Modular PCs rewrite (#20003)

* Modular computers rework, part A

* tweaks&fixes

* Adds component-side compatibility checks

* Moves computers to SSobj

* Fixes stationary computers not using power usage vars

* Changes icon generation a bit, adds icons to broken computers

* Moves UI into it's own file

* Laptop refactor + sprite replacement

* Modular console's keyboard now lights up when powered

* minor fixes

* fixes

* bonus: wired connector, new type of recharger

* Modular computers are now devices

* code quality ocd
This commit is contained in:
Core0verload
2016-08-25 10:28:33 +12:00
committed by oranges
parent daf18f9a7a
commit 91e5b35707
56 changed files with 1760 additions and 1762 deletions
@@ -42,6 +42,8 @@
else
use_power = 1
update_icon()
if(dos_overload)
dos_overload = max(0, dos_overload - dos_dissipate)
@@ -0,0 +1,418 @@
// 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/device/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/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_powered = null // Icon state when the computer is turned on.
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 w_class. Tablets/PDAs have 1, laptops 2, consoles 4.
var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
// 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/hard_drive/hard_drive // Hard Drive component of this computer. Stores programs and files.
var/obj/item/weapon/computer_hardware/battery/battery_module // Power cell connector. Power cell can be recharged.
// OR
var/obj/item/weapon/computer_hardware/recharger/recharger // Recharger. Can be used to recharge power cell or power the PC without it.
// Optional hardware (improves functionality, but is not critical for computer to work)
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/card_slot/card_slot // ID Card slot component of this computer.
var/obj/item/weapon/computer_hardware/printer/printer // 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/all_components = list()
var/list/idle_threads = list() // Idle programs on background. They still receive process calls but can't be interacted with.
var/obj/physical = null // Object that represents our computer. It's used for Adjacent() and UI visibility checks.
/obj/item/device/modular_computer/New()
START_PROCESSING(SSobj, src)
update_icon()
if(!physical)
physical = src
..()
/obj/item/device/modular_computer/Destroy()
kill_program(forced = TRUE)
STOP_PROCESSING(SSobj, src)
for(var/H in all_components)
qdel(H)
return ..()
// Eject ID card from computer, if it has ID slot with card inside.
/obj/item/device/modular_computer/verb/eject_id()
set name = "Eject ID"
set category = "Object"
set src in view(1)
if(issilicon(usr))
return
if (usr.canUseTopic(src))
proc_eject_id(usr)
// Eject ID card from computer, if it has ID slot with card inside.
/obj/item/device/modular_computer/verb/eject_disk()
set name = "Eject Data Disk"
set category = "Object"
set src in view(1)
if(issilicon(usr))
return
if (usr.canUseTopic(src))
proc_eject_disk(usr)
/obj/item/device/modular_computer/proc/proc_eject_id(mob/user, slot)
if(!user)
user = usr
if(!card_slot)
user << "<span class='warning'>\The [src] does not have an ID card slot!</span>"
return
card_slot.try_eject(slot, user)
/obj/item/device/modular_computer/proc/proc_eject_disk(mob/user)
if(!user)
user = usr
if(!portable_drive)
user << "<span class='warning'>There is no data disk in \the [src]!</span>"
return
var/obj/item/I = portable_drive
if(uninstall_component(portable_drive, user))
I.verb_pickup()
/obj/item/device/modular_computer/AltClick(mob/user)
..()
if(issilicon(user))
return
if(user.canUseTopic(src))
if(portable_drive)
proc_eject_disk(user)
else if(card_slot)
proc_eject_id(user)
// Gets IDs/access levels from card slot. Would be useful when/if PDAs would become modular PCs.
/obj/item/device/modular_computer/GetAccess()
if(card_slot)
return card_slot.GetAccess()
return ..()
/obj/item/device/modular_computer/GetID()
if(card_slot)
return card_slot.GetID()
return ..()
/obj/item/device/modular_computer/MouseDrop(obj/over_object, src_location, over_location)
var/mob/M = usr
if((!istype(over_object, /obj/screen)) && usr.canUseTopic(src))
return attack_self(M)
return
/obj/item/device/modular_computer/attack_ghost(mob/dead/observer/user)
if(enabled)
ui_interact(user)
else if(IsAdminGhost(user))
var/response = alert(user, "This computer is turned off. Would you like to turn it on?", "Admin Override", "Yes", "No")
if(response == "Yes")
turn_on(user)
/obj/item/device/modular_computer/emag_act(mob/user)
if(emagged)
user << "<span class='warning'>\The [src] was already emagged.</span>"
return 0
else
emagged = 1
user << "<span class='notice'>You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message.</span>"
return 1
/obj/item/device/modular_computer/examine(mob/user)
..()
if(damage > broken_damage)
user << "<span class='danger'>It is heavily damaged!</span>"
else if(damage)
user << "<span class='warning'>It is damaged.</span>"
/obj/item/device/modular_computer/update_icon()
cut_overlays()
if(!enabled)
icon_state = icon_state_unpowered
else
icon_state = icon_state_powered
if(active_program)
add_overlay(active_program.program_icon_state ? active_program.program_icon_state : icon_state_menu)
else
add_overlay(icon_state_menu)
if(damage > broken_damage)
add_overlay("bsod")
add_overlay("broken")
// On-click handling. Turns on the computer if it's off and opens the GUI.
/obj/item/device/modular_computer/attack_self(mob/user)
if(enabled)
ui_interact(user)
else
turn_on(user)
/obj/item/device/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 << "<span class='warning'>You send an activation signal to \the [src], but it responds with an error code. It must be damaged.</span>"
else
user << "<span class='warning'>You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again.</span>"
return
// If we have a recharger, enable it automatically. Lets computer without a battery work.
if(recharger)
recharger.enabled = 1
if(processor_unit && use_power()) // use_power() checks if the PC is powered
if(issynth)
user << "<span class='notice'>You send an activation signal to \the [src], turning it on.</span>"
else
user << "<span class='notice'>You press the power button and start up \the [src].</span>"
enabled = 1
update_icon()
ui_interact(user)
else // Unpowered
if(issynth)
user << "<span class='warning'>You send an activation signal to \the [src] but it does not respond.</span>"
else
user << "<span class='warning'>You press the power button but \the [src] does not respond.</span>"
// Process currently calls handle_power(), may be expanded in future if more things are added.
/obj/item/device/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.event_networkfailure(0) // Active program requires NTNet to run but we've just lost connection. Crash.
for(var/I in idle_threads)
var/datum/computer_file/program/P = I
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()
else
active_program = null
for(var/I in idle_threads)
var/datum/computer_file/program/P = I
if(P.program_state != PROGRAM_STATE_KILLED)
P.process_tick()
P.ntnet_status = get_ntnet_status()
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/device/modular_computer/proc/get_header_data()
var/list/data = list()
if(battery_module && battery_module.battery)
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
if(recharger && recharger.enabled && recharger.check_functionality() && recharger.use_power(0))
data["PC_apclinkicon"] = "charging.gif"
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/I in idle_threads)
var/datum/computer_file/program/P = I
if(!P.ui_header)
continue
program_headers.Add(list(list(
"icon" = P.ui_header
)))
data["PC_programheaders"] = program_headers
data["PC_stationtime"] = worldtime2text()
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/device/modular_computer/proc/kill_program(forced = FALSE)
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/device/modular_computer/proc/get_ntnet_status(specific_action = 0)
if(network_card)
return network_card.get_signal(specific_action)
else
return 0
/obj/item/device/modular_computer/proc/add_log(text)
if(!get_ntnet_status())
return FALSE
return ntnet_global.add_log(text, network_card)
/obj/item/device/modular_computer/proc/shutdown_computer(loud = 1)
kill_program(forced = TRUE)
for(var/datum/computer_file/program/P in idle_threads)
P.kill_program(forced = TRUE)
idle_threads.Remove(P)
if(loud)
physical.visible_message("<span class='notice'>\The [src] shuts down.</span>")
enabled = 0
update_icon()
/obj/item/device/modular_computer/attackby(obj/item/weapon/W as obj, mob/user as mob)
// Insert items into the components
for(var/h in all_components)
var/obj/item/weapon/computer_hardware/H = h
if(H.try_insert(W, user))
return
// Insert new hardware
if(istype(W, /obj/item/weapon/computer_hardware))
if(install_component(W, user))
return
if(istype(W, /obj/item/weapon/wrench))
if(all_components.len)
user << "<span class='warning'>Remove all components from \the [src] before disassembling it.</span>"
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), steel_sheet_cost )
physical.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 << "<span class='warning'>\The [W] is off.</span>"
return
if(!damage)
user << "<span class='warning'>\The [src] does not require repairs.</span>"
return
user << "<span class='notice'>You begin repairing damage to \the [src]...</span>"
if(WT.remove_fuel(round(damage/75)) && do_after(usr, damage/10))
damage = 0
user << "<span class='notice'>You repair \the [src].</span>"
return
if(istype(W, /obj/item/weapon/screwdriver))
if(!all_components.len)
user << "<span class='warning'>This device doesn't have any components installed.</span>"
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(H, user)
return
..()
// Used by processor to relay qdel() to machinery type.
/obj/item/device/modular_computer/proc/relay_qdel()
return
// Perform adjacency checks on our physical counterpart, if any.
/obj/item/device/modular_computer/Adjacent(atom/neighbor)
if(physical && physical != src)
return physical.Adjacent(neighbor)
return ..()
@@ -0,0 +1,117 @@
/obj/item/device/modular_computer/proc/can_install_component(obj/item/weapon/computer_hardware/H, mob/living/user = null)
if(!H.can_install(src, user))
return FALSE
if(H.w_class > max_hardware_size)
user << "<span class='warning'>This component is too large for \the [src]!</span>"
return FALSE
if(istype(H, /obj/item/weapon/computer_hardware/hard_drive/portable) && portable_drive)
user << "<span class='warning'>This computer's FDD is already occupied by \the [portable_drive].</span>"
return FALSE
else if(istype(H, /obj/item/weapon/computer_hardware/processor_unit) && processor_unit)
user << "<span class='warning'>This computer's CPU slot is already occupied by \the [processor_unit].</span>"
return FALSE
else if(istype(H, /obj/item/weapon/computer_hardware/hard_drive) && hard_drive)
user << "<span class='warning'>This computer's data port is already occupied by \the [hard_drive].</span>"
return FALSE
else if(istype(H, /obj/item/weapon/computer_hardware/battery) && battery_module)
user << "<span class='warning'>This computer's power converter slot is already occupied by \the [battery_module].</span>"
return FALSE
else if(istype(H, /obj/item/weapon/computer_hardware/recharger) && recharger)
user << "<span class='warning'>This computer's recharger slot is already occupied by \the [recharger].</span>"
return FALSE
else if(istype(H, /obj/item/weapon/computer_hardware/card_slot) && card_slot)
user << "<span class='warning'>This computer's card reader slot is already occupied by \the [card_slot].</span>"
return FALSE
else if(istype(H, /obj/item/weapon/computer_hardware/network_card) && network_card)
user << "<span class='warning'>This computer's network card is already occupied by \the [network_card].</span>"
return FALSE
else if(istype(H, /obj/item/weapon/computer_hardware/printer) && printer)
user << "<span class='warning'>This computer's printer slot is already occupied by \the [printer].</span>"
return FALSE
return TRUE
// Installs component.
/obj/item/device/modular_computer/proc/install_component(obj/item/weapon/computer_hardware/H, mob/living/user = null)
if(!can_install_component(H, user))
return FALSE
if(user && !user.unEquip(H))
return FALSE
if(istype(H, /obj/item/weapon/computer_hardware/hard_drive/portable))
portable_drive = H
else if(istype(H, /obj/item/weapon/computer_hardware/processor_unit))
processor_unit = H
else if(istype(H, /obj/item/weapon/computer_hardware/hard_drive))
hard_drive = H
else if(istype(H, /obj/item/weapon/computer_hardware/battery))
battery_module = H
else if(istype(H, /obj/item/weapon/computer_hardware/recharger))
recharger = H
else if(istype(H, /obj/item/weapon/computer_hardware/card_slot))
card_slot = H
else if(istype(H, /obj/item/weapon/computer_hardware/network_card))
network_card = H
else if(istype(H, /obj/item/weapon/computer_hardware/printer))
printer = H
user << "<span class='notice'>You install \the [H] into \the [src].</span>"
H.forceMove(src)
H.holder = src
all_components |= H
H.on_install(src, user)
return TRUE
// Uninstalls component.
/obj/item/device/modular_computer/proc/uninstall_component(obj/item/weapon/computer_hardware/H, mob/living/user = null)
if(H.holder != src) // Not our component at all.
return FALSE
if(processor_unit == H)
processor_unit = null
if(hard_drive == H)
hard_drive = null
if(battery_module == H)
battery_module = null
if(recharger == H)
recharger = null
if(card_slot == H)
card_slot = null
if(network_card == H)
network_card = null
if(printer == H)
printer = null
if(portable_drive == H)
portable_drive = null
user << "<span class='notice'>You remove \the [H] from \the [src].</span>"
H.forceMove(get_turf(src))
H.holder = null
all_components -= H
H.on_remove(src, user)
if(enabled && (!processor_unit || !hard_drive || !use_power()))
shutdown_computer()
update_icon()
return TRUE
// Checks all hardware pieces to determine if name matches, if yes, returns the hardware piece, otherwise returns null
/obj/item/device/modular_computer/proc/find_hardware_by_name(name)
for(var/i in all_components)
var/obj/O = i
if(O.name == name)
return O
return null
@@ -0,0 +1,49 @@
/obj/item/device/modular_computer/proc/take_damage(amount, component_probability, damage_casing = 1, 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 = max(0,min(max_damage,damage))
if(component_probability)
for(var/I in all_components)
var/obj/item/weapon/computer_hardware/H = I
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/device/modular_computer/ex_act(severity)
take_damage(rand(100,200)/severity, component_probability = 30/severity)
// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
/obj/item/device/modular_computer/emp_act(severity)
take_damage(rand(100,200)/severity, component_probability = 50/severity, damage_casing = 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/device/modular_computer/bullet_act(obj/item/projectile/Proj)
switch(Proj.damage_type)
if(BRUTE)
take_damage(Proj.damage, component_probability = Proj.damage/2)
if(BURN)
take_damage(Proj.damage, component_probability = Proj.damage/1.5)
/obj/item/device/modular_computer/proc/break_apart()
physical.visible_message("\The [src] breaks apart!")
var/turf/newloc = get_turf(src)
new /obj/item/stack/sheet/metal(newloc, round(steel_sheet_cost/2))
for(var/C in all_components)
var/obj/item/weapon/computer_hardware/H = C
uninstall_component(H)
H.forceMove(newloc)
if(prob(25))
H.take_damage(rand(10,30))
relay_qdel()
qdel()
@@ -0,0 +1,55 @@
// Tries to draw power from charger or, if no operational charger is present, from power cell.
/obj/item/device/modular_computer/proc/use_power(amount = 0)
if(check_power_override())
return TRUE
if(recharger && recharger.check_functionality())
if(recharger.use_power(amount))
return TRUE
if(battery_module && battery_module.battery && battery_module.battery.charge)
var/obj/item/weapon/stock_parts/cell/cell = battery_module.battery
if(cell.use(amount * CELLRATE))
return TRUE
else // Discharge the cell anyway.
cell.use(min(amount*CELLRATE, cell.charge))
return FALSE
return FALSE
/obj/item/device/modular_computer/proc/give_power(amount)
if(battery_module && battery_module.battery)
return battery_module.battery.give(amount)
return 0
// Used in following function to reduce copypaste
/obj/item/device/modular_computer/proc/power_failure()
if(enabled) // Shut down the computer
if(active_program)
active_program.event_powerfailure(0)
for(var/I in idle_threads)
var/datum/computer_file/program/PRG = I
PRG.event_powerfailure(1)
shutdown_computer(0)
// Handles power-related things, such as battery interaction, recharging, shutdown when it's discharged
/obj/item/device/modular_computer/proc/handle_power()
if(recharger)
recharger.process()
var/power_usage = screen_on ? base_active_power_usage : base_idle_power_usage
for(var/obj/item/weapon/computer_hardware/H in all_components)
if(H.enabled)
power_usage += H.power_usage
if(use_power(power_usage))
last_power_usage = power_usage
return TRUE
else
power_failure()
return FALSE
// Used by child types if they have other power source than battery or recharger
/obj/item/device/modular_computer/proc/check_power_override()
return FALSE
@@ -0,0 +1,132 @@
// Operates TGUI
/obj/item/device/modular_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state)
if(!enabled)
if(ui)
ui.close()
return 0
if(!use_power())
if(ui)
ui.close()
return 0
// Robots don't really need to see the screen, their wireless connection works as long as computer is on.
if(!screen_on && !issilicon(user))
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)
physical.visible_message("<span class='danger'>\The [src] beeps three times, it's screen displaying \"DISK ERROR\" warning.</span>")
return // No HDD, No HDD files list or no stored files. Something is very broken.
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if (!ui)
var/datum/asset/assets = get_asset_datum(/datum/asset/simple/headers)
assets.send(user)
ui = new(user, src, ui_key, "computer_main", "NTOS Main menu", 400, 500, master_ui, state)
ui.open()
ui.set_autoupdate(state = 1)
/obj/item/device/modular_computer/ui_data(mob/user)
var/list/data = get_header_data()
data["programs"] = list()
for(var/datum/computer_file/program/P in hard_drive.stored_files)
var/running = 0
if(P in idle_threads)
running = 1
data["programs"] += list(list("name" = P.filename, "desc" = P.filedesc, "running" = running))
return data
// Handles user's GUI input
/obj/item/device/modular_computer/ui_act(action, params)
if(..())
return
switch(action)
if("PC_exit")
kill_program()
return 1
if("PC_shutdown")
shutdown_computer()
return 1
if("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
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("PC_killprogram")
var/prog = params["name"]
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(forced = TRUE)
user << "<span class='notice'>Program [P.filename].[P.filetype] with PID [rand(100,999)] has been killed.</span>"
if("PC_runprogram")
var/prog = params["name"]
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='danger'>\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 \"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
else
return
/obj/item/device/modular_computer/ui_host()
if(physical)
return physical
return src
@@ -0,0 +1,106 @@
/obj/item/device/modular_computer/laptop
name = "laptop"
desc = "A portable laptop computer."
icon = 'icons/obj/modular_laptop.dmi'
icon_state = "laptop-closed"
icon_state_powered = "laptop"
icon_state_unpowered = "laptop-off"
icon_state_menu = "menu"
hardware_flag = PROGRAM_LAPTOP
max_hardware_size = 2
w_class = 3
flags = HANDSLOW // No running around with open laptops in hands.
screen_on = 0 // Starts closed
var/start_open = 1 // unless this var is set to 1
var/icon_state_closed = "laptop-closed"
var/w_class_open = 4
var/slowdown_open = 1
/obj/item/device/modular_computer/laptop/New()
..()
if(start_open && !screen_on)
toggle_open()
/obj/item/device/modular_computer/laptop/update_icon()
if(screen_on)
..()
else
cut_overlays()
icon_state = icon_state_closed
/obj/item/device/modular_computer/laptop/attack_self(mob/user)
if(!screen_on)
try_toggle_open(user)
else
return ..()
/obj/item/device/modular_computer/laptop/verb/open_computer()
set name = "Toggle Open"
set category = "Object"
set src in view(1)
try_toggle_open(usr)
/obj/item/device/modular_computer/laptop/MouseDrop(obj/over_object, src_location, over_location)
if(over_object == usr || over_object == src)
try_toggle_open(usr)
else if(istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
var/mob/M = usr
if(!M.restrained() && !M.stat)
if(!isturf(loc) || !Adjacent(M))
return
switch(H.slot_id)
if(slot_r_hand)
M.put_in_r_hand(src)
if(slot_l_hand)
M.put_in_l_hand(src)
/obj/item/device/modular_computer/laptop/attack_hand(mob/user)
if(screen_on && isturf(loc))
return attack_self(user)
return ..()
/obj/item/device/modular_computer/laptop/proc/try_toggle_open(mob/living/user)
if(issilicon(user))
return
if(!isturf(loc) && !ismob(loc)) // No opening it in backpack.
return
if(!user.canUseTopic(src))
return
toggle_open(user)
/obj/item/device/modular_computer/laptop/AltClick(mob/user)
if(screen_on) // Close it.
try_toggle_open(user)
else
return ..()
/obj/item/device/modular_computer/laptop/proc/toggle_open(mob/living/user=null)
if(screen_on)
user << "<span class='notice'>You close \the [src].</span>"
slowdown = initial(slowdown)
w_class = initial(w_class)
else
user << "<span class='notice'>You open \the [src].</span>"
slowdown = slowdown_open
w_class = w_class_open
screen_on = !screen_on
update_icon()
// Laptop frame, starts empty and closed.
/obj/item/device/modular_computer/laptop/buildable
start_open = 0
@@ -1,704 +0,0 @@
// 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.
// 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/card_slot/card_slot2 // second slot. popular demand requested the hop need to insert 2 ids.
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.
var/obj/physical = null
// 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, slot)
if(!user)
user = usr
if(!card_slot)
user << "\The [src] does not have an ID card slot"
return
if(!card_slot.stored_card && !card_slot.stored_card2)
user << "There is no card in \the [src]"
return
if(active_program)
active_program.event_idremoved(0, slot)
for(var/I in idle_threads)
var/datum/computer_file/program/P = I
P.event_idremoved(1, slot)
if(card_slot.stored_card && (!slot || slot == 1))
card_slot.stored_card.forceMove(get_turf(src))
card_slot.stored_card = null
if(card_slot.stored_card2 && (!slot || slot == 2))
card_slot.stored_card2.forceMove(get_turf(src))
card_slot.stored_card2 = null
user << "You remove the card[card_slot.stored_card && card_slot.stored_card2 && !slot ? "s" : ""] 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)
/obj/item/modular_computer/attack_ghost(mob/dead/observer/user)
if(enabled)
ui_interact(user)
else if(IsAdminGhost(user))
var/response = alert(user, "This computer is turned off. Would you like to turn it on?", "Admin Override", "Yes", "No")
if(response == "Yes")
turn_on(user)
/obj/item/modular_computer/emag_act(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()
START_PROCESSING(SSmachine, src)
update_icon()
if(!physical)
physical = src
..()
/obj/item/modular_computer/Destroy()
kill_program(1)
STOP_PROCESSING(SSmachine, src)
for(var/H in get_all_components())
var/obj/item/weapon/computer_hardware/CH = H
uninstall_component(null, CH)
qdel(CH)
return ..()
/obj/item/modular_computer/update_icon()
icon_state = icon_state_unpowered
cut_overlays()
if(!enabled)
return
if(active_program)
add_overlay(active_program.program_icon_state ? active_program.program_icon_state : icon_state_menu)
else
add_overlay(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 = 0, 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)
physical.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.
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if (!ui)
var/datum/asset/assets = get_asset_datum(/datum/asset/simple/headers)
assets.send(user)
ui = new(user, src, ui_key, "computer_main", "NTOS Main menu", 400, 500, master_ui, state)
ui.open()
ui.set_autoupdate(state = 1)
/obj/item/modular_computer/ui_data(mob/user)
var/list/data = get_header_data()
data["programs"] = list()
for(var/datum/computer_file/program/P in hard_drive.stored_files)
var/running = 0
if(P in idle_threads)
running = 1
data["programs"] += list(list("name" = P.filename, "desc" = P.filedesc, "running" = running))
return data
// 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()
physical.visible_message("\The [src] breaks apart!")
var/turf/newloc = get_turf(src)
new /obj/item/stack/sheet/metal(newloc, round(steel_sheet_cost/2))
for(var/C in get_all_components())
var/obj/item/weapon/computer_hardware/H = C
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/I in idle_threads)
var/datum/computer_file/program/P = I
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/I in idle_threads)
var/datum/computer_file/program/P = I
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/I in idle_threads)
var/datum/computer_file/program/P = I
if(!P.ui_header)
continue
program_headers.Add(list(list(
"icon" = P.ui_header
)))
data["PC_programheaders"] = program_headers
data["PC_stationtime"] = worldtime2text()
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(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(specific_action = 0)
if(network_card)
return network_card.get_signal(specific_action)
else
return 0
/obj/item/modular_computer/proc/add_log(text)
if(!get_ntnet_status())
return 0
return ntnet_global.add_log(text, network_card)
/obj/item/modular_computer/proc/shutdown_computer(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)
physical.visible_message("\The [src] shuts down.")
enabled = 0
update_icon()
return
// Handles user's GUI input
/obj/item/modular_computer/ui_act(action, params)
if(..())
return
switch(action)
if("PC_exit")
kill_program()
return 1
if("PC_shutdown")
shutdown_computer()
return 1
if("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
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("PC_killprogram")
var/prog = params["name"]
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)
user << "<span class='notice'>Program [P.filename].[P.filetype] with PID [rand(100,999)] has been killed.</span>"
if("PC_runprogram")
var/prog = params["name"]
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
P.computer_emagged = computer_emagged
if(P.run_program(user))
active_program = P
update_icon()
return 1
else
return
// Used in following function to reduce copypaste
/obj/item/modular_computer/proc/power_failure(malfunction = 0)
if(enabled) // Shut down the computer
physical.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/I in idle_threads)
var/datum/computer_file/program/PRG = I
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
if(!battery_module.battery.use(power_usage * CELLRATE))
battery_module.battery.charge = 0
power_failure()
return 0
last_power_usage = power_usage
/obj/item/modular_computer/attackby(obj/item/weapon/W as obj, 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 && card_slot.stored_card2)
user << "You try to insert \the [I] into \the [src], but it's ID card slots are occupied."
return
if(!user.drop_item(I))
return
if(!card_slot.stored_card)
card_slot.stored_card = I
else
card_slot.stored_card2 = 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)
C.try_install_component(user, src)
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/sheet/metal( get_turf(src.loc), steel_sheet_cost )
physical.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
// Uninstalls component. Found and Critical vars may be passed by parent types, if they have additional hardware.
/obj/item/modular_computer/proc/uninstall_component(mob/living/user, obj/item/weapon/computer_hardware/H, found = 0, 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(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/take_damage(amount, component_probability, damage_casing = 1, 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 = max(0,min(max_damage,damage))
if(component_probability)
for(var/I in get_all_components())
var/obj/item/weapon/computer_hardware/H = I
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(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(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(obj/item/projectile/Proj)
switch(Proj.damage_type)
if(BRUTE)
take_damage(Proj.damage, Proj.damage / 2)
if(BURN)
take_damage(Proj.damage, Proj.damage / 1.5)
/obj/item/modular_computer/ui_host()
if(physical)
return physical
else
return src
@@ -1,5 +1,5 @@
// Held by /obj/machinery/modular_computer to reduce amount of copy-pasted code.
/obj/item/modular_computer/processor
/obj/item/device/modular_computer/processor
name = "processing unit"
desc = "You shouldn't see this. If you do, report it."
icon = null
@@ -10,35 +10,17 @@
var/obj/machinery/modular_computer/machinery_computer = null
/obj/item/modular_computer/processor/Destroy()
/obj/item/device/modular_computer/processor/Destroy()
. = ..()
if(machinery_computer && (machinery_computer.cpu == src))
machinery_computer.cpu = null
machinery_computer = null
// 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(relayed = 0)
if(relayed)
..()
else
return
/obj/item/device/modular_computer/processor/New(comp)
STOP_PROCESSING(SSobj, src) // Processed by its machine
/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(comp)
if(!comp || !istype(comp, /obj/machinery/modular_computer))
CRASH("Inapropriate type passed to obj/item/modular_computer/processor/New()! Aborting.")
CRASH("Inapropriate type passed to obj/item/device/modular_computer/processor/New()! Aborting.")
return
// Obtain reference to machinery computer
machinery_computer = comp
@@ -48,72 +30,26 @@
steel_sheet_cost = machinery_computer.steel_sheet_cost
max_damage = machinery_computer._max_damage
broken_damage = machinery_computer._break_damage
base_active_power_usage = machinery_computer.base_active_power_usage
base_idle_power_usage = machinery_computer.base_idle_power_usage
/obj/item/modular_computer/processor/relay_qdel()
/obj/item/device/modular_computer/processor/relay_qdel()
qdel(machinery_computer)
/obj/item/modular_computer/processor/find_hardware_by_name(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()
/obj/item/device/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)
//obj/item/device/modular_computer/processor/canUseTopic(user, state)
// if(!machinery_computer)
// return 0
// return machinery_computer.canUseTopic(user, state)
/obj/item/modular_computer/processor/shutdown_computer()
/obj/item/device/modular_computer/processor/shutdown_computer()
if(!machinery_computer)
return
..()
machinery_computer.update_icon()
machinery_computer.use_power = 0
return
/obj/item/modular_computer/processor/uninstall_component(mob/living/user, obj/item/weapon/computer_hardware/H, found = 0, 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(atom/neighbor)
if(!machinery_computer)
return 0
return machinery_computer.Adjacent(neighbor)
/obj/item/modular_computer/processor/turn_on(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
..()
@@ -1,10 +1,11 @@
/obj/item/modular_computer/tablet
/obj/item/device/modular_computer/tablet
name = "tablet computer"
icon = 'icons/obj/modular_tablet.dmi'
icon_state = "tablet"
icon_state_unpowered = "tablet"
icon_state_powered = "tablet"
icon_state_menu = "menu"
hardware_flag = PROGRAM_TABLET
max_hardware_size = 1
w_class = 2
var/use_power = 0
steel_sheet_cost = 1
@@ -1,21 +1,21 @@
// Available as custom loadout item, this is literally the worst possible cheap tablet
/obj/item/modular_computer/tablet/preset/cheap/New()
. = ..()
// This is literally the worst possible cheap tablet
/obj/item/device/modular_computer/tablet/preset/cheap
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/micro(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)
/obj/item/device/modular_computer/tablet/preset/cheap/New()
. = ..()
install_component(new /obj/item/weapon/computer_hardware/processor_unit/small)
install_component(new /obj/item/weapon/computer_hardware/battery(src, /obj/item/weapon/stock_parts/cell/computer/micro))
install_component(new /obj/item/weapon/computer_hardware/hard_drive/small)
install_component(new /obj/item/weapon/computer_hardware/network_card)
// Alternative version, an average one, for higher ranked positions mostly
/obj/item/modular_computer/tablet/preset/advanced/New()
/obj/item/device/modular_computer/tablet/preset/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)
install_component(new /obj/item/weapon/computer_hardware/processor_unit/small)
install_component(new /obj/item/weapon/computer_hardware/battery(src, /obj/item/weapon/stock_parts/cell/computer))
install_component(new /obj/item/weapon/computer_hardware/hard_drive/small)
install_component(new /obj/item/weapon/computer_hardware/network_card)
install_component(new /obj/item/weapon/computer_hardware/card_slot)
install_component(new /obj/item/weapon/computer_hardware/printer/mini)
@@ -1,4 +1,4 @@
/obj/machinery/modular_computer/console/preset/
/obj/machinery/modular_computer/console/preset
// Can be changed to give devices specific hardware
var/_has_id_slot = 0
var/_has_printer = 0
@@ -8,13 +8,14 @@
. = ..()
if(!cpu)
return
cpu.processor_unit = new/obj/item/weapon/computer_hardware/processor_unit(cpu)
cpu.install_component(new /obj/item/weapon/computer_hardware/processor_unit)
if(_has_id_slot)
cpu.card_slot = new/obj/item/weapon/computer_hardware/card_slot(cpu)
cpu.install_component(new /obj/item/weapon/computer_hardware/card_slot)
if(_has_printer)
cpu.nano_printer = new/obj/item/weapon/computer_hardware/nano_printer(cpu)
cpu.install_component(new /obj/item/weapon/computer_hardware/printer)
if(_has_battery)
cpu.battery_module = new/obj/item/weapon/computer_hardware/battery_module/super(cpu)
cpu.install_component(new /obj/item/weapon/computer_hardware/battery(cpu, /obj/item/weapon/stock_parts/cell/computer/super))
install_programs()
// Override in child types to install preset-specific programs.
@@ -3,14 +3,14 @@ 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/
/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
use_power = 1
idle_power_usage = 5
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
@@ -18,61 +18,20 @@ var/list/global_modular_computers = list()
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/icon_state_unpowered = null // Icon state when the computer is turned off.
var/icon_state_powered = null // Icon state when the computer is turned on.
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(mob/dead/observer/user)
if(cpu)
cpu.attack_ghost(user)
/obj/machinery/modular_computer/emag_act(mob/user)
return cpu ? cpu.emag_act(user) : 1
/obj/machinery/modular_computer/update_icon()
icon_state = icon_state_unpowered
cut_overlays()
if(!cpu || !cpu.enabled)
if (!(stat & NOPOWER) || battery_powered)
add_overlay(screen_icon_screensaver)
SetLuminosity(0)
return
SetLuminosity(light_strength)
if(cpu.active_program)
add_overlay(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()
var/obj/item/device/modular_computer/processor/cpu = null // CPU that handles most logic while this type only handles power and other specific things.
/obj/machinery/modular_computer/New()
..()
@@ -86,28 +45,67 @@ var/list/global_modular_computers = list()
cpu = null
return ..()
/obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user)
if(cpu)
cpu.attack_ghost(user)
/obj/machinery/modular_computer/emag_act(mob/user)
return cpu ? cpu.emag_act(user) : 1
/obj/machinery/modular_computer/update_icon()
cut_overlays()
icon_state = icon_state_powered
if(!cpu || !cpu.enabled)
if (!(stat & NOPOWER) && (cpu && cpu.use_power()))
add_overlay(screen_icon_screensaver)
else
icon_state = icon_state_unpowered
SetLuminosity(0)
else
SetLuminosity(light_strength)
if(cpu.active_program)
add_overlay(cpu.active_program.program_icon_state ? cpu.active_program.program_icon_state : screen_icon_state_menu)
else
overlays.Add(screen_icon_state_menu)
if(cpu && cpu.damage > cpu.broken_damage)
add_overlay("bsod")
add_overlay("broken")
// 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_disk()
set name = "Eject Data Disk"
set category = "Object"
set src in view(1)
if(cpu)
cpu.eject_disk()
/obj/machinery/modular_computer/AltClick(mob/user)
if(cpu)
cpu.AltClick(user)
// 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(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(N)
if(tesla_link && (tesla_link.name == N))
return tesla_link
return null
cpu.process()
// Used in following function to reduce copypaste
/obj/machinery/modular_computer/proc/power_failure(malfunction = 0)
@@ -115,65 +113,18 @@ var/list/global_modular_computers = list()
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(!check_external_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) // 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/C in src.cpu.get_all_components())
var/obj/item/weapon/computer_hardware/CH = C
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.
if(!cpu.battery_module.battery.use(idle_power_usage * CELLRATE))
cpu.battery_module.battery.charge = 0
power_failure()
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
if(!cpu.battery_module.battery.use(power_usage * CELLRATE))
cpu.battery_module.battery.charge = 0
power_failure()
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)
if(cpu && cpu.use_power()) // If "CPU" still has a power source, PC wouldn't go offline.
stat &= ~NOPOWER
update_icon()
return
..()
update_icon()
/obj/machinery/modular_computer/attackby(var/obj/item/weapon/W as obj, mob/user)
if(cpu)
@@ -197,11 +148,4 @@ var/list/global_modular_computers = list()
// "Brute" damage mostly damages the casing.
/obj/machinery/modular_computer/bullet_act(obj/item/projectile/Proj)
if(cpu)
cpu.bullet_act(Proj)
/obj/machinery/modular_computer/proc/check_external_power()
if((!powered() || !tesla_link || !tesla_link.enabled || !tesla_link.check_functionality()))
return 0
else
return 1
cpu.bullet_act(Proj)
@@ -1,10 +1,11 @@
/obj/machinery/modular_computer/console/
/obj/machinery/modular_computer/console
name = "console"
desc = "A stationary computer."
icon = 'icons/obj/modular_console.dmi'
icon_state = "console"
icon_state_unpowered = "console"
icon_state_powered = "console"
icon_state_unpowered = "console-off"
screen_icon_state_menu = "menu"
hardware_flag = PROGRAM_CONSOLE
var/console_department = "" // Used in New() to set network tag according to our area.
@@ -12,7 +13,7 @@
density = 1
base_idle_power_usage = 100
base_active_power_usage = 500
max_hardware_size = 3
max_hardware_size = 4
steel_sheet_cost = 10
light_strength = 2
_max_damage = 300
@@ -21,16 +22,19 @@
/obj/machinery/modular_computer/console/buildable/New()
..()
// User-built consoles start as empty frames.
qdel(tesla_link)
qdel(cpu.recharger)
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
if(cpu.battery_module)
qdel(cpu.battery_module)
cpu.install_component(new /obj/item/weapon/computer_hardware/network_card/wired)
cpu.install_component(new /obj/item/weapon/computer_hardware/recharger/APC)
cpu.install_component(new /obj/item/weapon/computer_hardware/hard_drive/super) // 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)
@@ -1,110 +0,0 @@
// 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()
@@ -20,8 +20,8 @@ var/global/file_uid = 0
holder.remove_file(src)
// holder.holder is the computer that has drive installed. If we are Destroy()ing program that's currently running kill it.
if(holder.holder2 && holder.holder2.active_program == src)
holder.holder2.kill_program(1)
if(holder.holder && holder.holder.active_program == src)
holder.holder.kill_program(forced = TRUE)
holder = null
..()
@@ -5,7 +5,7 @@
var/required_access = null // List of required accesses to *run* the program.
var/transfer_access = null // List of required access to download or file host the program
var/program_state = PROGRAM_STATE_KILLED// PROGRAM_STATE_KILLED or PROGRAM_STATE_BACKGROUND or PROGRAM_STATE_ACTIVE - specifies whether this program is running.
var/obj/item/modular_computer/computer // Device that runs this program.
var/obj/item/device/modular_computer/computer // Device that runs this program.
var/filedesc = "Unknown Program" // User-friendly name of this program.
var/extended_desc = "N/A" // Short description of this program's function.
var/program_icon_state = null // Program-specific screen icon state
@@ -16,10 +16,9 @@
var/network_destination = null // Optional string that describes what NTNet server/system this program connects to. Used in default logging.
var/available_on_ntnet = 1 // Whether the program can be downloaded from NTNet. Set to 0 to disable.
var/available_on_syndinet = 0 // Whether the program can be downloaded from SyndiNet (accessible via emagging the computer). Set to 1 to enable.
var/computer_emagged = 0 // Set to 1 if computer that's running us was emagged. Computer updates this every Process() tick
var/ui_header = null // Example: "something.gif" - a header image that will be rendered in computer's UI when this program is running at background. Images are taken from /icons/program_icons. Be careful not to use too large images!
/datum/computer_file/program/New(obj/item/modular_computer/comp = null)
/datum/computer_file/program/New(obj/item/device/modular_computer/comp = null)
..()
if(comp && istype(comp))
computer = comp
@@ -78,7 +77,7 @@
if(!access_to_check) // No required_access, allow it.
return 1
if(computer_emagged && !transfer) //emags can bypass the execution locks but not the download ones.
if(computer.emagged && !transfer) //emags can bypass the execution locks but not the download ones.
return 1
if(IsAdminGhost(user))
@@ -91,9 +90,8 @@
var/mob/living/carbon/human/h = user
var/obj/item/weapon/card/id/I = h.get_idcard()
var/obj/item/weapon/card/id/C = h.get_active_hand()
if (istype(C, /obj/item/device/pda))
var/obj/item/device/pda/pda = C
C = pda.id
if(C)
C = C.GetID()
if(!(C && istype(C)))
C = null
@@ -130,7 +128,7 @@
return 0
// Use this proc to kill the program. Designed to be implemented by each program if it requires on-quit logic, such as the NTNRC client.
/datum/computer_file/program/proc/kill_program(forced = 0)
/datum/computer_file/program/proc/kill_program(forced = FALSE)
program_state = PROGRAM_STATE_KILLED
if(network_destination)
generate_network_log("Connection to [network_destination] closed.")
@@ -7,11 +7,11 @@
// Called when the computer fails due to power loss. Override when program wants to specifically react to power loss.
/datum/computer_file/program/proc/event_powerfailure(background)
kill_program(1)
kill_program(forced = TRUE)
// Called when the network connectivity fails. Computer does necessary checks and only calls this when requires_ntnet_feature and similar variables are not met.
/datum/computer_file/program/proc/event_networkfailure(background)
kill_program(1)
kill_program(forced = TRUE)
if(background)
computer.visible_message("<span class='danger'>\The [computer]'s screen displays an \"Process [filename].[filetype] (PID [rand(100,999)]) terminated - Network Error\" error</span>")
else
@@ -101,6 +101,6 @@
. = ..(user)
alarmdisplay += src
/datum/computer_file/program/alarm_monitor/kill_program(forced = 0)
/datum/computer_file/program/alarm_monitor/kill_program(forced = FALSE)
alarmdisplay -= src
..(forced)
..()
@@ -28,13 +28,13 @@
target = null
error = "Connection to destination relay lost."
/datum/computer_file/program/ntnet_dos/kill_program(var/forced)
/datum/computer_file/program/ntnet_dos/kill_program(forced = FALSE)
if(target)
target.dos_sources.Remove(src)
target = null
executed = 0
..(forced)
..()
/datum/computer_file/program/ntnet_dos/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state)
@@ -26,13 +26,13 @@
computer.visible_message("<span class='notice'>\The [computer]'s battery explodes in rain of sparks.</span>")
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread
spark_system.start()
if(istype(computer, /obj/item/modular_computer/processor))
var/obj/item/modular_computer/processor/P = computer
if(P.machinery_computer.tesla_link && prob(50))
qdel(P.machinery_computer.tesla_link)
computer.visible_message("<span class='notice'>\The [computer]'s tesla link explodes in rain of sparks.</span>")
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread
spark_system.start()
if(computer.recharger && prob(50))
qdel(computer.recharger)
computer.visible_message("<span class='notice'>\The [computer]'s recharger explodes in rain of sparks.</span>")
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread
spark_system.start()
/datum/computer_file/program/revelation/ui_act(action, params)
if(..())
@@ -129,7 +129,7 @@
else
show_assignments = 1
if("PRG_print")
if(computer && computer.nano_printer) //This option should never be called if there is no printer
if(computer && computer.printer) //This option should never be called if there is no printer
if(mod_mode)
if(authorized())
var/contents = {"<h4>Access Report</h4>
@@ -145,7 +145,7 @@
if(A in known_access_rights)
contents += " [get_access_desc(A)]"
if(!computer.nano_printer.print_text(contents,"access report"))
if(!computer.printer.print_text(contents,"access report"))
usr << "<span class='notice'>Hardware error: Printer was unable to print the file. It may be out of paper.</span>"
return
else
@@ -155,7 +155,7 @@
<br>
[data_core ? data_core.get_manifest(0) : ""]
"}
if(!computer.nano_printer.print_text(contents,text("crew manifest ([])", worldtime2text())))
if(!computer.printer.print_text(contents,text("crew manifest ([])", worldtime2text())))
usr << "<span class='notice'>Hardware error: Printer was unable to print the file. It may be out of paper.</span>"
return
else
@@ -337,7 +337,7 @@
data["assignments"] = show_assignments
if(computer)
data["have_id_slot"] = !!computer.card_slot
data["have_printer"] = !!computer.nano_printer
data["have_printer"] = !!computer.printer
if(!computer.card_slot && mod_mode == 1)
mod_mode = 0 //We can't modify IDs when there is no card reader
else
@@ -12,7 +12,7 @@
size = 4
available_on_ntnet = 0
requires_ntnet = 0
var/obj/item/modular_computer/movable = null
var/obj/item/device/modular_computer/movable = null
/datum/computer_file/program/computerconfig/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state)
@@ -28,7 +28,6 @@
ui.set_autoupdate(state = 1)
/datum/computer_file/program/computerconfig/ui_data(mob/user)
movable = computer
if(!istype(movable))
movable = null
@@ -37,26 +36,21 @@
if(!movable)
return 0
var/list/data = list()
data = get_header_data()
var/list/hardware = movable.get_all_components()
var/list/data = get_header_data()
data["disk_size"] = movable.hard_drive.max_capacity
data["disk_used"] = movable.hard_drive.used_capacity
data["power_usage"] = movable.last_power_usage
data["battery_exists"] = movable.battery_module ? 1 : 0
if(movable.battery_module)
if(movable.battery_module && movable.battery_module.battery)
data["battery_rating"] = movable.battery_module.battery.maxcharge
data["battery_percent"] = round(movable.battery_module.battery.percent())
if(movable.battery_module)
if(movable.battery_module && movable.battery_module.battery)
data["battery"] = list("max" = movable.battery_module.battery.maxcharge, "charge" = round(movable.battery_module.battery.charge))
var/list/all_entries[0]
for(var/I in hardware)
for(var/I in movable.all_components)
var/obj/item/weapon/computer_hardware/H = I
all_entries.Add(list(list(
"name" = H.name,
@@ -14,6 +14,9 @@
if(..())
return 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
var/obj/item/weapon/computer_hardware/hard_drive/RHDD = computer.portable_drive
switch(action)
if("PRG_openfile")
. = 1
@@ -23,7 +26,6 @@
var/newname = sanitize(input(usr, "Enter file name or leave blank to cancel:", "File rename"))
if(!newname)
return 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
if(!HDD)
return 1
var/datum/computer_file/data/F = new/datum/computer_file/data()
@@ -32,7 +34,6 @@
HDD.store_file(F)
if("PRG_deletefile")
. = 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
if(!HDD)
return 1
var/datum/computer_file/file = HDD.find_file_by_name(params["name"])
@@ -41,7 +42,6 @@
HDD.remove_file(file)
if("PRG_usbdeletefile")
. = 1
var/obj/item/weapon/computer_hardware/hard_drive/RHDD = computer.portable_drive
if(!RHDD)
return 1
var/datum/computer_file/file = RHDD.find_file_by_name(params["name"])
@@ -54,7 +54,6 @@
error = null
if("PRG_clone")
. = 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
if(!HDD)
return 1
var/datum/computer_file/F = HDD.find_file_by_name(params["name"])
@@ -64,7 +63,6 @@
HDD.store_file(C)
if("PRG_rename")
. = 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
if(!HDD)
return 1
var/datum/computer_file/file = HDD.find_file_by_name(params["name"])
@@ -77,7 +75,6 @@
. = 1
if(!open_file)
return 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
if(!HDD)
return 1
var/datum/computer_file/data/F = HDD.find_file_by_name(open_file)
@@ -104,36 +101,31 @@
. = 1
if(!open_file)
return 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
if(!HDD)
return 1
var/datum/computer_file/data/F = HDD.find_file_by_name(open_file)
if(!F || !istype(F))
return 1
if(!computer.nano_printer)
if(!computer.printer)
error = "Missing Hardware: Your computer does not have required hardware to complete this operation."
return 1
if(!computer.nano_printer.print_text(parse_tags(F.stored_data)))
if(!computer.printer.print_text(parse_tags(F.stored_data)))
error = "Hardware error: Printer was unable to print the file. It may be out of paper."
return 1
if("PRG_copytousb")
. = 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
var/obj/item/weapon/computer_hardware/hard_drive/portable/RHDD = computer.portable_drive
if(!HDD || !RHDD)
return 1
var/datum/computer_file/F = HDD.find_file_by_name(params)
var/datum/computer_file/F = HDD.find_file_by_name(params["name"])
if(!F || !istype(F))
return 1
var/datum/computer_file/C = F.clone(0)
RHDD.store_file(C)
if("PRG_copyfromusb")
. = 1
var/obj/item/weapon/computer_hardware/hard_drive/HDD = computer.hard_drive
var/obj/item/weapon/computer_hardware/hard_drive/portable/RHDD = computer.portable_drive
if(!HDD || !RHDD)
return 1
var/datum/computer_file/F = RHDD.find_file_by_name(params)
var/datum/computer_file/F = RHDD.find_file_by_name(params["name"])
if(!F || !istype(F))
return 1
var/datum/computer_file/C = F.clone(0)
@@ -15,7 +15,7 @@
var/download_completion = 0 //GQ of downloaded data.
var/download_netspeed = 0
var/downloaderror = ""
var/obj/item/modular_computer/my_computer = null
var/obj/item/device/modular_computer/my_computer = null
/datum/computer_file/program/ntnetdownload/proc/begin_file_download(filename)
if(downloaded_file)
@@ -27,10 +27,10 @@
return 0
// Attempting to download antag only program, but without having emagged computer. No.
if(PRG.available_on_syndinet && !computer_emagged)
if(PRG.available_on_syndinet && !computer.emagged)
return 0
if(!computer || !computer.hard_drive || !computer.hard_drive.try_store_file(PRG))
if(!computer || !computer.hard_drive || !computer.hard_drive.can_store_file(PRG))
return 0
ui_header = "downloader_running.gif"
@@ -50,7 +50,7 @@
/datum/computer_file/program/ntnetdownload/proc/abort_file_download()
if(!downloaded_file)
return
generate_network_log("Aborted download of file [hacked_download ? "**ENCRYPTED**" : downloaded_file.filename].[downloaded_file.filetype].")
generate_network_log("Aborted download of file [hacked_download ? "**ENCRYPTED**" : "[downloaded_file.filename].[downloaded_file.filetype]"].")
downloaded_file = null
download_completion = 0
ui_header = "downloader_finished.gif"
@@ -58,7 +58,7 @@
/datum/computer_file/program/ntnetdownload/proc/complete_file_download()
if(!downloaded_file)
return
generate_network_log("Completed download of file [hacked_download ? "**ENCRYPTED**" : downloaded_file.filename].[downloaded_file.filetype].")
generate_network_log("Completed download of file [hacked_download ? "**ENCRYPTED**" : "[downloaded_file.filename].[downloaded_file.filetype]"].")
if(!computer || !computer.hard_drive || !computer.hard_drive.store_file(downloaded_file))
// The download failed
downloaderror = "I/O ERROR - Unable to save file. Check whether you have enough free space on your hard drive and whether your hard drive is properly connected. If the issue persists contact your system administrator for assistance."
@@ -101,7 +101,6 @@
return 0
/datum/computer_file/program/ntnetdownload/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if (!ui)
@@ -113,7 +112,6 @@
ui.set_autoupdate(state = 1)
/datum/computer_file/program/ntnetdownload/ui_data(mob/user)
my_computer = computer
if(!istype(my_computer))
@@ -146,7 +144,7 @@
"size" = P.size
)))
data["hackedavailable"] = 0
if(computer_emagged) // If we are running on emagged computer we have access to some "bonus" software
if(computer.emagged) // If we are running on emagged computer we have access to some "bonus" software
var/list/hacked_programs[0]
for(var/S in ntnet_global.available_antag_software)
var/datum/computer_file/program/P = S
@@ -161,4 +159,4 @@
data["downloadable_programs"] = all_entries
return data
return data
@@ -173,11 +173,11 @@
else
ui_header = "ntnrc_idle.gif"
/datum/computer_file/program/chatclient/kill_program(forced = 0)
/datum/computer_file/program/chatclient/kill_program(forced = FALSE)
if(channel)
channel.remove_client(src)
channel = null
..(forced)
..()
/datum/computer_file/program/chatclient/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state)
@@ -44,7 +44,7 @@ var/global/nttransfer_uid = 0
if(!remote)
crash_download("Connection to remote server lost")
/datum/computer_file/program/nttransfer/kill_program(forced = 0)
/datum/computer_file/program/nttransfer/kill_program(forced = FALSE)
if(downloaded_file) // Client mode, clean up variables for next use
finalize_download()
@@ -170,7 +170,7 @@ var/global/nttransfer_uid = 0
data["uploading"] = 1
data["upload_uid"] = unique_token
data["upload_clients"] = connected_clients.len
data["upload_haspassword"] = server_password ? 1 : 0
data["haspassword"] = server_password ? 1 : 0
data["upload_filename"] = "[provided_file.filename].[provided_file.filetype]"
else if (upload_menu)
var/list/all_files[0]
@@ -0,0 +1,40 @@
// CPU that allows the computer to run programs.
// Better CPUs are obtainable via research and can run more programs on background.
/obj/item/weapon/computer_hardware/processor_unit
name = "processor board"
desc = "A standard CPU board used in most computers. It can run up to three programs simultaneously."
icon_state = "cpuboard"
w_class = 2
power_usage = 50
critical = 1
malfunction_probability = 1
origin_tech = "programming=3;engineering=2"
var/max_idle_programs = 2 // 2 idle, + 1 active = 3 as said in description.
/obj/item/weapon/computer_hardware/processor_unit/small
name = "microprocessor"
desc = "A miniaturised CPU used in portable devices. It can run up to two programs simultaneously."
icon_state = "cpu"
w_class = 1
power_usage = 25
max_idle_programs = 1
origin_tech = "programming=2;engineering=2"
/obj/item/weapon/computer_hardware/processor_unit/photonic
name = "photonic processor board"
desc = "An advanced experimental CPU board that uses photonic core instead of regular circuitry. It can run up to five programs simultaneously, but uses a lot of power."
icon_state = "cpuboard_super"
w_class = 2
power_usage = 250
max_idle_programs = 4
origin_tech = "programming=5;engineering=4"
/obj/item/weapon/computer_hardware/processor_unit/photonic/small
name = "photonic microprocessor"
desc = "An advanced miniaturised CPU for use in portable devices. It uses photonic core instead of regular circuitry. It can run up to three programs simultaneously."
icon_state = "cpu_super"
w_class = 1
power_usage = 75
max_idle_programs = 2
origin_tech = "programming=4;engineering=3"
@@ -0,0 +1,108 @@
/obj/item/weapon/computer_hardware
name = "hardware"
desc = "Unknown Hardware."
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
w_class = 1 // w_class limits which devices can contain this component.
// 1: PDAs/Tablets, 2: Laptops, 3-4: Consoles only
var/obj/item/device/modular_computer/holder = null
// Computer that holds this hardware, if any.
var/power_usage = 0 // If the hardware uses extra power, change this.
var/enabled = 1 // If the hardware is turned off set this to 0.
var/critical = 0 // Prevent disabling for important component, like the CPU.
var/can_install = 1 // Prevents direct installation of removable media.
var/damage = 0 // Current damage level
var/max_damage = 100 // Maximal damage level.
var/damage_malfunction = 20 // "Malfunction" threshold. When damage exceeds this value the hardware piece will semi-randomly fail and do !!FUN!! things
var/damage_failure = 50 // "Failure" threshold. When damage exceeds this value the hardware piece will not work at all.
var/malfunction_probability = 10// Chance of malfunction when the component is damaged
/obj/item/weapon/computer_hardware/New(var/obj/L)
..()
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
/obj/item/weapon/computer_hardware/Destroy()
if(holder)
holder.uninstall_component(src)
return ..()
/obj/item/weapon/computer_hardware/attackby(obj/item/I, mob/living/user)
// Multitool. Runs diagnostics
if(istype(I, /obj/item/device/multitool))
user << "***** DIAGNOSTICS REPORT *****"
diagnostics(user)
user << "******************************"
return 1
// Cable coil. Works as repair method, but will probably require multiple applications and more cable.
if(istype(I, /obj/item/stack/cable_coil))
var/obj/item/stack/S = I
if(!damage)
user << "<span class='warning'>\The [src] doesn't seem to require repairs.</span>"
return 1
if(S.use(1))
user << "<span class='notice'>You patch up \the [src] with a bit of \the [I].</span>"
take_damage(-10)
return 1
if(try_insert(I, user))
return 1
return ..()
// Called on multitool click, prints diagnostic information to the user.
/obj/item/weapon/computer_hardware/proc/diagnostics(var/mob/user)
user << "Hardware Integrity Test... (Corruption: [damage]/[max_damage]) [damage > damage_failure ? "FAIL" : damage > damage_malfunction ? "WARN" : "PASS"]"
// Handles damage checks
/obj/item/weapon/computer_hardware/proc/check_functionality()
if(!enabled) // Disabled.
return FALSE
if(damage > damage_failure) // Too damaged to work at all.
return FALSE
if(damage > damage_malfunction) // Still working. Well, sometimes...
if(prob(malfunction_probability))
return FALSE
return TRUE // Good to go.
/obj/item/weapon/computer_hardware/examine(var/mob/user)
. = ..()
if(damage > damage_failure)
user << "<span class='danger'>It seems to be severely damaged!</span>"
else if(damage > damage_malfunction)
user << "<span class='warning'>It seems to be damaged!</span>"
else if(damage)
user << "<span class='notice'>It seems to be slightly damaged.</span>"
// Damages the component. Contains necessary checks. Negative damage "heals" the component.
/obj/item/weapon/computer_hardware/proc/take_damage(var/amount)
damage += round(amount) // We want nice rounded numbers here.
damage = max(0, min(damage, max_damage)) // Clamp the value.
// Component-side compatibility check.
/obj/item/weapon/computer_hardware/proc/can_install(obj/item/device/modular_computer/M, mob/living/user = null)
return can_install
// Called when component is installed into PC.
/obj/item/weapon/computer_hardware/proc/on_install(obj/item/device/modular_computer/M, mob/living/user = null)
return
// Called when component is removed from PC.
/obj/item/weapon/computer_hardware/proc/on_remove(obj/item/device/modular_computer/M, mob/living/user = null)
try_eject()
// Called when someone tries to insert something in it - paper in printer, card in card reader, etc.
/obj/item/weapon/computer_hardware/proc/try_insert(obj/item/I, mob/living/user = null)
return FALSE
// Called when someone tries to eject something from it - card from card reader, etc.
/obj/item/weapon/computer_hardware/proc/try_eject(slot=0, mob/living/user = null)
return FALSE
@@ -1,81 +1,98 @@
// This device is wrapper for actual power cell. I have decided to not use power cells directly as even low-end cells available on station
// have tremendeous capacity in comparsion. Higher tier cells would provide your device with nearly infinite battery life, which is something i want to avoid.
/obj/item/weapon/computer_hardware/battery_module
name = "standard battery"
desc = "A standard power cell, commonly seen in high-end portable microcomputers or low-end laptops. It's rating is 750."
icon_state = "battery_normal"
/obj/item/weapon/computer_hardware/battery
name = "power cell controller"
desc = "A charge controller for standard power cells, used in all kinds of modular computers."
icon_state = "cell_con"
critical = 1
malfunction_probability = 1
origin_tech = list("powerstorage" = 1, "engineering" = 1)
var/battery_rating = 750
origin_tech = "powerstorage=1;engineering=1"
var/obj/item/weapon/stock_parts/cell/battery = null
/obj/item/weapon/computer_hardware/battery_module/advanced
name = "advanced battery"
desc = "An advanced power cell, often used in most laptops. It is too large to be fitted into smaller devices. It's rating is 1100."
icon_state = "battery_advanced"
origin_tech = list("powerstorage" = 2, "engineering" = 2)
hardware_size = 2
battery_rating = 1100
/obj/item/weapon/computer_hardware/battery_module/super
name = "super battery"
desc = "A very advanced power cell, often used in high-end devices, or as uninterruptable power supply for important consoles or servers. It's rating is 1500."
icon_state = "battery_super"
origin_tech = list("powerstorage" = 3, "engineering" = 3)
hardware_size = 2
battery_rating = 1500
/obj/item/weapon/computer_hardware/battery_module/ultra
name = "ultra battery"
desc = "A very advanced large power cell. It's often used as uninterruptable power supply for critical consoles or servers. It's rating is 2000."
icon_state = "battery_ultra"
origin_tech = list("powerstorage" = 5, "engineering" = 4)
hardware_size = 3
battery_rating = 2000
/obj/item/weapon/computer_hardware/battery_module/micro
name = "micro battery"
desc = "A small power cell, commonly seen in most portable microcomputers. It's rating is 500."
icon_state = "battery_micro"
origin_tech = list("powerstorage" = 2, "engineering" = 2)
battery_rating = 500
/obj/item/weapon/computer_hardware/battery_module/nano
name = "nano battery"
desc = "A tiny power cell, commonly seen in low-end portable microcomputers. It's rating is 300."
icon_state = "battery_nano"
origin_tech = list("powerstorage" = 1, "engineering" = 1)
battery_rating = 300
// This is not intended to be obtainable in-game. Intended for adminbus and debugging purposes.
/obj/item/weapon/computer_hardware/battery_module/lambda
name = "lambda coil"
desc = "A very complex device that creates it's own bluespace dimension. This dimension may be used to store massive amounts of energy."
icon_state = "battery_lambda"
hardware_size = 1
battery_rating = 1000000
/obj/item/weapon/computer_hardware/battery_module/diagnostics(var/mob/user)
..()
user << "Internal battery charge: [battery.charge]/[battery.maxcharge] CU"
/obj/item/weapon/computer_hardware/battery_module/New()
battery = new/obj/item/weapon/stock_parts/cell(src)
battery.maxcharge = battery_rating
battery.charge = battery.maxcharge/2
/obj/item/weapon/computer_hardware/battery/New(loc, battery_type = null)
if(battery_type)
battery = new battery_type(src)
..()
/obj/item/weapon/computer_hardware/battery_module/proc/charge_to_full()
/obj/item/weapon/computer_hardware/battery/try_insert(obj/item/I, mob/living/user = null)
if(!holder)
return FALSE
if(!istype(I, /obj/item/weapon/stock_parts/cell))
return FALSE
if(battery)
battery.charge = battery.maxcharge
user << "<span class='warning'>You try to connect \the [I] to \the [src], but it's connectors are occupied.</span>"
return FALSE
/obj/item/weapon/computer_hardware/battery_module/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(!user.drop_item(src))
return
if(M.battery_module)
user << "This computer's battery slot is already occupied by \the [M.battery_module]."
return
found = 1
M.battery_module = src
..(user, M, found)
if(I.w_class > holder.max_hardware_size)
user << "<span class='warning'>This power cell is too large for \the [holder]!</span>"
return FALSE
if(user && !user.unEquip(I))
return FALSE
battery = I
I.forceMove(src)
user << "<span class='notice'>You connect \the [I] to \the [src].</span>"
return TRUE
/obj/item/weapon/computer_hardware/battery/try_eject(slot=0, mob/living/user = null)
if(!battery)
user << "<span class='warning'>There is no power cell connected to \the [src].</span>"
return FALSE
else
battery.forceMove(get_turf(src))
user << "<span class='notice'>You detach \the [battery] from \the [src].</span>"
battery = null
if(holder)
if(holder.enabled && !holder.use_power())
holder.shutdown_computer()
return TRUE
return FALSE
/obj/item/weapon/stock_parts/cell/computer
name = "standard battery"
desc = "A standard power cell, commonly seen in high-end portable microcomputers or low-end laptops."
icon = 'icons/obj/module.dmi'
icon_state = "cell_mini"
origin_tech = "powerstorage=2;engineering=1"
w_class = 1
maxcharge = 750
/obj/item/weapon/stock_parts/cell/computer/advanced
name = "advanced battery"
desc = "An advanced power cell, often used in most laptops. It is too large to be fitted into smaller devices."
icon_state = "cell"
origin_tech = "powerstorage=2;engineering=2"
w_class = 2
maxcharge = 1500
/obj/item/weapon/stock_parts/cell/computer/super
name = "super battery"
desc = "An advanced power cell, often used in high-end laptops."
icon_state = "cell"
origin_tech = "powerstorage=3;engineering=3"
w_class = 2
maxcharge = 2000
/obj/item/weapon/stock_parts/cell/computer/micro
name = "micro battery"
desc = "A small power cell, commonly seen in most portable microcomputers."
icon_state = "cell_micro"
maxcharge = 500
/obj/item/weapon/stock_parts/cell/computer/nano
name = "nano battery"
desc = "A tiny power cell, commonly seen in low-end portable microcomputers."
icon_state = "cell_micro"
maxcharge = 300
@@ -1,31 +1,84 @@
/obj/item/weapon/computer_hardware/card_slot
name = "RFID card slot"
desc = "Slot that allows this computer to write data on RFID cards. Necessary for some programs to run properly."
name = "\improper ID authentication module"
desc = "A module allowing this computer to read or write data on ID cards. Necessary for some programs to run properly."
power_usage = 10 //W
critical = 0
icon_state = "cardreader"
hardware_size = 1
origin_tech = list("programming" = 2)
icon_state = "card_mini"
w_class = 1
origin_tech = "programming=2"
var/obj/item/weapon/card/id/stored_card = null
var/obj/item/weapon/card/id/stored_card2 = null
/obj/item/weapon/computer_hardware/card_slot/Destroy()
if(holder2 && (holder2.card_slot == src))
holder2.card_slot = null
if(stored_card)
stored_card.forceMove(get_turf(holder2))
if(stored_card2)
stored_card2.forceMove(get_turf(holder2))
holder2 = null
..()
try_eject()
return ..()
/obj/item/weapon/computer_hardware/card_slot/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(!user.drop_item(src))
return
if(M.card_slot)
user << "This computer's card slot is already occupied by \the [M.card_slot]."
return
found = 1
M.card_slot = src
..(user, M, found)
/obj/item/weapon/computer_hardware/card_slot/GetAccess()
if(stored_card && stored_card2) // Best of both worlds
return (stored_card.GetAccess() | stored_card2.GetAccess())
else if(stored_card)
return stored_card.GetAccess()
else if(stored_card2)
return stored_card2.GetAccess()
return ..()
/obj/item/weapon/computer_hardware/card_slot/GetID()
if(stored_card)
return stored_card
else if(stored_card2)
return stored_card2
return ..()
/obj/item/weapon/computer_hardware/card_slot/try_insert(obj/item/I, mob/living/user = null)
if(!holder)
return FALSE
if(!istype(I, /obj/item/weapon/card/id))
return FALSE
if(stored_card && stored_card2)
user << "<span class='warning'>You try to insert \the [I] into \the [src], but it's slots are occupied.</span>"
return FALSE
if(user && !user.unEquip(I))
return FALSE
if(!stored_card)
stored_card = I
else
stored_card2 = I
I.forceMove(src)
user << "<span class='notice'>You insert \the [I] into \the [src].</span>"
return TRUE
/obj/item/weapon/computer_hardware/card_slot/try_eject(slot=0, mob/living/user = null)
if(!stored_card && !stored_card2)
user << "<span class='warning'>There are no cards in \the [src].</span>"
return FALSE
var/ejected = 0
if(stored_card && (!slot || slot == 1))
stored_card.forceMove(get_turf(src))
stored_card.verb_pickup()
stored_card = null
ejected++
if(stored_card2 && (!slot || slot == 2))
stored_card2.forceMove(get_turf(src))
stored_card2.verb_pickup()
stored_card2 = null
ejected++
if(ejected)
if(holder)
if(holder.active_program)
holder.active_program.event_idremoved(0, slot)
for(var/I in holder.idle_threads)
var/datum/computer_file/program/P = I
P.event_idremoved(1, slot)
user << "<span class='notice'>You remove the card[ejected>1 ? "s" : ""] from \the [src].</span>"
return TRUE
return FALSE
@@ -1,59 +1,23 @@
/obj/item/weapon/computer_hardware/hard_drive/
name = "basic hard drive"
desc = "A small power efficient solid state drive, with 128GQ of storage capacity for use in basic computers where power efficiency is desired."
power_usage = 25 // SSD or something with low power usage
icon_state = "hdd_normal"
hardware_size = 1
origin_tech = list("programming" = 1, "engineering" = 1)
/obj/item/weapon/computer_hardware/hard_drive
name = "hard disk drive"
desc = "A small HDD, for use in basic computers where power efficiency is desired."
power_usage = 25
icon_state = "harddisk_mini"
critical = 1
w_class = 1
origin_tech = "programming=1;engineering=1"
var/max_capacity = 128
var/used_capacity = 0
var/list/stored_files = list() // List of stored files on this drive. DO NOT MODIFY DIRECTLY!
/obj/item/weapon/computer_hardware/hard_drive/advanced
name = "advanced hard drive"
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."
max_capacity = 256
origin_tech = list("programming" = 2, "engineering" = 2)
power_usage = 50 // Hybrid, medium capacity and medium power storage
icon_state = "hdd_advanced"
hardware_size = 2
/obj/item/weapon/computer_hardware/hard_drive/proc/install_default_programs()
store_file(new/datum/computer_file/program/computerconfig(src)) // Computer configuration utility, allows hardware control and displays more info than status bar
store_file(new/datum/computer_file/program/ntnetdownload(src)) // NTNet Downloader Utility, allows users to download more software from NTNet repository
store_file(new/datum/computer_file/program/filemanager(src)) // File manager, allows text editor functions and basic file manipulation.
/obj/item/weapon/computer_hardware/hard_drive/super
name = "super hard drive"
desc = "A small hard drive with 512GQ of storage capacity for use in cluster storage solutions where capacity is more important than power efficiency."
max_capacity = 512
origin_tech = list("programming" = 3, "engineering" = 3)
power_usage = 100 // High-capacity but uses lots of power, shortening battery life. Best used with APC link.
icon_state = "hdd_super"
hardware_size = 2
/obj/item/weapon/computer_hardware/hard_drive/cluster
name = "cluster hard drive"
desc = "A large storage cluster consisting of multiple hard drives for usage in high capacity storage systems. Has capacity of 2048 GQ."
power_usage = 500
origin_tech = list("programming" = 4, "engineering" = 4)
max_capacity = 2048
icon_state = "hdd_cluster"
hardware_size = 3
// For tablets, etc. - highly power efficient.
/obj/item/weapon/computer_hardware/hard_drive/small
name = "small hard drive"
desc = "A small highly efficient solid state drive for portable devices."
power_usage = 10
origin_tech = list("programming" = 2, "engineering" = 2)
max_capacity = 64
icon_state = "hdd_small"
hardware_size = 1
/obj/item/weapon/computer_hardware/hard_drive/micro
name = "micro hard drive"
desc = "A small micro hard drive for portable devices."
power_usage = 2
origin_tech = list("programming" = 1, "engineering" = 1)
max_capacity = 32
icon_state = "hdd_micro"
hardware_size = 1
/obj/item/weapon/computer_hardware/hard_drive/examine(user)
..()
user << "<span class='notice'>It has [max_capacity] GQ of storage capacity.</span>"
/obj/item/weapon/computer_hardware/hard_drive/diagnostics(var/mob/user)
..()
@@ -66,7 +30,7 @@
if(!F || !istype(F))
return 0
if(!can_store_file(F.size))
if(!can_store_file(F))
return 0
if(!check_functionality())
@@ -84,13 +48,6 @@
recalculate_size()
return 1
// Use this proc to add file to the drive. Returns 1 on success and 0 on failure. Contains necessary sanity checks.
/obj/item/weapon/computer_hardware/hard_drive/proc/install_default_programs()
store_file(new/datum/computer_file/program/computerconfig(src)) // Computer configuration utility, allows hardware control and displays more info than status bar
store_file(new/datum/computer_file/program/ntnetdownload(src)) // NTNet Downloader Utility, allows users to download more software from NTNet repository
store_file(new/datum/computer_file/program/filemanager(src)) // File manager, allows text editor functions and basic file manipulation.
// Use this proc to remove file from the drive. Returns 1 on success and 0 on failure. Contains necessary sanity checks.
/obj/item/weapon/computer_hardware/hard_drive/proc/remove_file(var/datum/computer_file/F)
if(!F || !istype(F))
@@ -117,27 +74,27 @@
used_capacity = total_size
// Checks whether file can be stored on the hard drive.
/obj/item/weapon/computer_hardware/hard_drive/proc/can_store_file(var/size = 1)
// In the unlikely event someone manages to create that many files.
// BYOND is acting weird with numbers above 999 in loops (infinite loop prevention)
if(stored_files.len >= 999)
return 0
if(used_capacity + size > max_capacity)
return 0
else
return 1
// 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.
/obj/item/weapon/computer_hardware/hard_drive/proc/try_store_file(var/datum/computer_file/F)
// Checks whether file can be stored on the hard drive. We can only store unique files, so this checks whether we wouldn't get a duplicity by adding a file.
/obj/item/weapon/computer_hardware/hard_drive/proc/can_store_file(var/datum/computer_file/F)
if(!F || !istype(F))
return 0
if(F in stored_files)
return 0
var/name = F.filename + "." + F.filetype
for(var/datum/computer_file/file in stored_files)
if((file.filename + "." + file.filetype) == name)
return 0
return can_store_file(F.size)
// In the unlikely event someone manages to create that many files.
// BYOND is acting weird with numbers above 999 in loops (infinite loop prevention)
if(stored_files.len >= 999)
return 0
if((used_capacity + F.size) > max_capacity)
return 0
else
return 1
// Tries to find the file by filename. Returns null on failure
@@ -157,21 +114,56 @@
return null
/obj/item/weapon/computer_hardware/hard_drive/Destroy()
if(holder2 && (holder2.hard_drive == src))
holder2.hard_drive = null
stored_files = null
..()
return ..()
/obj/item/weapon/computer_hardware/hard_drive/New()
install_default_programs()
..()
/obj/item/weapon/computer_hardware/hard_drive/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(!user.drop_item(src))
return
if(M.hard_drive)
user << "This computer's hard drive slot is already occupied by \the [M.hard_drive]."
return
found = 1
M.hard_drive = src
..(user, M, found)
/obj/item/weapon/computer_hardware/hard_drive/advanced
name = "advanced hard disk drive"
desc = "A hybrid HDD, for use in higher grade computers where balance between power efficiency and capacity is desired."
max_capacity = 256
origin_tech = "programming=2;engineering=2"
power_usage = 50 // Hybrid, medium capacity and medium power storage
icon_state = "harddisk_mini"
w_class = 2
/obj/item/weapon/computer_hardware/hard_drive/super
name = "super hard disk drive"
desc = "A high capacity HDD, for use in cluster storage solutions where capacity is more important than power efficiency."
max_capacity = 512
origin_tech = "programming=3;engineering=3"
power_usage = 100 // High-capacity but uses lots of power, shortening battery life. Best used with APC link.
icon_state = "harddisk_mini"
w_class = 2
/obj/item/weapon/computer_hardware/hard_drive/cluster
name = "cluster hard disk drive"
desc = "A large storage cluster consisting of multiple HDDs for usage in dedicated storage systems."
power_usage = 500
origin_tech = "programming=4;engineering=4"
max_capacity = 2048
icon_state = "harddisk"
w_class = 3
// For tablets, etc. - highly power efficient.
/obj/item/weapon/computer_hardware/hard_drive/small
name = "solid state drive"
desc = "An efficient SSD for portable devices."
power_usage = 10
origin_tech = "programming=2;engineering=2"
max_capacity = 64
icon_state = "ssd_mini"
w_class = 1
/obj/item/weapon/computer_hardware/hard_drive/micro
name = "micro solid state drive"
desc = "A highly efficient SSD chip for portable devices."
power_usage = 2
origin_tech = "programming=1;engineering=1"
max_capacity = 32
icon_state = "ssd_micro"
w_class = 1
@@ -1,99 +0,0 @@
/obj/item/weapon/computer_hardware/
name = "Hardware"
desc = "Unknown Hardware."
icon = 'icons/obj/modular_components.dmi'
var/obj/item/modular_computer/holder2 = null
var/power_usage = 0 // If the hardware uses extra power, change this.
var/enabled = 1 // If the hardware is turned off set this to 0.
var/critical = 1 // Prevent disabling for important component, like the HDD.
var/hardware_size = 1 // Limits which devices can contain this component. 1: Tablets/Laptops/Consoles, 2: Laptops/Consoles, 3: Consoles only
var/damage = 0 // Current damage level
var/max_damage = 100 // Maximal damage level.
var/damage_malfunction = 20 // "Malfunction" threshold. When damage exceeds this value the hardware piece will semi-randomly fail and do !!FUN!! things
var/damage_failure = 50 // "Failure" threshold. When damage exceeds this value the hardware piece will not work at all.
var/malfunction_probability = 10// Chance of malfunction when the component is damaged
/obj/item/weapon/computer_hardware/attackby(var/obj/item/W as obj, var/mob/living/user as mob)
// Multitool. Runs diagnostics
if(istype(W, /obj/item/device/multitool))
user << "***** DIAGNOSTICS REPORT *****"
diagnostics(user)
user << "******************************"
return 1
// Nanopaste. Repair all damage if present for a single unit.
var/obj/item/stack/S = W
/*
if(istype(S, /obj/item/stack/sheet/glass))
if(!damage)
user << "\The [src] doesn't seem to require repairs."
return 1
if(S.use(1))
user << "You apply a bit of \the [W] to \the [src]. It immediately repairs all damage."
damage = 0
return 1
*/
// Cable coil. Works as repair method, but will probably require multiple applications and more cable.
if(istype(S, /obj/item/stack/cable_coil))
if(!damage)
user << "\The [src] doesn't seem to require repairs."
return 1
if(S.use(1))
user << "You patch up \the [src] with a bit of \the [W]."
take_damage(-10)
return 1
return ..()
// Called on multitool click, prints diagnostic information to the user.
/obj/item/weapon/computer_hardware/proc/diagnostics(var/mob/user)
user << "Hardware Integrity Test... (Corruption: [damage]/[max_damage]) [damage > damage_failure ? "FAIL" : damage > damage_malfunction ? "WARN" : "PASS"]"
/obj/item/weapon/computer_hardware/New(var/obj/L)
w_class = hardware_size
if(istype(L, /obj/machinery/modular_computer))
var/obj/machinery/modular_computer/C = L
if(C.cpu)
holder2 = C.cpu
return
if(istype(L, /obj/item/modular_computer))
holder2 = L
return
/obj/item/weapon/computer_hardware/Destroy()
holder2 = null
return ..()
// Handles damage checks
/obj/item/weapon/computer_hardware/proc/check_functionality()
// Too damaged to work at all.
if(damage > damage_failure)
return 0
// Still working. Well, sometimes...
if(damage > damage_malfunction)
if(prob(malfunction_probability))
return 0
// Good to go.
return 1
/obj/item/weapon/computer_hardware/examine(var/mob/user)
. = ..()
if(damage > damage_failure)
user << "<span class='danger'>It seems to be severely damaged!</span>"
else if(damage > damage_malfunction)
user << "<span class='notice'>It seems to be damaged!</span>"
else if(damage)
user << "It seems to be slightly damaged."
// Damages the component. Contains necessary checks. Negative damage "heals" the component.
/obj/item/weapon/computer_hardware/proc/take_damage(var/amount)
damage += round(amount) // We want nice rounded numbers here.
damage = max(0, min(damage, max_damage)) // Clamp the value.
// Attempts to install the hardware into apropriate slot.
/obj/item/weapon/computer_hardware/proc/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(found)
user << "You install \the [src] into \the [M]"
holder2 = M
if(!user.drop_item(src))
return
forceMove(M)
@@ -1,62 +0,0 @@
/obj/item/weapon/computer_hardware/nano_printer
name = "nano printer"
desc = "Small integrated printer with paper recycling module."
power_usage = 50
origin_tech = list("programming" = 2, "engineering" = 2)
critical = 0
icon_state = "printer"
hardware_size = 1
var/stored_paper = 5
var/max_paper = 10
/obj/item/weapon/computer_hardware/nano_printer/diagnostics(var/mob/user)
..()
user << "Paper buffer level: [stored_paper]/[max_paper]"
/obj/item/weapon/computer_hardware/nano_printer/proc/print_text(var/text_to_print, var/paper_title = null)
if(!stored_paper)
return 0
if(!enabled)
return 0
if(!check_functionality())
return 0
var/obj/item/weapon/paper/P = new/obj/item/weapon/paper(get_turf(holder2))
// Damaged printer causes the resulting paper to be somewhat harder to read.
if(damage > damage_malfunction)
P.info = stars(text_to_print, 100-malfunction_probability)
else
P.info = text_to_print
if(paper_title)
P.name = paper_title
P.update_icon()
stored_paper--
P = null
return 1
/obj/item/weapon/computer_hardware/nano_printer/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/paper))
if(stored_paper >= max_paper)
user << "You try to add \the [W] into [src], but it's paper bin is full"
return
user << "You insert \the [W] into [src]."
qdel(W)
stored_paper++
/obj/item/weapon/computer_hardware/nano_printer/Destroy()
if(holder2 && (holder2.nano_printer == src))
holder2.nano_printer = null
holder2 = null
..()
/obj/item/weapon/computer_hardware/nano_printer/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(!user.drop_item(src))
return
if(M.nano_printer)
user << "This computer's nano printer slot is already occupied by \the [M.nano_printer]."
return
found = 1
M.nano_printer = src
..(user, M, found)
@@ -1,13 +1,11 @@
var/global/ntnet_card_uid = 1
/obj/item/weapon/computer_hardware/network_card/
name = "basic NTNet network card"
desc = "A basic network card for usage with standard NTNet frequencies."
/obj/item/weapon/computer_hardware/network_card
name = "network card"
desc = "A basic wireless network card for usage with standard NTNet frequencies."
power_usage = 50
origin_tech = list("programming" = 2, TECH_ENGINEERING = 1)
critical = 0
icon_state = "netcard_basic"
hardware_size = 1
origin_tech = "programming=2;engineering=1"
icon_state = "radio_mini"
var/identification_id = null // Identification ID. Technically MAC address of this device. Can't be changed by user.
var/identification_string = "" // Identification string, technically nickname seen in the network. Can be set by user.
var/long_range = 0
@@ -30,40 +28,13 @@ var/global/ntnet_card_uid = 1
identification_id = ntnet_card_uid
ntnet_card_uid++
/obj/item/weapon/computer_hardware/network_card/advanced
name = "advanced NTNet network card"
desc = "An advanced network card for usage with standard NTNet frequencies. It's transmitter is strong enough to connect even off-station."
long_range = 1
origin_tech = list("programming" = 4, "engineering" = 2)
power_usage = 100 // Better range but higher power usage.
icon_state = "netcard_advanced"
hardware_size = 1
/obj/item/weapon/computer_hardware/network_card/wired
name = "wired NTNet network card"
desc = "An advanced network card for usage with standard NTNet frequencies. This one also supports wired connection."
ethernet = 1
origin_tech = list("programming" = 5, "engineering" = 3)
power_usage = 100 // Better range but higher power usage.
icon_state = "netcard_ethernet"
hardware_size = 3
/obj/item/weapon/computer_hardware/network_card/Destroy()
if(holder2 && (holder2.network_card == src))
holder2.network_card = null
holder2 = null
..()
// Returns a string identifier of this network card
/obj/item/weapon/computer_hardware/network_card/proc/get_network_tag()
return "[identification_string] (NID [identification_id])"
// 0 - No signal, 1 - Low signal, 2 - High signal. 3 - Wired Connection
/obj/item/weapon/computer_hardware/network_card/proc/get_signal(var/specific_action = 0)
if(!holder2) // Hardware is not installed in anything. No signal. How did this even get called?
return 0
if(!enabled)
if(!holder) // Hardware is not installed in anything. No signal. How did this even get called?
return 0
if(!check_functionality())
@@ -75,9 +46,9 @@ var/global/ntnet_card_uid = 1
if(!ntnet_global || !ntnet_global.check_function(specific_action)) // NTNet is down and we are not connected via wired connection. No signal.
return 0
if(holder2)
if(holder)
var/turf/T = get_turf(holder2)
var/turf/T = get_turf(holder)
if((T && istype(T)) && (T.z == ZLEVEL_STATION || T.z == ZLEVEL_MINING))
// Computer is on station. Low/High signal depending on what type of network card you have
if(long_range)
@@ -90,17 +61,21 @@ var/global/ntnet_card_uid = 1
return 0 // Computer is not on station and does not have upgraded network card. No signal.
/obj/item/weapon/computer_hardware/network_card/Destroy()
if(holder2 && (holder2.network_card == src))
holder2.network_card = null
..()
/obj/item/weapon/computer_hardware/network_card/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(!user.drop_item(src))
return
if(M.network_card)
user << "This computer's network card slot is already occupied by \the [M.network_card]."
return
found = 1
M.network_card = src
..(user, M, found)
/obj/item/weapon/computer_hardware/network_card/advanced
name = "advanced network card"
desc = "An advanced network card for usage with standard NTNet frequencies. It's transmitter is strong enough to connect even off-station."
long_range = 1
origin_tech = "programming=4;engineering=2"
power_usage = 100 // Better range but higher power usage.
icon_state = "radio"
w_class = 1
/obj/item/weapon/computer_hardware/network_card/wired
name = "wired network card"
desc = "An advanced network card for usage with standard NTNet frequencies. This one also supports wired connection."
ethernet = 1
origin_tech = "programming=5;engineering=3"
power_usage = 100 // Better range but higher power usage.
icon_state = "net_wired"
w_class = 3
@@ -0,0 +1,27 @@
/obj/item/weapon/computer_hardware/hard_drive/portable
name = "data disk"
desc = "Removable disk used to store data."
power_usage = 10
icon_state = "datadisk6"
w_class = 1
critical = 0
max_capacity = 16
origin_tech = "programming=1"
/obj/item/weapon/computer_hardware/hard_drive/portable/install_default_programs()
return // Empty by default
/obj/item/weapon/computer_hardware/hard_drive/portable/advanced
name = "advanced data disk"
power_usage = 20
icon_state = "datadisk5"
max_capacity = 64
origin_tech = "programming=2"
/obj/item/weapon/computer_hardware/hard_drive/portable/super
name = "super data disk"
desc = "Removable disk used to store large amounts of data."
power_usage = 40
icon_state = "datadisk3"
max_capacity = 256
origin_tech = "programming=4"
@@ -1,43 +0,0 @@
// These are basically USB data sticks and may be used to transfer files between devices
/obj/item/weapon/computer_hardware/hard_drive/portable/
name = "basic data crystal"
desc = "Small crystal with imprinted photonic circuits that can be used to store data. It's capacity is 16 GQ."
power_usage = 10
icon_state = "flashdrive_basic"
hardware_size = 1
max_capacity = 16
origin_tech = list("programming" = 1)
/obj/item/weapon/computer_hardware/hard_drive/portable/advanced
name = "advanced data crystal"
desc = "Small crystal with imprinted high-density photonic circuits that can be used to store data. It's capacity is 64 GQ."
power_usage = 20
icon_state = "flashdrive_advanced"
hardware_size = 1
max_capacity = 64
origin_tech = list("programming" = 2)
/obj/item/weapon/computer_hardware/hard_drive/portable/super
name = "super data crystal"
desc = "Small crystal with imprinted ultra-density photonic circuits that can be used to store data. It's capacity is 256 GQ."
power_usage = 40
icon_state = "flashdrive_super"
hardware_size = 1
max_capacity = 256
origin_tech = list("programming" = 4)
/obj/item/weapon/computer_hardware/hard_drive/portable/New()
..()
stored_files = list()
recalculate_size()
/obj/item/weapon/computer_hardware/hard_drive/portable/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(!user.drop_item(src))
return
if(M.portable_drive)
user << "This computer's portable drive slot is already occupied by \the [M.portable_drive]."
return
found = 1
M.portable_drive = src
..(user, M, found)
@@ -0,0 +1,62 @@
/obj/item/weapon/computer_hardware/printer
name = "printer"
desc = "Computer-integrated printer with paper recycling module."
power_usage = 100
origin_tech = "programming=2;engineering=2"
icon_state = "printer"
w_class = 3
var/stored_paper = 20
var/max_paper = 30
/obj/item/weapon/computer_hardware/printer/diagnostics(mob/living/user)
..()
user << "Paper level: [stored_paper]/[max_paper]"
/obj/item/weapon/computer_hardware/printer/examine(mob/user)
..()
user << "<span class='notice'>Paper level: [stored_paper]/[max_paper]</span>"
/obj/item/weapon/computer_hardware/printer/proc/print_text(var/text_to_print, var/paper_title = "")
if(!stored_paper)
return FALSE
if(!check_functionality())
return FALSE
var/obj/item/weapon/paper/P = new/obj/item/weapon/paper(get_turf(holder))
// Damaged printer causes the resulting paper to be somewhat harder to read.
if(damage > damage_malfunction)
P.info = stars(text_to_print, 100-malfunction_probability)
else
P.info = text_to_print
if(paper_title)
P.name = paper_title
P.update_icon()
stored_paper--
P = null
return TRUE
/obj/item/weapon/computer_hardware/printer/try_insert(obj/item/I, mob/living/user = null)
if(istype(I, /obj/item/weapon/paper))
if(user && !user.unEquip(I))
return FALSE
if(stored_paper >= max_paper)
user << "<span class='warning'>You try to add \the [I] into [src], but it's paper bin is full!</span>"
return FALSE
user << "<span class='notice'>You insert \the [I] into [src]'s paper recycler.</span>"
qdel(I)
stored_paper++
return TRUE
return FALSE
/obj/item/weapon/computer_hardware/printer/mini
name = "miniprinter"
desc = "A small printer with paper recycling module."
power_usage = 50
icon_state = "printer_mini"
w_class = 1
stored_paper = 5
max_paper = 15
@@ -1,51 +0,0 @@
// CPU that allows the computer to run programs.
// Better CPUs are obtainable via research and can run more programs on background.
/obj/item/weapon/computer_hardware/processor_unit
name = "standard processor"
desc = "A standard CPU used in most computers. It can run up to three programs simultaneously."
icon_state = "cpu_normal"
hardware_size = 2
power_usage = 50
critical = 1
malfunction_probability = 1
origin_tech = list("programming" = 3, "engineering" = 2)
var/max_idle_programs = 2 // 2 idle, + 1 active = 3 as said in description.
/obj/item/weapon/computer_hardware/processor_unit/small
name = "standard microprocessor"
desc = "A standard miniaturised CPU used in portable devices. It can run up to two programs simultaneously."
icon_state = "cpu_small"
hardware_size = 1
power_usage = 25
max_idle_programs = 1
origin_tech = list("programming" = 2, "engineering" = 2)
/obj/item/weapon/computer_hardware/processor_unit/photonic
name = "photonic processor"
desc = "An advanced experimental CPU that uses photonic core instead of regular circuitry. It can run up to five programs simultaneously, but uses a lot of power."
icon_state = "cpu_normal_photonic"
hardware_size = 2
power_usage = 250
max_idle_programs = 4
origin_tech = list("programming" = 5, "engineering" = 4)
/obj/item/weapon/computer_hardware/processor_unit/photonic/small
name = "photonic microprocessor"
desc = "An advanced miniaturised CPU for use in portable devices. It uses photonic core instead of regular circuitry. It can run up to three programs simultaneously."
icon_state = "cpu_small_photonic"
hardware_size = 1
power_usage = 75
max_idle_programs = 2
origin_tech = list("programming" = 4, "engineering" = 3)
/obj/item/weapon/computer_hardware/processor_unit/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(!user.drop_item(src))
return
if(M.processor_unit)
user << "This computer's processor slot is already occupied by \the [M.processor_unit]."
return
found = 1
M.processor_unit = src
..(user, M, found)
@@ -0,0 +1,91 @@
/obj/item/weapon/computer_hardware/recharger
critical = 1
enabled = 1
var/charge_rate = 100
/obj/item/weapon/computer_hardware/recharger/proc/use_power(amount, charging=0)
if(charging)
return 1
return 0
/obj/item/weapon/computer_hardware/recharger/process()
..()
if(!holder || !holder.battery_module || !holder.battery_module.battery)
return
var/obj/item/weapon/stock_parts/cell/cell = holder.battery_module.battery
if(cell.charge >= cell.maxcharge)
return
if(use_power(charge_rate, charging=1))
holder.give_power(charge_rate * CELLRATE)
/obj/item/weapon/computer_hardware/recharger/APC
name = "area power connector"
desc = "A device that wirelessly recharges connected device from nearby APC."
icon_state = "charger_APC"
w_class = 2 // Can't be installed into tablets/PDAs
origin_tech = "programming=2;engineering=2;powerstorage=3"
/obj/item/weapon/computer_hardware/recharger/APC/use_power(amount, charging=0)
if(istype(holder.physical, /obj/machinery))
var/obj/machinery/M = holder.physical
if(M.powered())
M.use_power(amount)
return 1
else
var/area/A = get_area(src)
if(!A || !isarea(A) || !A.master)
return 0
if(A.master.powered(EQUIP))
A.master.use_power(amount, EQUIP)
return 1
return 0
/obj/item/weapon/computer_hardware/recharger/wired
name = "wired power connector"
desc = "A power connector that recharges connected device from nearby power wire. Incompatible with portable computers."
icon_state = "charger_wire"
w_class = 3
origin_tech = "engineering=2;powerstorage=1"
/obj/item/weapon/computer_hardware/recharger/wired/can_install(obj/item/device/modular_computer/M, mob/living/user = null)
if(istype(M.physical, /obj/machinery) && M.physical.anchored)
return ..()
user << "<span class='warning'>\The [src] is incompatible with portable computers!</span>"
return 0
/obj/item/weapon/computer_hardware/recharger/wired/use_power(amount, charging=0)
if(istype(holder.physical, /obj/machinery) && holder.physical.anchored)
var/obj/machinery/M = holder.physical
var/turf/T = M.loc
if(!T || !istype(T))
return 0
var/obj/structure/cable/C = T.get_cable_node()
if(!C || !C.powernet)
return 0
var/power_in_net = C.powernet.avail-C.powernet.load
if(power_in_net && power_in_net > amount)
C.powernet.load += amount
return 1
return 0
// This is not intended to be obtainable in-game. Intended for adminbus and debugging purposes.
/obj/item/weapon/computer_hardware/recharger/lambda
name = "lambda coil"
desc = "A very complex device that draws power from it's own bluespace dimension."
icon_state = "charger_lambda"
w_class = 1
charge_rate = 100000
/obj/item/weapon/computer_hardware/recharger/lambda/use_power(amount, charging=0)
return 1
@@ -1,33 +0,0 @@
/obj/item/weapon/computer_hardware/tesla_link
name = "tesla link"
desc = "An advanced tesla link that wirelessly recharges connected device from nearby area power controller."
critical = 0
enabled = 1
icon_state = "teslalink"
hardware_size = 2 // Can't be installed into tablets
origin_tech = list("programming" = 2, "powerstorage" = 3, "engineering" = 2)
var/obj/machinery/modular_computer/holder
/obj/item/weapon/computer_hardware/tesla_link/New(var/obj/L)
if(istype(L, /obj/machinery/modular_computer))
holder = L
return
..(L)
/obj/item/weapon/computer_hardware/tesla_link/Destroy()
if(holder && (holder.tesla_link == src))
holder.tesla_link = null
..()
/obj/item/weapon/computer_hardware/tesla_link/try_install_component(mob/living/user, obj/item/modular_computer/M, found = 0)
if(!user.drop_item(src))
return
if(istype(M, /obj/item/modular_computer/processor))
var/obj/item/modular_computer/processor/P = M
if(P.machinery_computer.tesla_link)
user << "This computer's tesla link slot is already occupied by \the [P.machinery_computer.tesla_link]."
return
holder = P.machinery_computer
P.machinery_computer.tesla_link = src
found = 1
..(user, M, found)
+40 -42
View File
@@ -10,8 +10,8 @@
density = 1
// The actual laptop/tablet
var/obj/machinery/modular_computer/laptop/fabricated_laptop = null
var/obj/item/modular_computer/tablet/fabricated_tablet = null
var/obj/item/device/modular_computer/laptop/fabricated_laptop = null
var/obj/item/device/modular_computer/tablet/fabricated_tablet = null
// Utility vars
var/state = 0 // 0: Select device type, 1: Select loadout, 2: Payment, 3: Thankyou screen
@@ -24,8 +24,8 @@
var/dev_battery = 1 // 1: Default, 2: Upgraded, 3: Advanced
var/dev_disk = 1 // 1: Default, 2: Upgraded, 3: Advanced
var/dev_netcard = 0 // 0: None, 1: Basic, 2: Long-Range
var/dev_tesla = 0 // 0: None, 1: Standard (LAPTOP ONLY)
var/dev_nanoprint = 0 // 0: None, 1: Standard
var/dev_apc_recharger = 0 // 0: None, 1: Standard (LAPTOP ONLY)
var/dev_printer = 0 // 0: None, 1: Standard
var/dev_card = 0 // 0: None, 1: Standard
// Removes all traces of old order and allows you to begin configuration from scratch.
@@ -42,8 +42,8 @@
dev_battery = 1
dev_disk = 1
dev_netcard = 0
dev_tesla = 0
dev_nanoprint = 0
dev_apc_recharger = 0
dev_printer = 0
dev_card = 0
// Recalculates the price and optionally even fabricates the device.
@@ -51,109 +51,111 @@
total_price = 0
if(devtype == 1) // Laptop, generally cheaper to make it accessible for most station roles
if(fabricate)
fabricated_laptop = new(src)
fabricated_laptop = new /obj/item/device/modular_computer/laptop/buildable(src)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/battery)
total_price = 99
switch(dev_cpu)
if(1)
if(fabricate)
fabricated_laptop.cpu.processor_unit = new/obj/item/weapon/computer_hardware/processor_unit/small(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/processor_unit/small)
if(2)
if(fabricate)
fabricated_laptop.cpu.processor_unit = new/obj/item/weapon/computer_hardware/processor_unit(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/processor_unit)
total_price += 299
switch(dev_battery)
if(1) // Basic(750C)
if(fabricate)
fabricated_laptop.cpu.battery_module = new/obj/item/weapon/computer_hardware/battery_module(fabricated_laptop.cpu)
fabricated_laptop.battery_module.try_insert(new /obj/item/weapon/stock_parts/cell/computer)
if(2) // Upgraded(1100C)
if(fabricate)
fabricated_laptop.cpu.battery_module = new/obj/item/weapon/computer_hardware/battery_module/advanced(fabricated_laptop.cpu)
fabricated_laptop.battery_module.try_insert(new /obj/item/weapon/stock_parts/cell/computer/advanced)
total_price += 199
if(3) // Advanced(1500C)
if(fabricate)
fabricated_laptop.cpu.battery_module = new/obj/item/weapon/computer_hardware/battery_module/super(fabricated_laptop.cpu)
fabricated_laptop.battery_module.try_insert(new /obj/item/weapon/stock_parts/cell/computer/super)
total_price += 499
switch(dev_disk)
if(1) // Basic(128GQ)
if(fabricate)
fabricated_laptop.cpu.hard_drive = new/obj/item/weapon/computer_hardware/hard_drive(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/hard_drive)
if(2) // Upgraded(256GQ)
if(fabricate)
fabricated_laptop.cpu.hard_drive = new/obj/item/weapon/computer_hardware/hard_drive/advanced(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/hard_drive/advanced)
total_price += 99
if(3) // Advanced(512GQ)
if(fabricate)
fabricated_laptop.cpu.hard_drive = new/obj/item/weapon/computer_hardware/hard_drive/super(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/hard_drive/super)
total_price += 299
switch(dev_netcard)
if(1) // Basic(Short-Range)
if(fabricate)
fabricated_laptop.cpu.network_card = new/obj/item/weapon/computer_hardware/network_card(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/network_card)
total_price += 99
if(2) // Advanced (Long Range)
if(fabricate)
fabricated_laptop.cpu.network_card = new/obj/item/weapon/computer_hardware/network_card/advanced(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/network_card/advanced)
total_price += 299
if(dev_tesla)
if(dev_apc_recharger)
total_price += 399
if(fabricate)
fabricated_laptop.tesla_link = new/obj/item/weapon/computer_hardware/tesla_link(fabricated_laptop)
if(dev_nanoprint)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/recharger/APC)
if(dev_printer)
total_price += 99
if(fabricate)
fabricated_laptop.cpu.nano_printer = new/obj/item/weapon/computer_hardware/nano_printer(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/printer/mini)
if(dev_card)
total_price += 199
if(fabricate)
fabricated_laptop.cpu.card_slot = new/obj/item/weapon/computer_hardware/card_slot(fabricated_laptop.cpu)
fabricated_laptop.install_component(new /obj/item/weapon/computer_hardware/card_slot)
return total_price
else if(devtype == 2) // Tablet, more expensive, not everyone could probably afford this.
if(fabricate)
fabricated_tablet = new(src)
fabricated_tablet.processor_unit = new/obj/item/weapon/computer_hardware/processor_unit/small(fabricated_tablet)
fabricated_tablet.install_component(new /obj/item/weapon/computer_hardware/battery)
fabricated_tablet.install_component(new /obj/item/weapon/computer_hardware/processor_unit/small)
total_price = 199
switch(dev_battery)
if(1) // Basic(300C)
if(fabricate)
fabricated_tablet.battery_module = new/obj/item/weapon/computer_hardware/battery_module/nano(fabricated_tablet)
fabricated_tablet.battery_module.try_insert(new /obj/item/weapon/stock_parts/cell/computer/nano)
if(2) // Upgraded(500C)
if(fabricate)
fabricated_tablet.battery_module = new/obj/item/weapon/computer_hardware/battery_module/micro(fabricated_tablet)
fabricated_tablet.battery_module.try_insert(new /obj/item/weapon/stock_parts/cell/computer/micro)
total_price += 199
if(3) // Advanced(750C)
if(fabricate)
fabricated_tablet.battery_module = new/obj/item/weapon/computer_hardware/battery_module(fabricated_tablet)
fabricated_tablet.battery_module.try_insert(new /obj/item/weapon/stock_parts/cell/computer)
total_price += 499
switch(dev_disk)
if(1) // Basic(32GQ)
if(fabricate)
fabricated_tablet.hard_drive = new/obj/item/weapon/computer_hardware/hard_drive/micro(fabricated_tablet)
fabricated_tablet.install_component(new /obj/item/weapon/computer_hardware/hard_drive/micro)
if(2) // Upgraded(64GQ)
if(fabricate)
fabricated_tablet.hard_drive = new/obj/item/weapon/computer_hardware/hard_drive/small(fabricated_tablet)
fabricated_tablet.install_component(new /obj/item/weapon/computer_hardware/hard_drive/small)
total_price += 99
if(3) // Advanced(128GQ)
if(fabricate)
fabricated_tablet.hard_drive = new/obj/item/weapon/computer_hardware/hard_drive(fabricated_tablet)
fabricated_tablet.install_component(new /obj/item/weapon/computer_hardware/hard_drive)
total_price += 299
switch(dev_netcard)
if(1) // Basic(Short-Range)
if(fabricate)
fabricated_tablet.network_card = new/obj/item/weapon/computer_hardware/network_card(fabricated_tablet)
fabricated_tablet.install_component(new/obj/item/weapon/computer_hardware/network_card)
total_price += 99
if(2) // Advanced (Long Range)
if(fabricate)
fabricated_tablet.network_card = new/obj/item/weapon/computer_hardware/network_card/advanced(fabricated_tablet)
fabricated_tablet.install_component(new/obj/item/weapon/computer_hardware/network_card/advanced)
total_price += 299
if(dev_nanoprint)
if(dev_printer)
total_price += 99
if(fabricate)
fabricated_tablet.nano_printer = new/obj/item/weapon/computer_hardware/nano_printer(fabricated_tablet)
fabricated_tablet.install_component(new/obj/item/weapon/computer_hardware/printer)
if(dev_card)
total_price += 199
if(fabricate)
fabricated_tablet.card_slot = new/obj/item/weapon/computer_hardware/card_slot(fabricated_tablet)
fabricated_tablet.install_component(new/obj/item/weapon/computer_hardware/card_slot)
return total_price
return 0
@@ -200,11 +202,11 @@
fabricate_and_recalc_price(0)
return 1
if("hw_tesla")
dev_tesla = text2num(params["tesla"])
dev_apc_recharger = text2num(params["tesla"])
fabricate_and_recalc_price(0)
return 1
if("hw_nanoprint")
dev_nanoprint = text2num(params["print"])
dev_printer = text2num(params["print"])
fabricate_and_recalc_price(0)
return 1
if("hw_card")
@@ -232,7 +234,6 @@
obj/machinery/lapvend/attackby(obj/item/I as obj, mob/user as mob)
if(istype(I,/obj/item/stack/spacecash))
var/obj/item/stack/spacecash/c = I
@@ -249,12 +250,9 @@ obj/machinery/lapvend/attackby(obj/item/I as obj, mob/user as mob)
if(process_payment(D,I))
fabricate_and_recalc_price(1)
if((devtype == 1) && fabricated_laptop)
fabricated_laptop.cpu.battery_module.charge_to_full()
fabricated_laptop.forceMove(src.loc)
fabricated_laptop.close_laptop()
fabricated_laptop = null
else if((devtype == 2) && fabricated_tablet)
fabricated_tablet.battery_module.charge_to_full()
fabricated_tablet.forceMove(src.loc)
fabricated_tablet = null
say("Enjoy your new product!")
@@ -283,8 +281,8 @@ obj/machinery/lapvend/attackby(obj/item/I as obj, mob/user as mob)
data["hw_battery"] = dev_battery
data["hw_disk"] = dev_disk
data["hw_netcard"] = dev_netcard
data["hw_tesla"] = dev_tesla
data["hw_nanoprint"] = dev_nanoprint
data["hw_tesla"] = dev_apc_recharger
data["hw_nanoprint"] = dev_printer
data["hw_card"] = dev_card
data["hw_cpu"] = dev_cpu
if(state == 1 || state == 2)