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Bubberstation/code/modules/modular_computers/computers/machinery/modular_computer.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

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#define CPU_INTERACTABLE(user) (cpu && !HAS_TRAIT_FROM(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user)))
// Modular Computer - A machinery that is mostly just a host to the Modular Computer item.
/obj/machinery/modular_computer
name = "modular computer"
desc = "You shouldn't see this. If you do, report it." //they should be examining the processor instead
icon = 'icons/obj/machines/modular_console.dmi'
icon_state = "console"
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.025
density = TRUE
max_integrity = 300
integrity_failure = 0.5
///A flag that describes this device type
var/hardware_flag = PROGRAM_CONSOLE
/// Amount of programs that can be ran at once
var/max_idle_programs = 4
///Icon state when the computer is turned off.
var/icon_state_unpowered = "console-off"
///Icon state when the computer is turned on.
var/icon_state_powered = "console"
///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"
///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 = 2
///Power usage when the computer is open (screen is active) and can be interacted with.
var/base_active_power_usage = 500
///Power usage when the computer is idle and screen is off (currently only applies to laptops)
var/base_idle_power_usage = 100
///CPU that handles most logic while this type only handles power and other specific things.
var/obj/item/modular_computer/processor/cpu
/obj/machinery/modular_computer/Initialize(mapload)
. = ..()
cpu = new(src)
cpu.screen_on = TRUE
cpu.add_shell_component(SHELL_CAPACITY_LARGE, SHELL_FLAG_USB_PORT)
update_appearance()
register_context()
/obj/machinery/modular_computer/Destroy()
QDEL_NULL(cpu)
return ..()
/obj/machinery/modular_computer/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(isnull(held_item))
context[SCREENTIP_CONTEXT_RMB] = "Toggle processor interaction"
return CONTEXTUAL_SCREENTIP_SET
/obj/machinery/modular_computer/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
if(HAS_TRAIT_FROM(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user)))
REMOVE_TRAIT(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user))
balloon_alert(user, "now interacting with computer")
else
ADD_TRAIT(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user))
balloon_alert(user, "now interacting with frame")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/machinery/modular_computer/examine(mob/user)
. = cpu?.examine(user) || ..()
. += span_info("You can toggle interaction between computer and its machinery frame with [EXAMINE_HINT("Right-Click")] while empty-handed.")
var/frame_or_pc = HAS_TRAIT_FROM(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user)) ? "frame" : "computer"
. += span_info("Currently interacting with [EXAMINE_HINT(frame_or_pc)].")
/obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user)
. = ..()
if(.)
return
cpu?.attack_ghost(user)
/obj/machinery/modular_computer/emag_act(mob/user, obj/item/card/emag/emag_card)
if(!cpu)
balloon_alert(user, "turn it 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()
if(!cpu || !cpu.enabled || (machine_stat & NOPOWER))
icon_state = icon_state_unpowered
else
icon_state = icon_state_powered
return ..()
/obj/machinery/modular_computer/update_overlays()
. = ..()
if(!cpu)
return .
if(cpu.enabled)
. += cpu.active_program?.program_open_overlay || screen_icon_state_menu
else if(!(machine_stat & NOPOWER))
. += screen_icon_screensaver
if(cpu.get_integrity() <= cpu.integrity_failure * cpu.max_integrity)
. += "bsod"
. += "broken"
return .
/// 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/click_alt(mob/user)
if(CPU_INTERACTABLE(user) || !can_interact(user))
return NONE
cpu.click_alt(user)
return CLICK_ACTION_SUCCESS
//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)
return CPU_INTERACTABLE(user) ? cpu.interact(user) : ..()
// 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_energy()) // If it still has a power source, PC wouldn't go offline.
set_machine_stat(machine_stat & ~NOPOWER)
update_appearance()
return
return ..()
///Try to recharge our internal cell if it isn't fully charged.
/obj/machinery/modular_computer/process(seconds_per_tick)
var/obj/item/stock_parts/power_store/cell = get_cell()
if(isnull(cell) || cell.percent() >= 100)
return
charge_cell(idle_power_usage * seconds_per_tick, cell)
/obj/machinery/modular_computer/get_cell()
return cpu?.internal_cell
/obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool)
return CPU_INTERACTABLE(user) ? cpu.screwdriver_act(user, tool) : ..()
/obj/machinery/modular_computer/wrench_act_secondary(mob/user, obj/item/tool)
return CPU_INTERACTABLE(user) ? cpu.wrench_act_secondary(user, tool) : ..()
/obj/machinery/modular_computer/welder_act(mob/user, obj/item/tool)
return CPU_INTERACTABLE(user) ? cpu.welder_act(user, tool) : ..()
/obj/machinery/modular_computer/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
return (CPU_INTERACTABLE(user) && !user.combat_mode) ? cpu.item_interaction(user, tool, modifiers) : ..()
/obj/machinery/modular_computer/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
return CPU_INTERACTABLE(user) ? cpu.attacked_by(attacking_item, user, modifiers, attack_modifiers) : ..()
// 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)
return cpu?.projectile_hit(proj) || ..()
#undef CPU_INTERACTABLE