first attempt. partial copy and stuff.

This commit is contained in:
Shadowlight213
2016-07-30 13:45:46 -07:00
parent d31cd79aa6
commit 6a5c7d7068
45 changed files with 5108 additions and 2 deletions
@@ -0,0 +1,780 @@
// This is the base type that does all the hardware stuff.
// Other types expand it - tablets use a direct subtypes, and
// consoles and laptops use "procssor" item that is held inside machinery piece
/obj/item/modular_computer
name = "Modular Microcomputer"
desc = "A small portable microcomputer."
var/enabled = 0 // Whether the computer is turned on.
var/screen_on = 1 // Whether the computer is active/opened/it's screen is on.
var/datum/computer_file/program/active_program = null // A currently active program running on the computer.
var/hardware_flag = 0 // A flag that describes this device type
var/last_power_usage = 0
var/last_battery_percent = 0 // Used for deciding if battery percentage has chandged
var/last_world_time = "00:00"
var/list/last_header_icons
var/computer_emagged = 0 // Whether the computer is emagged.
var/base_active_power_usage = 50 // Power usage when the computer is open (screen is active) and can be interacted with. Remember hardware can use power too.
var/base_idle_power_usage = 5 // Power usage when the computer is idle and screen is off (currently only applies to laptops)
// Modular computers can run on various devices. Each DEVICE (Laptop, Console, Tablet,..)
// must have it's own DMI file. Icon states must be called exactly the same in all files, but may look differently
// 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.
icon = 'icons/obj/computer.dmi'
icon_state = "laptop-open"
var/icon_state_unpowered = null // Icon state when the computer is turned off
var/icon_state_menu = "menu" // Icon state overlay when the computer is turned on, but no program is loaded that would override the screen.
var/max_hardware_size = 0 // Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
var/light_strength = 0
// Damage of the chassis. If the chassis takes too much damage it will break apart.
var/damage = 0 // Current damage level
var/broken_damage = 50 // Damage level at which the computer ceases to operate
var/max_damage = 100 // Damage level at which the computer breaks apart.
// Important hardware (must be installed for computer to work)
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.
var/obj/item/weapon/computer_hardware/network_card/network_card // Network Card component of this computer. Allows connection to NTNet
var/obj/item/weapon/computer_hardware/hard_drive/hard_drive // Hard Drive component of this computer. Stores programs and files.
var/obj/item/weapon/computer_hardware/battery_module/battery_module // An internal power source for this computer. Can be recharged.
// Optional hardware (improves functionality, but is not critical for computer to work)
var/obj/item/weapon/computer_hardware/card_slot/card_slot // ID Card slot component of this computer. Mostly for HoP modification console that needs ID slot for modification.
var/obj/item/weapon/computer_hardware/nano_printer/nano_printer // Nano Printer component of this computer, for your everyday paperwork needs.
var/obj/item/weapon/computer_hardware/hard_drive/portable/portable_drive // Portable data storage
var/list/idle_threads = list() // Idle programs on background. They still receive process calls but can't be interacted with.
// 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))
usr << "<span class='warning'>You can't do that.</span>"
return
if(!Adjacent(usr))
usr << "<span class='warning'>You can't reach it.</span>"
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 Device"
set category = "Object"
set src in view(1)
if(usr.incapacitated() || !istype(usr, /mob/living))
usr << "<span class='warning'>You can't do that.</span>"
return
if(!Adjacent(usr))
usr << "<span class='warning'>You can't reach it.</span>"
return
proc_eject_usb(usr)
/obj/item/modular_computer/proc/proc_eject_id(mob/user)
if(!user)
user = usr
if(!card_slot)
user << "\The [src] does not have an ID card slot"
return
if(!card_slot.stored_card)
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)
card_slot.stored_card.forceMove(get_turf(src))
card_slot.stored_card = null
update_uis()
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)
user << "There is no portable device connected to \the [src]."
return
uninstall_component(user, portable_drive)
update_uis()
/obj/item/modular_computer/attack_ghost(mob/dead/observer/user)
if(enabled)
ui_interact(user)
else if(check_rights_for(user.client, R_ADMIN))
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/emag_act(remaining_charges, mob/user)
if(computer_emagged)
user << "\The [src] was already emagged."
return 0
else
computer_emagged = 1
user << "You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message."
return 1
/obj/item/modular_computer/examine(mob/user)
..()
if(damage > broken_damage)
user << "<span class='danger'>It is heavily damaged!</span>"
else if(damage)
user << "It is damaged."
/obj/item/modular_computer/New()
processing_objects.Add(src)
update_icon()
..()
/obj/item/modular_computer/Destroy()
kill_program(1)
processing_objects.Remove(src)
for(var/obj/item/weapon/computer_hardware/CH in src.get_all_components())
uninstall_component(null, CH)
qdel(CH)
return ..()
/obj/item/modular_computer/update_icon()
icon_state = icon_state_unpowered
overlays.Cut()
if(!enabled)
//set_light(0)
return
//set_light(light_strength)
if(active_program)
overlays.Add(active_program.program_icon_state ? active_program.program_icon_state : icon_state_menu)
else
overlays.Add(icon_state_menu)
// Used by child types if they have other power source than battery
/obj/item/modular_computer/proc/check_power_override()
return 0
// Operates NanoUI
/obj/item/modular_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 1, datum/tgui/master_ui = null, datum/ui_state/state = default_state)
if(!screen_on || !enabled)
if(ui)
ui.close()
return 0
if((!battery_module || !battery_module.battery.charge) && !check_power_override())
if(ui)
ui.close()
return 0
// If we have an active program switch to it now.
if(active_program)
if(ui) // This is the main laptop screen. Since we are switching to program's UI close it for now.
ui.close()
active_program.ui_interact(user)
return
// We are still here, that means there is no program loaded. Load the BIOS/ROM/OS/whatever you want to call it.
// This screen simply lists available programs and user may select them.
if(!hard_drive || !hard_drive.stored_files || !hard_drive.stored_files.len)
visible_message("\The [src] beeps three times, it's screen displaying \"DISK ERROR\" warning.")
return // No HDD, No HDD files list or no stored files. Something is very broken.
var/list/data = get_header_data()
var/list/programs = list()
for(var/datum/computer_file/program/P in hard_drive.stored_files)
var/list/program = list()
program["name"] = P.filename
program["desc"] = P.filedesc
if(P in idle_threads)
program["running"] = 1
programs.Add(list(program))
data["programs"] = programs
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if (!ui)
// ui = new(user, src, ui_key, "laptop_mainscreen", "NTOS Main Menu", 400, 500)
ui = new(user, src, ui_key, "vr_sleeper", "VR Sleeper", 475, 340, master_ui, state)
ui.auto_update_layout = 1
ui.set_initial_data(data)
ui.open()
ui.set_auto_update(1)
// 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)
ui_interact(user)
else
turn_on(user)
/obj/item/modular_computer/proc/break_apart()
visible_message("\The [src] breaks apart!")
var/turf/newloc = get_turf(src)
new /obj/item/stack/material/steel(newloc, round(steel_sheet_cost/2))
for(var/obj/item/weapon/computer_hardware/H in get_all_components())
uninstall_component(null, H)
H.forceMove(newloc)
if(prob(25))
H.take_damage(rand(10,30))
relay_qdel()
qdel()
/obj/item/modular_computer/proc/turn_on(mob/user)
var/issynth = issilicon(user) // Robots and AIs get different activation messages.
if(damage > broken_damage)
if(issynth)
user << "You send an activation signal to \the [src], but it responds with an error code. It must be damaged."
else
user << "You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again."
return
if(processor_unit && ((battery_module && battery_module.battery.charge && battery_module.check_functionality()) || check_power_override())) // Battery-run and charged or non-battery but powered by APC.
if(issynth)
user << "You send an activation signal to \the [src], turning it on"
else
user << "You press the power button and start up \the [src]"
enabled = 1
update_icon()
ui_interact(user)
else // Unpowered
if(issynth)
user << "You send an activation signal to \the [src] but it does not respond"
else
user << "You press the power button but \the [src] does not respond"
// Process currently calls handle_power(), may be expanded in future if more things are added.
/obj/item/modular_computer/process()
if(!enabled) // The computer is turned off
last_power_usage = 0
return 0
if(damage > broken_damage)
shutdown_computer()
return 0
if(active_program && active_program.requires_ntnet && !get_ntnet_status(active_program.requires_ntnet_feature)) // Active program requires NTNet to run but we've just lost connection. Crash.
active_program.event_networkfailure(0)
for(var/datum/computer_file/program/P in idle_threads)
if(P.requires_ntnet && !get_ntnet_status(P.requires_ntnet_feature))
P.event_networkfailure(1)
if(active_program)
if(active_program.program_state != PROGRAM_STATE_KILLED)
active_program.process_tick()
active_program.ntnet_status = get_ntnet_status()
active_program.computer_emagged = computer_emagged
else
active_program = null
for(var/datum/computer_file/program/P in idle_threads)
if(P.program_state != PROGRAM_STATE_KILLED)
P.process_tick()
P.ntnet_status = get_ntnet_status()
P.computer_emagged = computer_emagged
else
idle_threads.Remove(P)
handle_power() // Handles all computer power interaction
check_update_ui_need()
// Function used by NanoUI's to obtain data for header. All relevant entries begin with "PC_"
/obj/item/modular_computer/proc/get_header_data()
var/list/data = list()
if(battery_module)
switch(battery_module.battery.percent())
if(80 to 200) // 100 should be maximal but just in case..
data["PC_batteryicon"] = "batt_100.gif"
if(60 to 80)
data["PC_batteryicon"] = "batt_80.gif"
if(40 to 60)
data["PC_batteryicon"] = "batt_60.gif"
if(20 to 40)
data["PC_batteryicon"] = "batt_40.gif"
if(5 to 20)
data["PC_batteryicon"] = "batt_20.gif"
else
data["PC_batteryicon"] = "batt_5.gif"
data["PC_batterypercent"] = "[round(battery_module.battery.percent())] %"
data["PC_showbatteryicon"] = 1
else
data["PC_batteryicon"] = "batt_5.gif"
data["PC_batterypercent"] = "N/C"
data["PC_showbatteryicon"] = battery_module ? 1 : 0
switch(get_ntnet_status())
if(0)
data["PC_ntneticon"] = "sig_none.gif"
if(1)
data["PC_ntneticon"] = "sig_low.gif"
if(2)
data["PC_ntneticon"] = "sig_high.gif"
if(3)
data["PC_ntneticon"] = "sig_lan.gif"
if(idle_threads.len)
var/list/program_headers = list()
for(var/datum/computer_file/program/P in idle_threads)
if(!P.ui_header)
continue
program_headers.Add(list(list(
"icon" = P.ui_header
)))
data["PC_programheaders"] = program_headers
data["PC_stationtime"] = stationtime2text()
data["PC_hasheader"] = 1
data["PC_showexitprogram"] = active_program ? 1 : 0 // Hides "Exit Program" button on mainscreen
return data
// Relays kill program request to currently active program. Use this to quit current program.
/obj/item/modular_computer/proc/kill_program(var/forced = 0)
if(active_program)
active_program.kill_program(forced)
active_program = null
var/mob/user = usr
if(user && istype(user))
ui_interact(user) // Re-open the UI on this computer. It should show the main screen now.
update_icon()
// Returns 0 for No Signal, 1 for Low Signal and 2 for Good Signal. 3 is for wired connection (always-on)
/obj/item/modular_computer/proc/get_ntnet_status(var/specific_action = 0)
if(network_card)
return network_card.get_signal(specific_action)
else
return 0
/obj/item/modular_computer/proc/add_log(var/text)
if(!get_ntnet_status())
return 0
return ntnet_global.add_log(text, network_card)
/obj/item/modular_computer/proc/shutdown_computer(var/loud = 1)
kill_program(1)
for(var/datum/computer_file/program/P in idle_threads)
P.kill_program(1)
idle_threads.Remove(P)
if(loud)
visible_message("\The [src] shuts down.")
enabled = 0
update_icon()
return
// Handles user's GUI input
/obj/item/modular_computer/Topic(href, href_list)
if(..())
return 1
if( href_list["PC_exit"] )
kill_program()
return 1
if( href_list["PC_enable_component"] )
var/obj/item/weapon/computer_hardware/H = find_hardware_by_name(href_list["PC_enable_component"])
if(H && istype(H) && !H.enabled)
H.enabled = 1
. = 1
if( href_list["PC_disable_component"] )
var/obj/item/weapon/computer_hardware/H = find_hardware_by_name(href_list["PC_disable_component"])
if(H && istype(H) && H.enabled)
H.enabled = 0
. = 1
if( href_list["PC_shutdown"] )
shutdown_computer()
return 1
if( href_list["PC_minimize"] )
var/mob/user = usr
if(!active_program || !processor_unit)
return
idle_threads.Add(active_program)
active_program.program_state = PROGRAM_STATE_BACKGROUND // Should close any existing UIs
nanomanager.close_uis(active_program.NM ? active_program.NM : active_program)
active_program = null
update_icon()
if(user && istype(user))
ui_interact(user) // Re-open the UI on this computer. It should show the main screen now.
if( href_list["PC_killprogram"] )
var/prog = href_list["PC_killprogram"]
var/datum/computer_file/program/P = null
var/mob/user = usr
if(hard_drive)
P = hard_drive.find_file_by_name(prog)
if(!istype(P) || P.program_state == PROGRAM_STATE_KILLED)
return
P.kill_program(1)
update_uis()
user << "<span class='notice'>Program [P.filename].[P.filetype] with PID [rand(100,999)] has been killed.</span>"
if( href_list["PC_runprogram"] )
var/prog = href_list["PC_runprogram"]
var/datum/computer_file/program/P = null
var/mob/user = usr
if(hard_drive)
P = hard_drive.find_file_by_name(prog)
if(!P || !istype(P)) // Program not found or it's not executable program.
user << "<span class='danger'>\The [src]'s screen shows \"I/O ERROR - Unable to run program\" warning.</span>"
return
P.computer = src
if(!P.is_supported_by_hardware(hardware_flag, 1, user))
return
// The program is already running. Resume it.
if(P in idle_threads)
P.program_state = PROGRAM_STATE_ACTIVE
active_program = P
idle_threads.Remove(P)
update_icon()
return
if(idle_threads.len >= processor_unit.max_idle_programs+1)
user << "<span class='notice'>\The [src] displays a \"Maximal CPU load reached. Unable to run another program.\" error</span>"
return
if(P.requires_ntnet && !get_ntnet_status(P.requires_ntnet_feature)) // The program requires NTNet connection, but we are not connected to NTNet.
user << "<span class='danger'>\The [src]'s screen shows \"NETWORK ERROR - Unable to connect to NTNet. Please retry. If problem persists contact your system administrator.\" warning.</span>"
return
if(P.run_program(user))
active_program = P
update_icon()
return 1
if(.)
update_uis()
// Used in following function to reduce copypaste
/obj/item/modular_computer/proc/power_failure(var/malfunction = 0)
if(enabled) // Shut down the computer
visible_message("<span class='danger'>\The [src]'s screen flickers \"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\" warning as it shuts down unexpectedly.</span>")
if(active_program)
active_program.event_powerfailure(0)
for(var/datum/computer_file/program/PRG in idle_threads)
PRG.event_powerfailure(1)
shutdown_computer(0)
// Handles power-related things, such as battery interaction, recharging, shutdown when it's discharged
/obj/item/modular_computer/proc/handle_power()
if(!battery_module || battery_module.battery.charge <= 0) // Battery-run but battery is depleted.
power_failure()
return 0
var/power_usage = screen_on ? base_active_power_usage : base_idle_power_usage
for(var/obj/item/weapon/computer_hardware/H in get_all_components())
if(H.enabled)
power_usage += H.power_usage
if(battery_module)
if(!battery_module.check_functionality())
power_failure(1)
return
battery_module.battery.use(power_usage * CELLRATE)
last_power_usage = power_usage
/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)
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)
user << "You try to insert \the [I] into \the [src], but it's ID card slot is occupied."
return
user.drop_from_inventory(I)
card_slot.stored_card = I
I.forceMove(src)
update_uis()
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/computer_hardware))
var/obj/item/weapon/computer_hardware/C = W
if(C.hardware_size <= max_hardware_size)
try_install_component(user, C)
else
user << "This component is too large for \the [src]."
if(istype(W, /obj/item/weapon/wrench))
var/list/components = get_all_components()
if(components.len)
user << "Remove all components from \the [src] before disassembling it."
return
new /obj/item/stack/material/steel( get_turf(src.loc), steel_sheet_cost )
src.visible_message("\The [src] has been disassembled by [user].")
relay_qdel()
qdel(src)
return
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
user << "\The [W] is off."
return
if(!damage)
user << "\The [src] does not require repairs."
return
user << "You begin repairing damage to \the [src]..."
if(WT.remove_fuel(round(damage/75)) && do_after(usr, damage/10))
damage = 0
user << "You repair \the [src]."
return
if(istype(W, /obj/item/weapon/screwdriver))
var/list/all_components = get_all_components()
if(!all_components.len)
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
..()
// Used by processor to relay qdel() to machinery type.
/obj/item/modular_computer/proc/relay_qdel()
return
// Attempts to install the hardware into apropriate slot.
/obj/item/modular_computer/proc/try_install_component(var/mob/living/user, var/obj/item/weapon/computer_hardware/H, var/found = 0)
// "USB" flash drive.
if(istype(H, /obj/item/weapon/computer_hardware/hard_drive/portable))
if(portable_drive)
user << "This computer's portable drive slot is already occupied by \the [portable_drive]."
return
found = 1
portable_drive = H
else if(istype(H, /obj/item/weapon/computer_hardware/hard_drive))
if(hard_drive)
user << "This computer's hard drive slot is already occupied by \the [hard_drive]."
return
found = 1
hard_drive = H
else if(istype(H, /obj/item/weapon/computer_hardware/network_card))
if(network_card)
user << "This computer's network card slot is already occupied by \the [network_card]."
return
found = 1
network_card = H
else if(istype(H, /obj/item/weapon/computer_hardware/nano_printer))
if(nano_printer)
user << "This computer's nano printer slot is already occupied by \the [nano_printer]."
return
found = 1
nano_printer = H
else if(istype(H, /obj/item/weapon/computer_hardware/card_slot))
if(card_slot)
user << "This computer's card slot is already occupied by \the [card_slot]."
return
found = 1
card_slot = H
else if(istype(H, /obj/item/weapon/computer_hardware/battery_module))
if(battery_module)
user << "This computer's battery slot is already occupied by \the [battery_module]."
return
found = 1
battery_module = H
else if(istype(H, /obj/item/weapon/computer_hardware/processor_unit))
if(processor_unit)
user << "This computer's processor slot is already occupied by \the [processor_unit]."
return
found = 1
processor_unit = H
if(found)
user << "You install \the [H] into \the [src]"
H.holder2 = src
user.drop_from_inventory(H)
H.forceMove(src)
// Uninstalls component. Found and Critical vars may be passed by parent types, if they have additional hardware.
/obj/item/modular_computer/proc/uninstall_component(var/mob/living/user, var/obj/item/weapon/computer_hardware/H, var/found = 0, var/critical = 0)
if(portable_drive == H)
portable_drive = null
found = 1
if(hard_drive == H)
hard_drive = null
found = 1
critical = 1
if(network_card == H)
network_card = null
found = 1
if(nano_printer == H)
nano_printer = null
found = 1
if(card_slot == H)
card_slot = null
found = 1
if(battery_module == H)
battery_module = null
found = 1
if(processor_unit == H)
processor_unit = null
found = 1
critical = 1
if(found)
if(user)
user << "You remove \the [H] from \the [src]."
H.forceMove(get_turf(src))
H.holder2 = null
if(critical && enabled)
if(user)
user << "<span class='danger'>\The [src]'s screen freezes for few seconds and then displays an \"HARDWARE ERROR: Critical component disconnected. Please verify component connection and reboot the device. If the problem persists contact technical support for assistance.\" warning.</span>"
shutdown_computer()
update_icon()
// Checks all hardware pieces to determine if name matches, if yes, returns the hardware piece, otherwise returns null
/obj/item/modular_computer/proc/find_hardware_by_name(var/name)
if(portable_drive && (portable_drive.name == name))
return portable_drive
if(hard_drive && (hard_drive.name == name))
return hard_drive
if(network_card && (network_card.name == name))
return network_card
if(nano_printer && (nano_printer.name == name))
return nano_printer
if(card_slot && (card_slot.name == name))
return card_slot
if(battery_module && (battery_module.name == name))
return battery_module
if(processor_unit && (processor_unit.name == name))
return processor_unit
return null
// Returns list of all components
/obj/item/modular_computer/proc/get_all_components()
var/list/all_components = list()
if(hard_drive)
all_components.Add(hard_drive)
if(network_card)
all_components.Add(network_card)
if(portable_drive)
all_components.Add(portable_drive)
if(nano_printer)
all_components.Add(nano_printer)
if(card_slot)
all_components.Add(card_slot)
if(battery_module)
all_components.Add(battery_module)
if(processor_unit)
all_components.Add(processor_unit)
return all_components
/obj/item/modular_computer/proc/update_uis()
if(active_program) //Should we update program ui or computer ui?
nanomanager.update_uis(active_program)
if(active_program.NM)
nanomanager.update_uis(active_program.NM)
else
nanomanager.update_uis(src)
/obj/item/modular_computer/proc/check_update_ui_need()
var/ui_update_needed = 0
if(battery_module)
var/batery_percent = battery_module.battery.percent()
if(last_battery_percent != batery_percent) //Let's update UI on percent change
ui_update_needed = 1
last_battery_percent = batery_percent
if(stationtime2text() != last_world_time)
last_world_time = stationtime2text()
ui_update_needed = 1
if(idle_threads.len)
var/list/current_header_icons = list()
for(var/datum/computer_file/program/P in idle_threads)
if(!P.ui_header)
continue
current_header_icons[P.type] = P.ui_header
if(!last_header_icons)
last_header_icons = current_header_icons
else if(!listequal(last_header_icons, current_header_icons))
last_header_icons = current_header_icons
ui_update_needed = 1
else
for(var/x in last_header_icons|current_header_icons)
if(last_header_icons[x]!=current_header_icons[x])
last_header_icons = current_header_icons
ui_update_needed = 1
break
if(ui_update_needed)
update_uis()
/obj/item/modular_computer/proc/take_damage(var/amount, var/component_probability, var/damage_casing = 1, var/randomize = 1)
if(randomize)
// 75%-125%, rand() works with integers, apparently.
amount *= (rand(75, 125) / 100.0)
amount = round(amount)
if(damage_casing)
damage += amount
damage = between(0, damage, max_damage)
if(component_probability)
for(var/obj/item/weapon/computer_hardware/H in get_all_components())
if(prob(component_probability))
H.take_damage(round(amount / 2))
if(damage >= max_damage)
break_apart()
// Stronger explosions cause serious damage to internal components
// Minor explosions are mostly mitigitated by casing.
/obj/item/modular_computer/ex_act(var/severity)
take_damage(rand(100,200) / severity, 30 / severity)
// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
/obj/item/modular_computer/emp_act(var/severity)
take_damage(rand(100,200) / severity, 50 / severity, 0)
// "Stun" weapons can cause minor damage to components (short-circuits?)
// "Burn" damage is equally strong against internal components and exterior casing
// "Brute" damage mostly damages the casing.
/obj/item/modular_computer/bullet_act(var/obj/item/projectile/Proj)
switch(Proj.damage_type)
if(BRUTE)
take_damage(Proj.damage, Proj.damage / 2)
//if(HALLOSS)
// take_damage(Proj.damage, Proj.damage / 3, 0)
if(BURN)
take_damage(Proj.damage, Proj.damage / 1.5)
@@ -0,0 +1,133 @@
// Held by /obj/machinery/modular_computer to reduce amount of copy-pasted code.
/obj/item/modular_computer/processor
name = "processing unit"
desc = "You shouldn't see this. If you do, report it."
icon = null
icon_state = null
icon_state_unpowered = null
icon_state_menu = null
hardware_flag = 0
var/obj/machinery/modular_computer/machinery_computer = null
/obj/item/modular_computer/processor/Destroy()
. = ..()
if(machinery_computer && (machinery_computer.cpu == src))
machinery_computer.cpu = null
machinery_computer = null
/obj/item/modular_computer/processor/nano_host()
return machinery_computer.nano_host()
// Due to how processes work, we'd receive two process calls - one from machinery type and one from our own type.
// Since we want this to be in-sync with machinery (as it's hidden type for machinery-based computers) we'll ignore
// non-relayed process calls.
/obj/item/modular_computer/processor/process(var/relayed = 0)
if(relayed)
..()
else
return
/obj/item/modular_computer/processor/examine(var/mob/user)
if(damage > broken_damage)
user << "<span class='danger'>It is heavily damaged!</span>"
else if(damage)
user << "It is damaged."
// Power interaction is handled by our machinery part, due to machinery having APC connection.
/obj/item/modular_computer/processor/handle_power()
if(machinery_computer)
machinery_computer.handle_power()
/obj/item/modular_computer/processor/New(var/comp)
if(!comp || !istype(comp, /obj/machinery/modular_computer))
CRASH("Inapropriate type passed to obj/item/modular_computer/processor/New()! Aborting.")
return
// Obtain reference to machinery computer
machinery_computer = comp
machinery_computer.cpu = src
hardware_flag = machinery_computer.hardware_flag
max_hardware_size = machinery_computer.max_hardware_size
steel_sheet_cost = machinery_computer.steel_sheet_cost
max_damage = machinery_computer._max_damage
broken_damage = machinery_computer._break_damage
/obj/item/modular_computer/processor/relay_qdel()
qdel(machinery_computer)
/obj/item/modular_computer/processor/find_hardware_by_name(var/N)
var/obj/item/weapon/computer_hardware/H = machinery_computer.find_hardware_by_name(N)
if(H)
return H
else
return ..()
/obj/item/modular_computer/processor/update_icon()
if(machinery_computer)
return machinery_computer.update_icon()
/obj/item/modular_computer/processor/get_header_data()
var/list/L = ..()
if(machinery_computer.tesla_link && machinery_computer.tesla_link.enabled && machinery_computer.powered())
L["PC_apclinkicon"] = "charging.gif"
return L
// Checks whether the machinery computer doesn't take power from APC network
/obj/item/modular_computer/processor/check_power_override()
if(!machinery_computer)
return 0
if(!machinery_computer.tesla_link || !machinery_computer.tesla_link.enabled)
return 0
return machinery_computer.powered()
// This thing is not meant to be used on it's own, get topic data from our machinery owner.
/obj/item/modular_computer/processor/CanUseTopic(user, state)
if(!machinery_computer)
return 0
return machinery_computer.CanUseTopic(user, state)
/obj/item/modular_computer/processor/shutdown_computer()
if(!machinery_computer)
return
..()
machinery_computer.update_icon()
machinery_computer.use_power = 0
return
// Tesla links only work on machinery types, so we'll override the default try_install_component() proc
/obj/item/modular_computer/processor/try_install_component(var/mob/living/user, var/obj/item/weapon/computer_hardware/H, var/found = 0)
if(istype(H, /obj/item/weapon/computer_hardware/tesla_link))
if(machinery_computer.tesla_link)
user << "This computer's tesla link slot is already occupied by \the [machinery_computer.tesla_link]."
return
var/obj/item/weapon/computer_hardware/tesla_link/L = H
L.holder = machinery_computer
machinery_computer.tesla_link = L
found = 1
..(user, H, found)
/obj/item/modular_computer/processor/uninstall_component(var/mob/living/user, var/obj/item/weapon/computer_hardware/H, var/found = 0, var/critical = 0)
if(machinery_computer.tesla_link == H)
machinery_computer.tesla_link = null
var/obj/item/weapon/computer_hardware/tesla_link/L = H
L.holder = null
found = 1
..(user, H, found, critical)
/obj/item/modular_computer/processor/get_all_components()
var/list/all_components = ..()
if(machinery_computer && machinery_computer.tesla_link)
all_components.Add(machinery_computer.tesla_link)
return all_components
// Perform adjacency checks on our machinery counterpart, rather than on ourselves.
/obj/item/modular_computer/processor/Adjacent(var/atom/neighbor)
if(!machinery_computer)
return 0
return machinery_computer.Adjacent(neighbor)
/obj/item/modular_computer/processor/turn_on(var/mob/user)
// If we have a tesla link on our machinery counterpart, enable it automatically. Lets computer without a battery work.
if(machinery_computer && machinery_computer.tesla_link)
machinery_computer.tesla_link.enabled = 1
..()
@@ -0,0 +1,10 @@
/obj/item/modular_computer/tablet
name = "tablet computer"
icon = 'icons/obj/modular_tablet.dmi'
icon_state = "tablet"
icon_state_unpowered = "tablet"
icon_state_menu = "menu"
hardware_flag = PROGRAM_TABLET
max_hardware_size = 1
w_class = 2
light_strength = 2 // Same as PDAs
@@ -0,0 +1,21 @@
// Available as custom loadout item, this is literally the worst possible cheap tablet
/obj/item/modular_computer/tablet/preset/custom_loadout/cheap/New()
. = ..()
desc = "A low-end tablet often seen among low ranked station personnel."
processor_unit = new/obj/item/weapon/computer_hardware/processor_unit/small(src)
battery_module = new/obj/item/weapon/computer_hardware/battery_module/nano(src)
battery_module.charge_to_full()
hard_drive = new/obj/item/weapon/computer_hardware/hard_drive/micro(src)
network_card = new/obj/item/weapon/computer_hardware/network_card(src)
// Alternative version, an average one, for higher ranked positions mostly
/obj/item/modular_computer/tablet/preset/custom_loadout/advanced/New()
. = ..()
processor_unit = new/obj/item/weapon/computer_hardware/processor_unit/small(src)
battery_module = new/obj/item/weapon/computer_hardware/battery_module(src)
battery_module.charge_to_full()
hard_drive = new/obj/item/weapon/computer_hardware/hard_drive/small(src)
network_card = new/obj/item/weapon/computer_hardware/network_card(src)
nano_printer = new/obj/item/weapon/computer_hardware/nano_printer(src)
card_slot = new/obj/item/weapon/computer_hardware/card_slot(src)
@@ -0,0 +1,91 @@
/obj/machinery/modular_computer/console/preset/
// Can be changed to give devices specific hardware
var/_has_id_slot = 0
var/_has_printer = 0
var/_has_battery = 0
/obj/machinery/modular_computer/console/preset/New()
. = ..()
if(!cpu)
return
cpu.processor_unit = new/obj/item/weapon/computer_hardware/processor_unit(cpu)
if(_has_id_slot)
cpu.card_slot = new/obj/item/weapon/computer_hardware/card_slot(cpu)
if(_has_printer)
cpu.nano_printer = new/obj/item/weapon/computer_hardware/nano_printer(cpu)
if(_has_battery)
cpu.battery_module = new/obj/item/weapon/computer_hardware/battery_module/super(cpu)
install_programs()
// Override in child types to install preset-specific programs.
/obj/machinery/modular_computer/console/preset/proc/install_programs()
return
// ===== ENGINEERING CONSOLE =====
/obj/machinery/modular_computer/console/preset/engineering
console_department = "Engineering"
desc = "A stationary computer. This one comes preloaded with engineering programs."
/obj/machinery/modular_computer/console/preset/engineering/install_programs()
cpu.hard_drive.store_file(new/datum/computer_file/program/power_monitor())
cpu.hard_drive.store_file(new/datum/computer_file/program/alarm_monitor())
cpu.hard_drive.store_file(new/datum/computer_file/program/atmos_control())
cpu.hard_drive.store_file(new/datum/computer_file/program/rcon_console())
// ===== MEDICAL CONSOLE =====
/obj/machinery/modular_computer/console/preset/medical
console_department = "Medical"
desc = "A stationary computer. This one comes preloaded with medical programs."
/obj/machinery/modular_computer/console/preset/medical/install_programs()
cpu.hard_drive.store_file(new/datum/computer_file/program/suit_sensors())
// ===== RESEARCH CONSOLE =====
/obj/machinery/modular_computer/console/preset/research
console_department = "Research"
desc = "A stationary computer. This one comes preloaded with research programs."
/obj/machinery/modular_computer/console/preset/research/install_programs()
cpu.hard_drive.store_file(new/datum/computer_file/program/ntnetmonitor())
cpu.hard_drive.store_file(new/datum/computer_file/program/nttransfer())
cpu.hard_drive.store_file(new/datum/computer_file/program/chatclient())
// ===== COMMAND CONSOLE =====
/obj/machinery/modular_computer/console/preset/command
console_department = "Command"
desc = "A stationary computer. This one comes preloaded with command programs."
_has_id_slot = 1
_has_printer = 1
/obj/machinery/modular_computer/console/preset/command/install_programs()
cpu.hard_drive.store_file(new/datum/computer_file/program/chatclient())
cpu.hard_drive.store_file(new/datum/computer_file/program/card_mod())
cpu.hard_drive.store_file(new/datum/computer_file/program/comm())
/obj/machinery/modular_computer/console/preset/command/main
console_department = "Command"
desc = "A stationary computer. This one comes preloaded with essential command programs."
_has_id_slot = 1
_has_printer = 1
// ===== SECURITY CONSOLE =====
/obj/machinery/modular_computer/console/preset/security
console_department = "Security"
desc = "A stationary computer. This one comes preloaded with security programs."
/obj/machinery/modular_computer/console/preset/security/install_programs()
return // No security programs exist, yet, but the preset is ready so it may be mapped in.
// ===== CIVILIAN CONSOLE =====
/obj/machinery/modular_computer/console/preset/civilian
console_department = "Civilian"
desc = "A stationary computer. This one comes preloaded with generic programs."
/obj/machinery/modular_computer/console/preset/civilian/install_programs()
cpu.hard_drive.store_file(new/datum/computer_file/program/chatclient())
cpu.hard_drive.store_file(new/datum/computer_file/program/nttransfer())
cpu.hard_drive.store_file(new/datum/computer_file/program/newsbrowser())
@@ -0,0 +1,196 @@
// Global var to track modular computers
var/list/global_modular_computers = list()
// Modular Computer - device that runs various programs and operates with hardware
// DO NOT SPAWN THIS TYPE. Use /laptop/ or /console/ instead.
/obj/machinery/modular_computer/
name = "modular computer"
desc = "An advanced computer."
var/battery_powered = 0 // Whether computer should be battery powered. It is set automatically
use_power = 0
var/hardware_flag = 0 // A flag that describes this device type
var/last_power_usage = 0 // Power usage during last tick
// Modular computers can run on various devices. Each DEVICE (Laptop, Console, Tablet,..)
// must have it's own DMI file. Icon states must be called exactly the same in all files, but may look differently
// 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.
icon = null
icon_state = null
var/icon_state_unpowered = null // Icon state when the computer is turned off
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.
var/screen_icon_screensaver = "standby" // Icon state overlay when the computer is powered, but not 'switched on'.
var/max_hardware_size = 0 // Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
var/steel_sheet_cost = 10 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
var/light_strength = 0 // Light luminosity when turned on
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.
var/base_idle_power_usage = 10 // Power usage when the computer is idle and screen is off (currently only applies to laptops)
var/_max_damage = 100
var/_break_damage = 50
var/obj/item/weapon/computer_hardware/tesla_link/tesla_link // Tesla Link component of this computer. Allows remote charging from nearest APC.
var/obj/item/modular_computer/processor/cpu = null // CPU that handles most logic while this type only handles power and other specific things.
/obj/machinery/modular_computer/attack_ghost(var/mob/observer/ghost/user)
if(cpu)
cpu.attack_ghost(user)
/obj/machinery/modular_computer/emag_act(var/remaining_charges, var/mob/user)
return cpu ? cpu.emag_act(remaining_charges, user) : NO_EMAG_ACT
/obj/machinery/modular_computer/update_icon()
icon_state = icon_state_unpowered
overlays.Cut()
if(!cpu || !cpu.enabled)
if (!(stat & NOPOWER) || battery_powered)
overlays.Add(screen_icon_screensaver)
set_light(0)
return
set_light(light_strength)
if(cpu.active_program)
overlays.Add(cpu.active_program.program_icon_state ? cpu.active_program.program_icon_state : screen_icon_state_menu)
else
overlays.Add(screen_icon_state_menu)
// Eject ID card from computer, if it has ID slot with card inside.
/obj/machinery/modular_computer/verb/eject_id()
set name = "Eject ID"
set category = "Object"
set src in view(1)
if(cpu)
cpu.eject_id()
// Eject ID card from computer, if it has ID slot with card inside.
/obj/machinery/modular_computer/verb/eject_usb()
set name = "Eject Portable Device"
set category = "Object"
set src in view(1)
if(cpu)
cpu.eject_usb()
/obj/machinery/modular_computer/New()
..()
cpu = new(src)
global_modular_computers.Add(src)
/obj/machinery/modular_computer/Destroy()
if(cpu)
qdel(cpu)
cpu = null
return ..()
// On-click handling. Turns on the computer if it's off and opens the GUI.
/obj/machinery/modular_computer/attack_hand(mob/user)
if(cpu)
cpu.attack_self(user) // CPU is an item, that's why we route attack_hand to attack_self
/obj/machinery/modular_computer/examine(var/mob/user)
. = ..()
if(cpu)
cpu.examine(user)
// Process currently calls handle_power(), may be expanded in future if more things are added.
/obj/machinery/modular_computer/process()
if(cpu)
// Keep names in sync.
cpu.name = src.name
cpu.process(1)
// Checks all hardware pieces to determine if name matches, if yes, returns the hardware piece, otherwise returns null
/obj/machinery/modular_computer/proc/find_hardware_by_name(var/N)
if(tesla_link && (tesla_link.name == N))
return tesla_link
return null
// Used in following function to reduce copypaste
/obj/machinery/modular_computer/proc/power_failure(var/malfunction = 0)
if(cpu && cpu.enabled) // Shut down the computer
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>")
if(cpu)
cpu.shutdown_computer(0)
battery_powered = 0
stat |= NOPOWER
update_icon()
// Called by cpu item's process() automatically, handles our power interaction.
/obj/machinery/modular_computer/proc/handle_power()
if(cpu.battery_module && cpu.battery_module.battery.charge <= 0) // Battery-run but battery is depleted.
power_failure()
return 0
else if(!cpu.battery_module && (!powered() || !tesla_link || !tesla_link.enabled || !tesla_link.check_functionality())) // Not battery run, but lacking APC connection.
power_failure()
return 0
else if(stat & NOPOWER)
stat &= ~NOPOWER
if(cpu.battery_module && cpu.battery_module.battery.charge)
battery_powered = 1
else
battery_powered = 0
var/power_usage = cpu.screen_on ? base_active_power_usage : base_idle_power_usage
for(var/obj/item/weapon/computer_hardware/CH in src.cpu.get_all_components())
if(CH.enabled)
power_usage += CH.power_usage
// Wireless APC connection exists.
if(tesla_link && tesla_link.enabled && tesla_link.check_functionality())
idle_power_usage = power_usage
active_power_usage = idle_power_usage + 100 // APCLink only charges at 100W rate, but covers any power usage.
use_power = 1
// Battery is not fully charged. Begin slowly recharging.
if(cpu.battery_module && (cpu.battery_module.battery.charge < cpu.battery_module.battery.maxcharge))
use_power = 2
if(cpu.battery_module && powered() && (use_power == 2)) // Battery charging itself
cpu.battery_module.battery.give(100 * CELLRATE)
else if(cpu.battery_module && !powered()) // Unpowered, but battery covers the usage.
cpu.battery_module.battery.use(idle_power_usage * CELLRATE)
else // No wireless connection run only on battery.
use_power = 0
if (cpu.battery_module)
if(!cpu.battery_module.check_functionality())
power_failure(1)
return
cpu.battery_module.battery.use(power_usage * CELLRATE)
cpu.last_power_usage = power_usage
// Modular computers can have battery in them, we handle power in previous proc, so prevent this from messing it up for us.
/obj/machinery/modular_computer/power_change()
if(battery_powered)
return
..()
/obj/machinery/modular_computer/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob)
if(cpu)
return cpu.attackby(W, user)
return ..()
// Stronger explosions cause serious damage to internal components
// Minor explosions are mostly mitigitated by casing.
/obj/machinery/modular_computer/ex_act(var/severity)
if(cpu)
cpu.ex_act(severity)
// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
/obj/machinery/modular_computer/emp_act(var/severity)
if(cpu)
cpu.emp_act(severity)
// "Stun" weapons can cause minor damage to components (short-circuits?)
// "Burn" damage is equally strong against internal components and exterior casing
// "Brute" damage mostly damages the casing.
/obj/machinery/modular_computer/bullet_act(var/obj/item/projectile/Proj)
if(cpu)
cpu.bullet_act(Proj)
@@ -0,0 +1,46 @@
/obj/machinery/modular_computer/console/
name = "console"
desc = "A stationary computer."
icon = 'icons/obj/modular_console.dmi'
icon_state = "console"
icon_state_unpowered = "console"
screen_icon_state_menu = "menu"
hardware_flag = PROGRAM_CONSOLE
var/console_department = "" // Used in New() to set network tag according to our area.
anchored = 1
density = 1
base_idle_power_usage = 100
base_active_power_usage = 500
max_hardware_size = 3
steel_sheet_cost = 20
light_strength = 4
_max_damage = 300
_break_damage = 150
/obj/machinery/modular_computer/console/buildable/New()
..()
// User-built consoles start as empty frames.
qdel(tesla_link)
qdel(cpu.network_card)
qdel(cpu.hard_drive)
/obj/machinery/modular_computer/console/New()
..()
cpu.battery_module = null
cpu.network_card = new/obj/item/weapon/computer_hardware/network_card/wired(src)
tesla_link = new/obj/item/weapon/computer_hardware/tesla_link(src)
cpu.hard_drive = new/obj/item/weapon/computer_hardware/hard_drive/super(src) // Consoles generally have better HDDs due to lower space limitations
var/area/A = get_area(src)
// Attempts to set this console's tag according to our area. Since some areas have stuff like "XX - YY" in their names we try to remove that too.
if(A && console_department)
cpu.network_card.identification_string = replacetext(replacetext(replacetext("[A.name] [console_department] Console", " ", "_"), "-", ""), "__", "_") // Replace spaces with "_"
else if(A)
cpu.network_card.identification_string = replacetext(replacetext(replacetext("[A.name] Console", " ", "_"), "-", ""), "__", "_")
else if(console_department)
cpu.network_card.identification_string = replacetext(replacetext(replacetext("[console_department] Console", " ", "_"), "-", ""), "__", "_")
else
cpu.network_card.identification_string = "Unknown Console"
if(cpu)
cpu.screen_on = 1
update_icon()
@@ -0,0 +1,110 @@
// Laptop in it's item state, can be carried around.
/obj/item/laptop
name = "laptop computer"
desc = "A portable computer. It is closed."
icon = 'icons/obj/modular_laptop.dmi'
icon_state = "laptop-closed"
item_state = "laptop-inhand"
w_class = 3
var/obj/machinery/modular_computer/laptop/stored_computer = null
/obj/item/laptop/verb/open_computer()
set name = "Open Laptop"
set category = "Object"
set src in view(1)
if(usr.stat || usr.restrained() || usr.lying || !istype(usr, /mob/living))
usr << "<span class='warning'>You can't do that.</span>"
return
if(!Adjacent(usr))
usr << "You can't reach it."
return
if(!istype(loc,/turf))
usr << "[src] is too bulky! You'll have to set it down."
return
if(!stored_computer)
if(contents.len)
for(var/obj/O in contents)
O.forceMove(src.loc)
usr << "\The [src] crumbles to pieces."
spawn(5)
qdel(src)
return
stored_computer.forceMove(src.loc)
stored_computer.stat &= ~MAINT
stored_computer.update_icon()
if(stored_computer.cpu)
stored_computer.cpu.screen_on = 1
loc = stored_computer
usr << "You open \the [src]."
/obj/item/laptop/AltClick()
if(Adjacent(usr))
open_computer()
// The actual laptop
/obj/machinery/modular_computer/laptop
name = "laptop computer"
desc = "A portable computer."
var/obj/item/laptop/portable = null // Portable version of this computer, dropped on alt-click to allow transport. Used by laptops.
hardware_flag = PROGRAM_LAPTOP
icon_state_unpowered = "laptop-open" // Icon state when the computer is turned off
icon = 'icons/obj/modular_laptop.dmi'
icon_state = "laptop-open"
base_idle_power_usage = 25
base_active_power_usage = 200
max_hardware_size = 2
light_strength = 3
_max_damage = 200
_break_damage = 100
/obj/machinery/modular_computer/laptop/buildable/New()
..()
// User-built consoles start as empty frames.
qdel(tesla_link)
qdel(cpu.network_card)
qdel(cpu.hard_drive)
// Close the computer. collapsing it into movable item that can't be used.
/obj/machinery/modular_computer/laptop/verb/close_computer()
set name = "Close Laptop"
set category = "Object"
set src in view(1)
if(usr.stat || usr.restrained() || usr.lying || !istype(usr, /mob/living))
usr << "<span class='warning'>You can't do that.</span>"
return
if(!Adjacent(usr))
usr << "<span class='warning'>You can't reach it.</span>"
return
close_laptop(usr)
/obj/machinery/modular_computer/laptop/proc/close_laptop(mob/user = null)
if(istype(loc,/obj/item/laptop))
return
if(!istype(loc,/turf))
return
if(!portable)
portable=new
portable.stored_computer = src
portable.forceMove(src.loc)
src.forceMove(portable)
stat |= MAINT
if(user)
user << "You close \the [src]."
if(cpu)
cpu.screen_on = 0
/obj/machinery/modular_computer/laptop/AltClick()
if(Adjacent(usr))
close_laptop()
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