon/computer_hardware/CH = H
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var/obj/item/weapon/computer_hardware/CH = all_components[H]
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if(CH.holder == src)
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CH.holder = null
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qdel(CH)
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return ..()
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/obj/item/device/modular_computer/proc/add_verb(var/path)
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switch(path)
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if(MC_CARD)
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verbs += /obj/item/device/modular_computer/proc/eject_id
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if(MC_SDD)
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verbs += /obj/item/device/modular_computer/proc/eject_disk
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/obj/item/device/modular_computer/proc/remove_verb(path)
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switch(path)
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if(MC_CARD)
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verbs -= /obj/item/device/modular_computer/proc/eject_id
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if(MC_SDD)
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verbs -= /obj/item/device/modular_computer/proc/eject_disk
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/device/modular_computer/verb/eject_id()
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/obj/item/device/modular_computer/proc/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(issilicon(usr))
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return
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if (usr.canUseTopic(src))
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proc_eject_id(usr)
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var/obj/item/weapon/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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if(usr.canUseTopic(src))
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card_slot.try_eject(, usr)
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/device/modular_computer/verb/eject_disk()
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/obj/item/device/modular_computer/proc/eject_disk()
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set name = "Eject Data Disk"
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set category = "Object"
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set src in view(1)
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@@ -94,30 +102,10 @@
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if(issilicon(usr))
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return
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if (usr.canUseTopic(src))
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proc_eject_disk(usr)
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/obj/item/device/modular_computer/proc/proc_eject_id(mob/user, slot)
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if(!user)
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user = usr
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if(!card_slot)
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user << "<span class='warning'>\The [src] does not have an ID card slot!</span>"
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return
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card_slot.try_eject(slot, user)
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/obj/item/device/modular_computer/proc/proc_eject_disk(mob/user)
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if(!user)
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user = usr
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if(!portable_drive)
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user << "<span class='warning'>There is no data disk in \the [src]!</span>"
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return
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var/obj/item/I = portable_drive
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if(uninstall_component(portable_drive, user))
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I.verb_pickup()
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if(usr.canUseTopic(src))
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var/obj/item/weapon/computer_hardware/hard_drive/portable/portable_drive = all_components[MC_SDD]
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if(uninstall_component(portable_drive, usr))
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portable_drive.verb_pickup()
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/obj/item/device/modular_computer/AltClick(mob/user)
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..()
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@@ -125,19 +113,24 @@
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return
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if(user.canUseTopic(src))
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var/obj/item/weapon/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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var/obj/item/weapon/computer_hardware/hard_drive/portable/portable_drive = all_components[MC_SDD]
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if(portable_drive)
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proc_eject_disk(user)
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if(uninstall_component(portable_drive, user))
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portable_drive.verb_pickup()
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else if(card_slot)
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proc_eject_id(user)
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card_slot.try_eject(, user)
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// Gets IDs/access levels from card slot. Would be useful when/if PDAs would become modular PCs.
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/obj/item/device/modular_computer/GetAccess()
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var/obj/item/weapon/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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if(card_slot)
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return card_slot.GetAccess()
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return ..()
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/obj/item/device/modular_computer/GetID()
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var/obj/item/weapon/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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if(card_slot)
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return card_slot.GetID()
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return ..()
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@@ -208,10 +201,11 @@
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return
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// If we have a recharger, enable it automatically. Lets computer without a battery work.
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var/obj/item/weapon/computer_hardware/recharger/recharger = all_components[MC_CHARGE]
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if(recharger)
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recharger.enabled = 1
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if(processor_unit && use_power()) // use_power() checks if the PC is powered
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if(all_components[MC_CPU] && use_power()) // use_power() checks if the PC is powered
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if(issynth)
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user << "<span class='notice'>You send an activation signal to \the [src], turning it on.</span>"
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else
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@@ -265,6 +259,9 @@
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/obj/item/device/modular_computer/proc/get_header_data()
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var/list/data = list()
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var/obj/item/weapon/computer_hardware/battery/battery_module = all_components[MC_CELL]
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var/obj/item/weapon/computer_hardware/recharger/recharger = all_components[MC_CHARGE]
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if(battery_module && battery_module.battery)
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switch(battery_module.battery.percent())
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if(80 to 200) // 100 should be maximal but just in case..
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@@ -328,6 +325,7 @@
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// Returns 0 for No Signal, 1 for Low Signal and 2 for Good Signal. 3 is for wired connection (always-on)
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/obj/item/device/modular_computer/proc/get_ntnet_status(specific_action = 0)
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var/obj/item/weapon/computer_hardware/network_card/network_card = all_components[MC_NET]
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if(network_card)
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return network_card.get_signal(specific_action)
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else
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@@ -336,6 +334,7 @@
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/obj/item/device/modular_computer/proc/add_log(text)
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if(!get_ntnet_status())
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return FALSE
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var/obj/item/weapon/computer_hardware/network_card/network_card = all_components[MC_NET]
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return ntnet_global.add_log(text, network_card)
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/obj/item/device/modular_computer/proc/shutdown_computer(loud = 1)
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@@ -352,7 +351,7 @@
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/obj/item/device/modular_computer/attackby(obj/item/weapon/W as obj, mob/user as mob)
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// Insert items into the components
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for(var/h in all_components)
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var/obj/item/weapon/computer_hardware/H = h
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var/obj/item/weapon/computer_hardware/H = all_components[h]
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if(H.try_insert(W, user))
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return
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