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Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous. There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this. Hi codeowners! Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
151 lines
5.8 KiB
Plaintext
151 lines
5.8 KiB
Plaintext
// Modular Computer - device that runs various programs and operates with hardware
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// DO NOT SPAWN THIS TYPE. Use /laptop/ or /console/ instead.
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/obj/machinery/modular_computer
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name = "modular computer"
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desc = "An advanced computer."
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use_power = IDLE_POWER_USE
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idle_power_usage = 5
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var/hardware_flag = 0 // A flag that describes this device type
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var/last_power_usage = 0 // Power usage during last tick
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// Modular computers can run on various devices. Each DEVICE (Laptop, Console, Tablet,..)
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// must have it's own DMI file. Icon states must be called exactly the same in all files, but may look differently
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// 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.
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icon = null
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icon_state = null
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var/icon_state_unpowered = null // Icon state when the computer is turned off.
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var/icon_state_powered = null // Icon state when the computer is turned on.
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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.
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var/screen_icon_screensaver = "standby" // Icon state overlay when the computer is powered, but not 'switched on'.
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var/max_hardware_size = 0 // Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
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var/steel_sheet_cost = 10 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
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var/light_strength = 0 // Light luminosity when turned on
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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.
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var/base_idle_power_usage = 10 // Power usage when the computer is idle and screen is off (currently only applies to laptops)
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var/obj/item/modular_computer/processor/cpu = null // CPU that handles most logic while this type only handles power and other specific things.
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/obj/machinery/modular_computer/Initialize()
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. = ..()
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cpu = new(src)
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cpu.physical = src
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/obj/machinery/modular_computer/Destroy()
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QDEL_NULL(cpu)
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return ..()
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/obj/machinery/modular_computer/examine(mob/user)
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. = ..()
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. += get_modular_computer_parts_examine(user)
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/obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user)
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. = ..()
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if(.)
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return
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if(cpu)
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cpu.attack_ghost(user)
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/obj/machinery/modular_computer/emag_act(mob/user)
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if(!cpu)
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to_chat(user, "<span class='warning'>You'd need to turn the [src] on first.</span>")
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return FALSE
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return (cpu.emag_act(user))
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/obj/machinery/modular_computer/update_icon()
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cut_overlays()
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icon_state = icon_state_powered
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if(!cpu || !cpu.enabled)
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if (!(machine_stat & NOPOWER) && (cpu?.use_power()))
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add_overlay(screen_icon_screensaver)
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else
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icon_state = icon_state_unpowered
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set_light(0)
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else
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set_light(light_strength)
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if(cpu.active_program)
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add_overlay(cpu.active_program.program_icon_state ? cpu.active_program.program_icon_state : screen_icon_state_menu)
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else
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add_overlay(screen_icon_state_menu)
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if(cpu && cpu.obj_integrity <= cpu.integrity_failure * cpu.max_integrity)
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add_overlay("bsod")
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add_overlay("broken")
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/obj/machinery/modular_computer/AltClick(mob/user)
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if(cpu)
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cpu.AltClick(user)
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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// On-click handling. Turns on the computer if it's off and opens the GUI.
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/obj/machinery/modular_computer/interact(mob/user)
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if(cpu)
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return cpu.interact(user) // CPU is an item, that's why we route attack_hand to attack_self
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else
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return ..()
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// Process currently calls handle_power(), may be expanded in future if more things are added.
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/obj/machinery/modular_computer/process(delta_time)
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if(cpu)
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// Keep names in sync.
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cpu.name = name
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cpu.process(delta_time)
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// Used in following function to reduce copypaste
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/obj/machinery/modular_computer/proc/power_failure(malfunction = 0)
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var/obj/item/computer_hardware/battery/battery_module = cpu.all_components[MC_CELL]
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if(cpu?.enabled) // Shut down the computer
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visible_message("<span class='danger'>\The [src]'s screen flickers [battery_module ? "\"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\"" : "\"EXTERNAL POWER LOSS\""] warning as it shuts down unexpectedly.</span>")
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if(cpu)
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cpu.shutdown_computer(0)
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set_machine_stat(machine_stat | NOPOWER)
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update_icon()
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// Modular computers can have battery in them, we handle power in previous proc, so prevent this from messing it up for us.
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/obj/machinery/modular_computer/power_change()
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if(cpu?.use_power()) // If MC_CPU still has a power source, PC wouldn't go offline.
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set_machine_stat(machine_stat & ~NOPOWER)
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update_icon()
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return
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. = ..()
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/obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool)
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if(cpu)
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return cpu.screwdriver_act(user, tool)
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/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user)
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if (!user.combat_mode && cpu && !(flags_1 & NODECONSTRUCT_1))
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return cpu.attackby(W, user)
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return ..()
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// Stronger explosions cause serious damage to internal components
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// Minor explosions are mostly mitigitated by casing.
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/obj/machinery/modular_computer/ex_act(severity)
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if(cpu)
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switch(severity)
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if(EXPLODE_DEVASTATE)
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SSexplosions.high_mov_atom += cpu
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if(EXPLODE_HEAVY)
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SSexplosions.med_mov_atom += cpu
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if(EXPLODE_LIGHT)
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SSexplosions.low_mov_atom += cpu
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..()
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// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
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/obj/machinery/modular_computer/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_CONTENTS)
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return
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if(cpu)
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cpu.emp_act(severity)
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// "Stun" weapons can cause minor damage to components (short-circuits?)
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// "Burn" damage is equally strong against internal components and exterior casing
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// "Brute" damage mostly damages the casing.
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/obj/machinery/modular_computer/bullet_act(obj/projectile/Proj)
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if(cpu)
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cpu.bullet_act(Proj)
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