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* Fixes some inconsistencies with computers (#70679) * Modular computers now have their initial name if they don't have an idenfitication and job, which previously meant they would have the name () * Removes MACHINE modular computer's process, because all it did was update the name, then call computer's process. Now it just does what every computer does, BUT UpdateDisplay on ITEM modular computers will now update the machine's name. * Additionally, I moved the modular computer processor's New to an Initialize, and removed the shutdown_computer code, because we already register update_icon signal to update the computer's appearance, why do we need to do it twice? * Fixes some inconsistencies with computers Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
179 lines
5.9 KiB
Plaintext
179 lines
5.9 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 = "You shouldn't see this. If you do, report it." //they should be examining the processor instead
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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 = 'icons/obj/modular_console.dmi'
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icon_state = null
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idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
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///A flag that describes this device type
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var/hardware_flag = NONE
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///Power usage during last tick
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var/last_power_usage = 0
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/// Amount of programs that can be ran at once
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var/max_idle_programs = 4
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///Icon state when the computer is turned off.
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var/icon_state_unpowered = null
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///Icon state when the computer is turned on.
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var/icon_state_powered = null
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///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_state_menu = "menu"
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///Icon state overlay when the computer is powered, but not 'switched on'.
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var/screen_icon_screensaver = "standby"
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///Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
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var/max_hardware_size = 0
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///Amount of steel sheets refunded when disassembling an empty frame of this computer.
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var/steel_sheet_cost = 10
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///Light luminosity when turned on
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var/light_strength = 0
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///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_active_power_usage = 100
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///Power usage when the computer is idle and screen is off (currently only applies to laptops)
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var/base_idle_power_usage = 10
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///CPU that handles most logic while this type only handles power and other specific things.
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var/obj/item/modular_computer/processor/cpu
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/obj/machinery/modular_computer/Initialize(mapload)
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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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if(cpu)
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return cpu.examine(user)
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return ..()
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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_warning("You'd need to turn the [src] on first."))
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return FALSE
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return cpu.emag_act(user)
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/obj/machinery/modular_computer/update_appearance(updates)
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. = ..()
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set_light(cpu?.enabled ? light_strength : 0)
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/obj/machinery/modular_computer/update_icon_state()
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if(!cpu || !cpu.enabled || !cpu.use_power() || (machine_stat & NOPOWER))
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icon_state = icon_state_unpowered
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else
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icon_state = icon_state_powered
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return ..()
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/obj/machinery/modular_computer/update_overlays()
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. = ..()
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if(!cpu)
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return .
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if(cpu.enabled && cpu.use_power())
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. += cpu.active_program?.program_icon_state || screen_icon_state_menu
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else if(!(machine_stat & NOPOWER))
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. += screen_icon_screensaver
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if(cpu.get_integrity() <= cpu.integrity_failure * cpu.max_integrity)
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. += "bsod"
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. += "broken"
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return .
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/// Eats the "source" arg because update_icon actually expects args now.
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/obj/machinery/modular_computer/proc/relay_icon_update(datum/source, updates, updated)
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SIGNAL_HANDLER
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return update_icon(updates)
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/obj/machinery/modular_computer/AltClick(mob/user)
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. = ..()
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if(!can_interact(user))
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return
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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)
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return ..()
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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 it 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_appearance()
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return
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return ..()
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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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return ..()
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/obj/machinery/modular_computer/wrench_act(mob/user, obj/item/tool)
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if(cpu)
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return cpu.wrench_act(user, tool)
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return ..()
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/obj/machinery/modular_computer/welder_act(mob/user, obj/item/tool)
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if(cpu)
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return cpu.welder_act(user, tool)
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return ..()
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/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user)
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if (cpu && !user.combat_mode && !(flags_1 & NODECONSTRUCT_1))
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return cpu.attackby(W, user)
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return ..()
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/obj/machinery/modular_computer/attacked_by(obj/item/attacking_item, mob/living/user)
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if (cpu)
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return cpu.attacked_by(attacking_item, 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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return ..()
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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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return ..()
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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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return cpu.bullet_act(Proj)
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return ..()
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