Files
Bubberstation/code/modules/modular_computers/computers/item/computer.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

882 lines
31 KiB
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GLOBAL_LIST_EMPTY(TabletMessengers) // a list of all active messengers, similar to GLOB.PDAs (used primarily with ntmessenger.dm)
// This is the base type that does all the hardware stuff.
// Other types expand it - tablets and laptops are subtypes
// consoles use "procssor" item that is held inside it.
/obj/item/modular_computer
name = "modular microcomputer"
desc = "A small portable microcomputer."
icon = 'icons/obj/computer.dmi'
icon_state = "laptop-open"
light_on = FALSE
integrity_failure = 0.5
max_integrity = 100
armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
light_system = MOVABLE_LIGHT_DIRECTIONAL
///The disk in this PDA. If set, this will be inserted on Initialize.
var/obj/item/computer_disk/inserted_disk
///The amount of storage space the computer starts with.
var/max_capacity = 128
///The amount of storage space we've got filled
var/used_capacity = 0
///List of stored files on this drive. DO NOT MODIFY DIRECTLY!
var/list/datum/computer_file/stored_files = list()
///Non-static list of programs the computer should recieve on Initialize.
var/list/datum/computer_file/starting_programs = list()
///Static list of default programs that come with ALL computers, here so computers don't have to repeat this.
var/static/list/datum/computer_file/default_programs = list(
/datum/computer_file/program/computerconfig,
/datum/computer_file/program/ntnetdownload,
/datum/computer_file/program/filemanager,
)
///Flag of the type of device the modular computer is, deciding what types of apps it can run.
var/hardware_flag = NONE
// Options: PROGRAM_ALL | PROGRAM_CONSOLE | PROGRAM_LAPTOP | PROGRAM_TABLET
///Whether the icon state should be bypassed entirely, used for PDAs.
var/bypass_state = FALSE
///The theme, used for the main menu, some hardware config, and file browser apps.
var/device_theme = "ntos"
///Bool on whether the computer is currently active or not.
var/enabled = FALSE
///If the screen is open, only used by laptops.
var/screen_on = TRUE
///Looping sound for when the computer is on.
var/datum/looping_sound/computer/soundloop
///Whether or not this modular computer uses the looping sound
var/looping_sound = TRUE
///If the computer has a flashlight/LED light built-in.
var/has_light = FALSE
/// How far the computer's light can reach, is not editable by players.
var/comp_light_luminosity = 3
/// The built-in light's color, editable by players.
var/comp_light_color = "#FFFFFF"
///The last recorded amount of power used.
var/last_power_usage = 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 = 50
///Power usage when the computer is idle and screen is off (currently only applies to laptops)
var/base_idle_power_usage = 5
// 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.
var/icon_state_unpowered = null // Icon state when the computer is turned off.
var/icon_state_powered = null // Icon state when the computer is turned on.
var/icon_state_menu = "menu" // Icon state overlay when the computer is turned on, but no program is loaded that would override the screen.
var/display_overlays = TRUE // If FALSE, don't draw overlays on this device at all
/// List of "connection ports" in this computer and the components with which they are plugged
var/list/all_components = list()
/// Lazy List of extra hardware slots that can be used modularly.
var/list/expansion_bays
/// Number of total expansion bays this computer has available.
var/max_bays = 0
///The w_class (size) hardware it can handle, laptops get extra, computers get more.
var/max_hardware_size = 0
///The full name of the stored ID card's identity. These vars should probably be on the PDA.
var/saved_identification
///The job title of the stored ID card
var/saved_job
///The program currently active on the tablet.
var/datum/computer_file/program/active_program
///Idle programs on background. They still receive process calls but can't be interacted with.
var/list/idle_threads = list()
/// Amount of programs that can be ran at once
var/max_idle_programs = 2
///The 'computer' itself, as an obj. Primarily used for Adjacent() and UI visibility checks, especially for computers.
var/obj/physical
///Amount of steel sheets refunded when disassembling an empty frame of this computer.
var/steel_sheet_cost = 5
///A pAI currently loaded into the modular computer.
var/obj/item/pai_card/inserted_pai
/// Allow people with chunky fingers to use?
var/allow_chunky = FALSE
///If hit by a Clown virus, remaining honks left until it stops.
var/honkvirus_amount = 0
///Whether the PDA can still use NTNet while out of NTNet's reach.
var/long_ranged = FALSE
///The amount of paper currently stored in the PDA
var/stored_paper = 10
///The max amount of paper that can be held at once.
var/max_paper = 30
/obj/item/modular_computer/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
if(!physical)
physical = src
set_light_color(comp_light_color)
set_light_range(comp_light_luminosity)
if(looping_sound)
soundloop = new(src, enabled)
UpdateDisplay()
if(has_light)
add_item_action(/datum/action/item_action/toggle_computer_light)
if(inserted_disk)
inserted_disk = new inserted_disk(src)
update_appearance()
register_context()
init_network_id(NETWORK_TABLETS)
Add_Messenger()
install_default_programs()
/obj/item/modular_computer/proc/install_default_programs()
SHOULD_CALL_PARENT(FALSE)
for(var/programs in default_programs + starting_programs)
var/datum/computer_file/program/program_type = new programs
store_file(program_type)
/obj/item/modular_computer/Destroy()
STOP_PROCESSING(SSobj, src)
wipe_program(forced = TRUE)
for(var/datum/computer_file/program/idle as anything in idle_threads)
idle.kill_program(TRUE)
for(var/port in all_components)
var/obj/item/computer_hardware/component = all_components[port]
qdel(component)
all_components?.Cut()
//Some components will actually try and interact with this, so let's do it later
QDEL_NULL(soundloop)
QDEL_LIST(stored_files)
Remove_Messenger()
if(istype(inserted_disk))
QDEL_NULL(inserted_disk)
if(istype(inserted_pai))
QDEL_NULL(inserted_pai)
physical = null
return ..()
/obj/item/modular_computer/pre_attack_secondary(atom/A, mob/living/user, params)
if(active_program?.tap(A, user, params))
user.do_attack_animation(A) //Emulate this animation since we kill the attack in three lines
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1) //Likewise for the tap sound
addtimer(CALLBACK(src, PROC_REF(play_ping)), 0.5 SECONDS, TIMER_UNIQUE) //Slightly delayed ping to indicate success
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
// shameless copy of newscaster photo saving
/obj/item/modular_computer/proc/save_photo(icon/photo)
var/photo_file = copytext_char(md5("\icon[photo]"), 1, 6)
if(!fexists("[GLOB.log_directory]/photos/[photo_file].png"))
//Clean up repeated frames
var/icon/clean = new /icon()
clean.Insert(photo, "", SOUTH, 1, 0)
fcopy(clean, "[GLOB.log_directory]/photos/[photo_file].png")
return photo_file
/**
* Plays a ping sound.
*
* Timers runtime if you try to make them call playsound. Yep.
*/
/obj/item/modular_computer/proc/play_ping()
playsound(loc, 'sound/machines/ping.ogg', get_clamped_volume(), FALSE, -1)
/obj/item/modular_computer/AltClick(mob/user)
..()
if(issilicon(user))
return
if(user.canUseTopic(src, be_close = TRUE))
var/obj/item/computer_hardware/card_slot/card_slot2 = all_components[MC_CARD2]
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
if(istype(card_slot) && card_slot.stored_card && card_slot?.try_eject(user))
return TRUE
if(istype(card_slot2) && card_slot2?.stored_card && card_slot2?.try_eject(user))
return TRUE
if(istype(inserted_pai)) // Remove pAI
user.put_in_hands(inserted_pai)
balloon_alert(user, "removed pAI")
inserted_pai = null
return TRUE
if(!istype(src, /obj/item/modular_computer/tablet))
return FALSE
// Gets IDs/access levels from card slot. Would be useful when/if PDAs would become modular PCs. //guess what
/obj/item/modular_computer/GetAccess()
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
if(card_slot)
return card_slot.GetAccess()
return ..()
/obj/item/modular_computer/GetID()
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
var/obj/item/computer_hardware/card_slot/card_slot2 = all_components[MC_CARD2]
var/obj/item/card/id/first_id = card_slot?.GetID()
var/obj/item/card/id/second_id = card_slot2?.GetID()
// We have two IDs, pick the one with the most command accesses, preferring the primary slot.
if(first_id && second_id)
var/first_id_tally = SSid_access.tally_access(first_id, ACCESS_FLAG_COMMAND)
var/second_id_tally = SSid_access.tally_access(second_id, ACCESS_FLAG_COMMAND)
return (first_id_tally >= second_id_tally) ? first_id : second_id
// If we don't have both ID slots filled, pick the one that is filled.
if(first_id)
return first_id
if(second_id)
return second_id
// Otherwise, we have no ID at all.
return ..()
/obj/item/modular_computer/get_id_examine_strings(mob/user)
. = ..()
var/obj/item/computer_hardware/card_slot/card_slot2 = all_components[MC_CARD2]
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
var/obj/item/card/id/id_card1 = card_slot?.GetID()
var/obj/item/card/id/id_card2 = card_slot2?.GetID()
if(id_card1 || id_card2)
if(id_card1 && id_card2)
. += "\The [src] is displaying [id_card1] and [id_card2]."
var/list/id_icons = list()
id_icons += id_card1.get_id_examine_strings(user)
id_icons += id_card2.get_id_examine_strings(user)
. += id_icons.Join(" ")
else if(id_card1)
. += "\The [src] is displaying [id_card1]."
. += id_card1.get_id_examine_strings(user)
else
. += "\The [src] is displaying [id_card2]."
. += id_card2.get_id_examine_strings(user)
/obj/item/modular_computer/RemoveID()
var/obj/item/computer_hardware/card_slot/card_slot2 = all_components[MC_CARD2]
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
var/removed_id = (card_slot2?.try_eject() || card_slot?.try_eject())
if(removed_id)
if(ishuman(loc))
var/mob/living/carbon/human/human_wearer = loc
if(human_wearer.wear_id == src)
human_wearer.sec_hud_set_ID()
update_slot_icon()
update_appearance()
return removed_id
return ..()
/obj/item/modular_computer/proc/print_text(text_to_print, paper_title = "")
if(!stored_paper)
return FALSE
var/obj/item/paper/printed_paper = new /obj/item/paper(drop_location())
printed_paper.add_raw_text(text_to_print)
if(paper_title)
printed_paper.name = paper_title
printed_paper.update_appearance()
stored_paper--
return TRUE
/obj/item/modular_computer/InsertID(obj/item/inserting_item)
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
var/obj/item/computer_hardware/card_slot/card_slot2 = all_components[MC_CARD2]
if(!(card_slot || card_slot2))
return FALSE
var/obj/item/card/inserting_id = inserting_item.GetID()
if(!inserting_id)
return FALSE
if((card_slot?.try_insert(inserting_id)) || (card_slot2?.try_insert(inserting_id)))
if(ishuman(loc))
var/mob/living/carbon/human/human_wearer = loc
if(human_wearer.wear_id == src)
human_wearer.sec_hud_set_ID()
update_appearance()
update_slot_icon()
return TRUE
/obj/item/modular_computer/MouseDrop(obj/over_object, src_location, over_location)
var/mob/M = usr
if((!istype(over_object, /atom/movable/screen)) && usr.canUseTopic(src, be_close = TRUE))
return attack_self(M)
return ..()
/obj/item/modular_computer/attack_ai(mob/user)
return attack_self(user)
/obj/item/modular_computer/attack_ghost(mob/dead/observer/user)
. = ..()
if(.)
return
if(enabled)
ui_interact(user)
else if(isAdminGhostAI(user))
var/response = tgui_alert(user, "This computer is turned off. Would you like to turn it on?", "Admin Override", list("Yes", "No"))
if(response == "Yes")
turn_on(user)
/obj/item/modular_computer/emag_act(mob/user)
if(!enabled)
to_chat(user, span_warning("You'd need to turn the [src] on first."))
return FALSE
obj_flags |= EMAGGED //Mostly for consistancy purposes; the programs will do their own emag handling
var/newemag = FALSE
for(var/datum/computer_file/program/app in stored_files)
if(!istype(app))
continue
if(app.run_emag())
newemag = TRUE
if(newemag)
to_chat(user, span_notice("You swipe \the [src]. A console window momentarily fills the screen, with white text rapidly scrolling past."))
return TRUE
to_chat(user, span_notice("You swipe \the [src]. A console window fills the screen, but it quickly closes itself after only a few lines are written to it."))
return FALSE
/obj/item/modular_computer/examine(mob/user)
. = ..()
var/healthpercent = round((atom_integrity/max_integrity) * 100, 1)
switch(healthpercent)
if(50 to 99)
. += span_info("It looks slightly damaged.")
if(25 to 50)
. += span_info("It appears heavily damaged.")
if(0 to 25)
. += span_warning("It's falling apart!")
if(long_ranged)
. += "It is upgraded with an experimental long-ranged network capabilities, picking up NTNet frequencies while further away."
. += span_notice("It has [max_capacity] GQ of storage capacity.")
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
var/obj/item/computer_hardware/card_slot/card_slot2 = all_components[MC_CARD2]
var/multiple_slots = istype(card_slot) && istype(card_slot2)
if(card_slot)
if(card_slot.stored_card || card_slot2?.stored_card)
var/obj/item/card/id/first_ID = card_slot?.stored_card
var/obj/item/card/id/second_ID = card_slot2?.stored_card
var/multiple_cards = (first_ID && second_ID)
if(Adjacent(user))
. += "It has [multiple_slots ? "two slots" : "a slot"] for identification cards installed[multiple_cards ? " which contain [first_ID] and [second_ID]" : ", one of which contains [first_ID || second_ID]"]."
else
. += "It has [multiple_slots ? "two slots" : "a slot"] for identification cards installed, [multiple_cards ? "both of which appear" : "and one of them appears"] to be occupied."
. += span_info("Alt-click [src] to eject the identification card[multiple_cards ? "s":""].")
else
. += "It has [multiple_slots ? "two slots" : "a slot"] installed for identification cards."
/obj/item/modular_computer/examine_more(mob/user)
. = ..()
. += "Storage capacity: [used_capacity]/[max_capacity]GQ"
for(var/datum/computer_file/app_examine as anything in stored_files)
if(app_examine.on_examine(src, user))
. += app_examine.on_examine(src, user)
if(Adjacent(user))
. += span_notice("Paper level: [stored_paper] / [max_paper].")
/obj/item/modular_computer/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
var/obj/item/computer_hardware/card_slot/card_slot2 = all_components[MC_CARD2]
if(card_slot?.stored_card || card_slot2?.stored_card) // IDs get removed first before pAIs
context[SCREENTIP_CONTEXT_ALT_LMB] = "Remove ID"
. = CONTEXTUAL_SCREENTIP_SET
else if(inserted_pai)
context[SCREENTIP_CONTEXT_ALT_LMB] = "Remove pAI"
. = CONTEXTUAL_SCREENTIP_SET
if(inserted_disk)
context[SCREENTIP_CONTEXT_CTRL_SHIFT_LMB] = "Remove SSD"
. = CONTEXTUAL_SCREENTIP_SET
return . || NONE
/obj/item/modular_computer/update_icon_state()
if(!bypass_state)
icon_state = enabled ? icon_state_powered : icon_state_unpowered
return ..()
/obj/item/modular_computer/update_overlays()
. = ..()
var/init_icon = initial(icon)
if(!init_icon)
return
if(!display_overlays)
return
if(enabled)
. += active_program ? mutable_appearance(init_icon, active_program.program_icon_state) : mutable_appearance(init_icon, icon_state_menu)
if(atom_integrity <= integrity_failure * max_integrity)
. += mutable_appearance(init_icon, "bsod")
. += mutable_appearance(init_icon, "broken")
// On-click handling. Turns on the computer if it's off and opens the GUI.
/obj/item/modular_computer/interact(mob/user)
if(enabled)
ui_interact(user)
else
turn_on(user)
/obj/item/modular_computer/CtrlShiftClick(mob/user)
. = ..()
if(.)
return
if(!inserted_disk)
return
user.put_in_hands(inserted_disk)
inserted_disk = null
playsound(src, 'sound/machines/card_slide.ogg', 50)
/obj/item/modular_computer/proc/turn_on(mob/user, open_ui = TRUE)
var/issynth = issilicon(user) // Robots and AIs get different activation messages.
if(atom_integrity <= integrity_failure * max_integrity)
if(issynth)
to_chat(user, span_warning("You send an activation signal to \the [src], but it responds with an error code. It must be damaged."))
else
to_chat(user, span_warning("You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again."))
return FALSE
if(use_power()) // use_power() checks if the PC is powered
if(issynth)
to_chat(user, span_notice("You send an activation signal to \the [src], turning it on."))
else
to_chat(user, span_notice("You press the power button and start up \the [src]."))
if(looping_sound)
soundloop.start()
enabled = TRUE
update_appearance()
if(open_ui)
ui_interact(user)
return TRUE
else // Unpowered
if(issynth)
to_chat(user, span_warning("You send an activation signal to \the [src] but it does not respond."))
else
to_chat(user, span_warning("You press the power button but \the [src] does not respond."))
return FALSE
// Process currently calls handle_power(), may be expanded in future if more things are added.
/obj/item/modular_computer/process(delta_time)
if(!enabled) // The computer is turned off
last_power_usage = 0
return
if(atom_integrity <= integrity_failure * max_integrity)
shutdown_computer()
return
if(active_program && active_program.requires_ntnet && !get_ntnet_status(active_program.requires_ntnet_feature))
active_program.event_networkfailure(FALSE) // Active program requires NTNet to run but we've just lost connection. Crash.
for(var/datum/computer_file/program/idle_programs as anything in idle_threads)
if(idle_programs.program_state == PROGRAM_STATE_KILLED)
idle_threads.Remove(idle_programs)
continue
idle_programs.process_tick(delta_time)
idle_programs.ntnet_status = get_ntnet_status(idle_programs.requires_ntnet_feature)
if(idle_programs.requires_ntnet && !idle_programs.ntnet_status)
idle_programs.event_networkfailure(TRUE)
if(active_program)
if(active_program.program_state == PROGRAM_STATE_KILLED)
active_program = null
else
active_program.process_tick(delta_time)
active_program.ntnet_status = get_ntnet_status()
handle_power(delta_time) // Handles all computer power interaction
//check_update_ui_need()
/**
* Displays notification text alongside a soundbeep when requested to by a program.
*
* After checking that the requesting program is allowed to send an alert, creates
* a visible message of the requested text alongside a soundbeep. This proc adds
* text to indicate that the message is coming from this device and the program
* on it, so the supplied text should be the exact message and ending punctuation.
*
* Arguments:
* The program calling this proc.
* The message that the program wishes to display.
*/
/obj/item/modular_computer/proc/alert_call(datum/computer_file/program/caller, alerttext, sound = 'sound/machines/twobeep_high.ogg')
if(!caller || !caller.alert_able || caller.alert_silenced || !alerttext) //Yeah, we're checking alert_able. No, you don't get to make alerts that the user can't silence.
return FALSE
playsound(src, sound, 50, TRUE)
visible_message(span_notice("[icon2html(src)] [span_notice("The [src] displays a [caller.filedesc] notification: [alerttext]")]"))
/obj/item/modular_computer/proc/ring(ringtone) // bring bring
if(HAS_TRAIT(SSstation, STATION_TRAIT_PDA_GLITCHED))
playsound(src, pick('sound/machines/twobeep_voice1.ogg', 'sound/machines/twobeep_voice2.ogg'), 50, TRUE)
else
playsound(src, 'sound/machines/twobeep_high.ogg', 50, TRUE)
visible_message("*[ringtone]*")
/obj/item/modular_computer/proc/send_sound()
playsound(src, 'sound/machines/terminal_success.ogg', 15, TRUE)
// Function used by NanoUI's to obtain data for header. All relevant entries begin with "PC_"
/obj/item/modular_computer/proc/get_header_data()
var/list/data = list()
data["PC_device_theme"] = device_theme
var/obj/item/computer_hardware/battery/battery_module = all_components[MC_CELL]
data["PC_showbatteryicon"] = !!battery_module
if(battery_module && battery_module.battery)
switch(battery_module.battery.percent())
if(80 to 200) // 100 should be maximal but just in case..
data["PC_batteryicon"] = "batt_100.gif"
if(60 to 80)
data["PC_batteryicon"] = "batt_80.gif"
if(40 to 60)
data["PC_batteryicon"] = "batt_60.gif"
if(20 to 40)
data["PC_batteryicon"] = "batt_40.gif"
if(5 to 20)
data["PC_batteryicon"] = "batt_20.gif"
else
data["PC_batteryicon"] = "batt_5.gif"
data["PC_batterypercent"] = "[round(battery_module.battery.percent())]%"
else
data["PC_batteryicon"] = "batt_5.gif"
data["PC_batterypercent"] = "N/C"
switch(get_ntnet_status())
if(NTNET_NO_SIGNAL)
data["PC_ntneticon"] = "sig_none.gif"
if(NTNET_LOW_SIGNAL)
data["PC_ntneticon"] = "sig_low.gif"
if(NTNET_GOOD_SIGNAL)
data["PC_ntneticon"] = "sig_high.gif"
if(NTNET_ETHERNET_SIGNAL)
data["PC_ntneticon"] = "sig_lan.gif"
if(length(idle_threads))
var/list/program_headers = list()
for(var/datum/computer_file/program/idle_programs as anything in idle_threads)
if(!idle_programs.ui_header)
continue
program_headers.Add(list(list("icon" = idle_programs.ui_header)))
data["PC_programheaders"] = program_headers
data["PC_stationtime"] = station_time_timestamp()
data["PC_stationdate"] = "[time2text(world.realtime, "DDD, Month DD")], [CURRENT_STATION_YEAR]"
data["PC_showexitprogram"] = !!active_program // Hides "Exit Program" button on mainscreen
return data
///Wipes the computer's current program. Doesn't handle any of the niceties around doing this
/obj/item/modular_computer/proc/wipe_program(forced)
if(!active_program)
return
active_program.kill_program(forced)
active_program = null
// Relays kill program request to currently active program. Use this to quit current program.
/obj/item/modular_computer/proc/kill_program(forced = FALSE)
wipe_program(forced)
var/mob/user = usr
if(user && istype(user))
//Here to prevent programs sleeping in destroy
INVOKE_ASYNC(src, /datum/proc/ui_interact, user) // Re-open the UI on this computer. It should show the main screen now.
update_appearance()
/obj/item/modular_computer/proc/open_program(mob/user, datum/computer_file/program/program)
if(program.computer != src)
CRASH("tried to open program that does not belong to this computer")
if(!program || !istype(program)) // Program not found or it's not executable program.
to_chat(user, span_danger("\The [src]'s screen shows \"I/O ERROR - Unable to run program\" warning."))
return FALSE
// The program is already running. Resume it.
if(program in idle_threads)
program.program_state = PROGRAM_STATE_ACTIVE
active_program = program
program.alert_pending = FALSE
idle_threads.Remove(program)
update_appearance()
updateUsrDialog()
return TRUE
if(!program.is_supported_by_hardware(hardware_flag, 1, user))
return FALSE
if(idle_threads.len > max_idle_programs)
to_chat(user, span_danger("\The [src] displays a \"Maximal CPU load reached. Unable to run another program.\" error."))
return FALSE
if(program.requires_ntnet && !get_ntnet_status(program.requires_ntnet_feature)) // The program requires NTNet connection, but we are not connected to NTNet.
to_chat(user, span_danger("\The [src]'s screen shows \"Unable to connect to NTNet. Please retry. If problem persists contact your system administrator.\" warning."))
return FALSE
if(!program.on_start(user))
return FALSE
active_program = program
program.alert_pending = FALSE
update_appearance()
updateUsrDialog()
return TRUE
// Returns 0 for No Signal, 1 for Low Signal and 2 for Good Signal. 3 is for wired connection (always-on)
/obj/item/modular_computer/proc/get_ntnet_status(specific_action = 0)
if(!SSnetworks.station_network || !SSnetworks.station_network.check_function(specific_action)) // NTNet is down and we are not connected via wired connection. No signal.
return NTNET_NO_SIGNAL
// computers are connected through ethernet
if(hardware_flag & PROGRAM_CONSOLE)
return NTNET_ETHERNET_SIGNAL
var/turf/current_turf = get_turf(src)
if(!current_turf || !istype(current_turf))
return NTNET_NO_SIGNAL
if(is_station_level(current_turf.z))
if(hardware_flag & PROGRAM_LAPTOP) //laptops can connect to ethernet but they have to be on station for that
return NTNET_ETHERNET_SIGNAL
return NTNET_GOOD_SIGNAL
else if(is_mining_level(current_turf.z))
return NTNET_LOW_SIGNAL
else if(long_ranged)
return NTNET_LOW_SIGNAL
return NTNET_NO_SIGNAL
/obj/item/modular_computer/proc/add_log(text)
if(!get_ntnet_status())
return FALSE
return SSnetworks.add_log(text, network_id)
/obj/item/modular_computer/proc/shutdown_computer(loud = 1)
kill_program(forced = TRUE)
for(var/datum/computer_file/program/P in idle_threads)
P.kill_program(forced = TRUE)
if(looping_sound)
soundloop.stop()
if(physical && loud)
physical.visible_message(span_notice("\The [src] shuts down."))
enabled = FALSE
update_appearance()
/obj/item/modular_computer/ui_action_click(mob/user, actiontype)
if(istype(actiontype, /datum/action/item_action/toggle_computer_light))
toggle_flashlight()
return
return ..()
/**
* Toggles the computer's flashlight, if it has one.
*
* Called from ui_act(), does as the name implies.
* It is separated from ui_act() to be overwritten as needed.
*/
/obj/item/modular_computer/proc/toggle_flashlight()
if(!has_light)
return FALSE
set_light_on(!light_on)
update_appearance()
update_action_buttons(force = TRUE) //force it because we added an overlay, not changed its icon
return TRUE
/**
* Sets the computer's light color, if it has a light.
*
* Called from ui_act(), this proc takes a color string and applies it.
* It is separated from ui_act() to be overwritten as needed.
* Arguments:
** color is the string that holds the color value that we should use. Proc auto-fails if this is null.
*/
/obj/item/modular_computer/proc/set_flashlight_color(color)
if(!has_light || !color)
return FALSE
comp_light_color = color
set_light_color(color)
return TRUE
/obj/item/modular_computer/proc/UpdateDisplay()
if(!saved_identification && !saved_job)
name = initial(name)
return
name = "[saved_identification] ([saved_job])"
/obj/item/modular_computer/attackby(obj/item/attacking_item, mob/user, params)
// Check for ID first
if(isidcard(attacking_item) && InsertID(attacking_item))
return
// Check for cash next
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
if(card_slot && iscash(attacking_item))
var/obj/item/card/id/inserted_id = card_slot.GetID()
if(inserted_id)
inserted_id.attackby(attacking_item, user) // If we do, try and put that attacking object in
return
// Inserting a pAI
if(istype(attacking_item, /obj/item/pai_card) && !inserted_pai)
if(!user.transferItemToLoc(attacking_item, src))
return
inserted_pai = attacking_item
balloon_alert(user, "inserted pai")
return
// Check if any Applications need it
for(var/datum/computer_file/item_holding_app as anything in stored_files)
if(item_holding_app.try_insert(attacking_item, user))
return
if(istype(attacking_item, /obj/item/paper))
if(stored_paper >= max_paper)
balloon_alert(user, "no more room!")
return
if(!user.temporarilyRemoveItemFromInventory(attacking_item))
return FALSE
balloon_alert(user, "inserted paper")
qdel(attacking_item)
stored_paper++
return
if(istype(attacking_item, /obj/item/paper_bin))
var/obj/item/paper_bin/bin = attacking_item
if(bin.total_paper <= 0)
balloon_alert(user, "empty bin!")
return
var/papers_added //just to keep track
while((bin.total_paper > 0) && (stored_paper < max_paper))
papers_added++
stored_paper++
bin.remove_paper()
if(!papers_added)
return
balloon_alert(user, "inserted paper")
to_chat(user, span_notice("Added in [papers_added] new sheets. You now have [stored_paper] / [max_paper] printing paper stored."))
bin.update_appearance()
return
// Insert items into the components
for(var/h in all_components)
var/obj/item/computer_hardware/H = all_components[h]
if(H.try_insert(attacking_item, user))
return
// Insert a data disk
if(istype(attacking_item, /obj/item/computer_disk))
if(!user.transferItemToLoc(attacking_item, src))
return
inserted_disk = attacking_item
playsound(src, 'sound/machines/card_slide.ogg', 50)
return
// Insert new hardware
if(istype(attacking_item, /obj/item/computer_hardware))
if(install_component(attacking_item, user))
playsound(src, 'sound/machines/card_slide.ogg', 50)
return
return ..()
/obj/item/modular_computer/screwdriver_act(mob/user, obj/item/tool)
. = ..()
if((resistance_flags & INDESTRUCTIBLE) || (flags_1 & NODECONSTRUCT_1))
return
if(!length(all_components))
balloon_alert(user, "no components installed!")
return
var/list/component_names = list()
for(var/h in all_components)
var/obj/item/computer_hardware/H = all_components[h]
component_names.Add(H.name)
var/choice = tgui_input_list(user, "Component to uninstall", "Computer maintenance", sort_list(component_names))
if(isnull(choice))
return
if(!Adjacent(user))
return
var/obj/item/computer_hardware/H = find_hardware_by_name(choice)
if(!H)
return TOOL_ACT_TOOLTYPE_SUCCESS
tool.play_tool_sound(src, user, 20, volume=20)
uninstall_component(H, user)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/item/modular_computer/wrench_act(mob/living/user, obj/item/tool)
. = ..()
if(length(all_components))
balloon_alert(user, "remove the other components!")
return TOOL_ACT_TOOLTYPE_SUCCESS
tool.play_tool_sound(src, user, 20, volume=20)
new /obj/item/stack/sheet/iron(get_turf(loc), steel_sheet_cost)
user.balloon_alert(user, "disassembled")
relay_qdel()
qdel(src)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/item/modular_computer/welder_act(mob/living/user, obj/item/tool)
. = ..()
if(atom_integrity == max_integrity)
to_chat(user, span_warning("\The [src] does not require repairs."))
return TOOL_ACT_TOOLTYPE_SUCCESS
if(!tool.tool_start_check(user, amount=1))
return TOOL_ACT_TOOLTYPE_SUCCESS
to_chat(user, span_notice("You begin repairing damage to \the [src]..."))
if(!tool.use_tool(src, user, 20, volume=50, amount=1))
return TOOL_ACT_TOOLTYPE_SUCCESS
atom_integrity = max_integrity
to_chat(user, span_notice("You repair \the [src]."))
update_appearance()
return TOOL_ACT_TOOLTYPE_SUCCESS
// Used by processor to relay qdel() to machinery type.
/obj/item/modular_computer/proc/relay_qdel()
return
// Perform adjacency checks on our physical counterpart, if any.
/obj/item/modular_computer/Adjacent(atom/neighbor)
if(physical && physical != src)
return physical.Adjacent(neighbor)
return ..()
/obj/item/modular_computer/proc/Add_Messenger()
GLOB.TabletMessengers += src
/obj/item/modular_computer/proc/Remove_Messenger()
GLOB.TabletMessengers -= src