// Modular Computer - device that runs various programs and operates with hardware // DO NOT SPAWN THIS TYPE. Use /laptop/ or /console/ instead. /obj/machinery/modular_computer name = "modular computer" desc = "An advanced computer." // Modular computers can run on various devices. Each DEVICE (Laptop, Console, Tablet,..) // must have it's own DMI file. Icon states must be called exactly the same in all files, but may look differently // If you create a program which is limited to Laptops and Consoles you don't have to add it's icon_state overlay for Tablets too, for example. icon = null icon_state = null use_power = IDLE_POWER_USE idle_power_usage = 5 ///A flag that describes this device type var/hardware_flag = 0 ///Power usage during last tick var/last_power_usage = 0 ///Icon state when the computer is turned off. var/icon_state_unpowered = null ///Icon state when the computer is turned on. var/icon_state_powered = null ///Icon state overlay when the computer is turned on, but no program is loaded that would override the screen. var/screen_icon_state_menu = "menu" ///Icon state overlay when the computer is powered, but not 'switched on'. var/screen_icon_screensaver = "standby" ///Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed. var/max_hardware_size = 0 ///Amount of steel sheets refunded when disassembling an empty frame of this computer. var/steel_sheet_cost = 10 ///Light luminosity when turned on var/light_strength = 0 ///Power usage when the computer is open (screen is active) and can be interacted with. Remember hardware can use power too. var/base_active_power_usage = 100 ///Power usage when the computer is idle and screen is off (currently only applies to laptops) var/base_idle_power_usage = 10 ///CPU that handles most logic while this type only handles power and other specific things. var/obj/item/modular_computer/processor/cpu = null /obj/machinery/modular_computer/Initialize(mapload) . = ..() cpu = new(src) cpu.physical = src /obj/machinery/modular_computer/Destroy() QDEL_NULL(cpu) return ..() /obj/machinery/modular_computer/examine(mob/user) . = ..() . += get_modular_computer_parts_examine(user) /obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user) . = ..() if(.) return if(cpu) cpu.attack_ghost(user) /obj/machinery/modular_computer/emag_act(mob/user) if(!cpu) to_chat(user, span_warning("You'd need to turn the [src] on first.")) return FALSE return (cpu.emag_act(user)) /obj/machinery/modular_computer/update_appearance(updates) . = ..() set_light(cpu?.enabled ? light_strength : 0) /obj/machinery/modular_computer/update_icon_state() icon_state = (cpu?.enabled || (!(machine_stat & NOPOWER) && cpu?.use_power())) ? icon_state_powered : icon_state_unpowered return ..() /obj/machinery/modular_computer/update_overlays() . = ..() if(!cpu?.enabled) if (!(machine_stat & NOPOWER) && (cpu?.use_power())) . += screen_icon_screensaver else . += cpu.active_program?.program_icon_state || screen_icon_state_menu if(cpu && cpu.get_integrity() <= cpu.integrity_failure * cpu.max_integrity) . += "bsod" . += "broken" /// Eats the "source" arg because update_icon actually expects args now. /obj/machinery/modular_computer/proc/relay_icon_update(datum/source, updates, updated) SIGNAL_HANDLER return update_icon(updates) /obj/machinery/modular_computer/AltClick(mob/user) . = ..() if(!can_interact(user)) return if(cpu) cpu.AltClick(user) //ATTACK HAND IGNORING PARENT RETURN VALUE // On-click handling. Turns on the computer if it's off and opens the GUI. /obj/machinery/modular_computer/interact(mob/user) if(cpu) return cpu.interact(user) // CPU is an item, that's why we route attack_hand to attack_self else return ..() // Process currently calls handle_power(), may be expanded in future if more things are added. /obj/machinery/modular_computer/process(delta_time) if(cpu) // Keep names in sync. cpu.name = name cpu.process(delta_time) // Used in following function to reduce copypaste /obj/machinery/modular_computer/proc/power_failure(malfunction = 0) var/obj/item/computer_hardware/battery/battery_module = cpu.all_components[MC_CELL] if(cpu?.enabled) // Shut down the computer visible_message(span_danger("\The [src]'s screen flickers [battery_module ? "\"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\"" : "\"EXTERNAL POWER LOSS\""] warning as it shuts down unexpectedly.")) if(cpu) cpu.shutdown_computer(0) set_machine_stat(machine_stat | NOPOWER) update_appearance() // 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(cpu?.use_power()) // If MC_CPU still has a power source, PC wouldn't go offline. set_machine_stat(machine_stat & ~NOPOWER) update_appearance() return . = ..() /obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool) if(cpu) return cpu.screwdriver_act(user, tool) /obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user) if (!user.combat_mode && cpu && !(flags_1 & NODECONSTRUCT_1)) return cpu.attackby(W, user) return ..() // Stronger explosions cause serious damage to internal components // Minor explosions are mostly mitigitated by casing. /obj/machinery/modular_computer/ex_act(severity) if(!cpu) return ..() switch(severity) if(EXPLODE_DEVASTATE) SSexplosions.high_mov_atom += cpu if(EXPLODE_HEAVY) SSexplosions.med_mov_atom += cpu if(EXPLODE_LIGHT) SSexplosions.low_mov_atom += cpu return ..() // EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components /obj/machinery/modular_computer/emp_act(severity) . = ..() if(. & EMP_PROTECT_CONTENTS) return if(cpu) cpu.emp_act(severity) // "Stun" weapons can cause minor damage to components (short-circuits?) // "Burn" damage is equally strong against internal components and exterior casing // "Brute" damage mostly damages the casing. /obj/machinery/modular_computer/bullet_act(obj/projectile/Proj) if(cpu) cpu.bullet_act(Proj)