// 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 = "You shouldn't see this. If you do, report it." //they should be examining the processor instead // 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/modular_console.dmi' icon_state = null idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05 ///The power cell, null by default as we use the APC we're in var/internal_cell = null ///A flag that describes this device type var/hardware_flag = NONE ///Power usage during last tick var/last_power_usage = 0 /// Amount of programs that can be ran at once var/max_idle_programs = 4 ///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" ///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. 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 /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) if(cpu) return cpu.examine(user) return ..() /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() if(!cpu || !cpu.enabled || !cpu.use_power() || (machine_stat & NOPOWER)) icon_state = icon_state_unpowered else icon_state = icon_state_powered return ..() /obj/machinery/modular_computer/update_overlays() . = ..() if(!cpu) return . if(cpu.enabled && cpu.use_power()) . += cpu.active_program?.program_icon_state || screen_icon_state_menu else if(!(machine_stat & NOPOWER)) . += screen_icon_screensaver if(cpu.get_integrity() <= cpu.integrity_failure * cpu.max_integrity) . += "bsod" . += "broken" return . /// 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) return ..() // 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 it still has a power source, PC wouldn't go offline. set_machine_stat(machine_stat & ~NOPOWER) update_appearance() return return ..() /obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool) if(cpu) return cpu.screwdriver_act(user, tool) return ..() /obj/machinery/modular_computer/wrench_act(mob/user, obj/item/tool) if(cpu) return cpu.wrench_act(user, tool) return ..() /obj/machinery/modular_computer/welder_act(mob/user, obj/item/tool) if(cpu) return cpu.welder_act(user, tool) return ..() /obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user) if (cpu && !user.combat_mode && !(flags_1 & NODECONSTRUCT_1)) return cpu.attackby(W, user) return ..() /obj/machinery/modular_computer/attacked_by(obj/item/attacking_item, mob/living/user) if (cpu) return cpu.attacked_by(attacking_item, 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) return cpu.bullet_act(Proj) return ..()