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## About The Pull Request New malf AI upgrade Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely emag things it can see and can access. 1. Very useful for psychological warfare (Emagging APCs to throw the crew off their trail) 2. Logically makes sense - why, of all things, can the AI not emag anything when it's fundumentally integrated with the station's electronics? 3. Generally speaking can only access things that make sense for it to access - it cannot emag ethereals, sadly In order for this to work, emag_act now returns a boolean, designating if the emag had any effect. While I was in there, I also added args to every single emag_act I could find and added far more feedback/converted a lot of things to balloon alerts to allow the AI to see if its emag had any effect. ## Why It's Good For The Game It just makes sense that the AI, the most electronically-sensitive entity in the game, would be able to emag things. Plus, more options given to malf that aren't strictly MURDER KILL MURDER are always a plus, especially if they allow for fancier plays. ## Changelog 🆑 add: New malf ability: Remote safety overrides. Allows the AI to remotely emag things it has access to. code: emag_act() now returns a boolean designating it's success in emagging code: All instances of emag_act() now have the proper arguments qol: Most usecases of emagging now have some kind of feedback, and existing feedback has been sanity checked and converted to balloon alerts. /🆑
178 lines
5.5 KiB
Plaintext
178 lines
5.5 KiB
Plaintext
// Modular Computer - A machinery that is mostly just a host to the Modular Computer item.
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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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icon = 'icons/obj/machines/modular_console.dmi'
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icon_state = "console"
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idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
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density = TRUE
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max_integrity = 300
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integrity_failure = 0.5
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///The power cell, null by default as we use the APC we're in
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var/internal_cell = null
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///A flag that describes this device type
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var/hardware_flag = PROGRAM_CONSOLE
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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 = "console-off"
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///Icon state when the computer is turned on.
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var/icon_state_powered = "console"
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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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///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 = 2
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///Power usage when the computer is open (screen is active) and can be interacted with.
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var/base_active_power_usage = 500
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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 = 100
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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.screen_on = TRUE
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update_appearance()
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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, obj/item/card/emag/emag_card)
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if(!cpu)
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balloon_alert(user, "turn it 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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