Files
Bubberstation/code/modules/modular_computers/computers/machinery/modular_computer.dm
John Willard b8d86849c8 Removes ID computer parts (Removes computer hardware) (#71320)
## About The Pull Request

Removes the last computer part in the game: ID parts
Because this is removed, I also removed all computer hardware in the
game, and removed mentions of it in the game.
There is still 'hardware', as in Computer, Tablet, or Laptop.

Computers now all hold one ID slot by default, the only time a second ID
was needed was to use the access of both at once, and for the ID
modification application. This was now replaced with a new UI that only
has one tab, one ID slot:


https://user-images.githubusercontent.com/53777086/202801939-151b783f-75c8-46bf-a6c5-1b57b0d0da8e.mp4

## Why It's Good For The Game

Computer hardware is finally dead 🦀 

## Changelog

🆑
balance: All modular computers now only have one ID slot, and cannot be
upgraded.
qol: The HoP's access application now only has one app, logging in will
directly modify the ID that's in it, making it less confusing to swap
back and forth.
/🆑
2022-11-20 23:04:45 -08:00

179 lines
5.8 KiB
Plaintext

// 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 ..()