Files
Bubberstation/code/modules/modular_computers/computers/machinery/modular_computer.dm
SkyratBot c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00

173 lines
6.1 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 = "An advanced computer."
// 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 = null
icon_state = null
use_power = IDLE_POWER_USE
idle_power_usage = 5
///A flag that describes this device type
var/hardware_flag = 0
///Power usage during last tick
var/last_power_usage = 0
///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"
///Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
var/max_hardware_size = 0
///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. Remember hardware can use power too.
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 = null
/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)
. = ..()
. += get_modular_computer_parts_examine(user)
/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()
icon_state = (cpu?.enabled || (!(machine_stat & NOPOWER) && cpu?.use_power())) ? icon_state_powered : icon_state_unpowered
return ..()
/obj/machinery/modular_computer/update_overlays()
. = ..()
if(!cpu?.enabled)
if (!(machine_stat & NOPOWER) && (cpu?.use_power()))
. += screen_icon_screensaver
else
. += cpu.active_program?.program_icon_state || screen_icon_state_menu
if(cpu && cpu.get_integrity() <= cpu.integrity_failure * cpu.max_integrity)
. += "bsod"
. += "broken"
/// 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) // CPU is an item, that's why we route attack_hand to attack_self
else
return ..()
// Process currently calls handle_power(), may be expanded in future if more things are added.
/obj/machinery/modular_computer/process(delta_time)
if(cpu)
// Keep names in sync.
cpu.name = name
cpu.process(delta_time)
// Used in following function to reduce copypaste
/obj/machinery/modular_computer/proc/power_failure(malfunction = 0)
var/obj/item/computer_hardware/battery/battery_module = cpu.all_components[MC_CELL]
if(cpu?.enabled) // Shut down the computer
visible_message(span_danger("\The [src]'s screen flickers [battery_module ? "\"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\"" : "\"EXTERNAL POWER LOSS\""] warning as it shuts down unexpectedly."))
if(cpu)
cpu.shutdown_computer(0)
set_machine_stat(machine_stat | NOPOWER)
update_appearance()
// 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 MC_CPU still has a power source, PC wouldn't go offline.
set_machine_stat(machine_stat & ~NOPOWER)
update_appearance()
return
. = ..()
/obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool)
if(cpu)
return cpu.screwdriver_act(user, tool)
/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user)
if (!user.combat_mode && cpu && !(flags_1 & NODECONSTRUCT_1))
return cpu.attackby(W, 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)
cpu.bullet_act(Proj)