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## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
193 lines
7.0 KiB
Plaintext
193 lines
7.0 KiB
Plaintext
#define CPU_INTERACTABLE(user) (cpu && !HAS_TRAIT_FROM(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user)))
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// 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 * 0.025
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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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///A flag that describes this device type
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var/hardware_flag = PROGRAM_CONSOLE
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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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cpu.add_shell_component(SHELL_CAPACITY_LARGE, SHELL_FLAG_USB_PORT)
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update_appearance()
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register_context()
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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/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_RMB] = "Toggle processor interaction"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/machinery/modular_computer/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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if(HAS_TRAIT_FROM(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user)))
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REMOVE_TRAIT(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user))
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balloon_alert(user, "now interacting with computer")
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else
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ADD_TRAIT(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user))
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balloon_alert(user, "now interacting with frame")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/machinery/modular_computer/examine(mob/user)
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. = cpu?.examine(user) || ..()
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. += span_info("You can toggle interaction between computer and its machinery frame with [EXAMINE_HINT("Right-Click")] while empty-handed.")
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var/frame_or_pc = HAS_TRAIT_FROM(src, TRAIT_MODPC_INTERACTING_WITH_FRAME, REF(user)) ? "frame" : "computer"
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. += span_info("Currently interacting with [EXAMINE_HINT(frame_or_pc)].")
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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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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 || (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)
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. += cpu.active_program?.program_open_overlay || 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/click_alt(mob/user)
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if(CPU_INTERACTABLE(user) || !can_interact(user))
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return NONE
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cpu.click_alt(user)
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return CLICK_ACTION_SUCCESS
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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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return CPU_INTERACTABLE(user) ? cpu.interact(user) : ..()
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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_energy()) // 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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///Try to recharge our internal cell if it isn't fully charged.
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/obj/machinery/modular_computer/process(seconds_per_tick)
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var/obj/item/stock_parts/power_store/cell = get_cell()
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if(isnull(cell) || cell.percent() >= 100)
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return
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charge_cell(idle_power_usage * seconds_per_tick, cell)
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/obj/machinery/modular_computer/get_cell()
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return cpu?.internal_cell
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/obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool)
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return CPU_INTERACTABLE(user) ? cpu.screwdriver_act(user, tool) : ..()
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/obj/machinery/modular_computer/wrench_act_secondary(mob/user, obj/item/tool)
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return CPU_INTERACTABLE(user) ? cpu.wrench_act_secondary(user, tool) : ..()
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/obj/machinery/modular_computer/welder_act(mob/user, obj/item/tool)
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return CPU_INTERACTABLE(user) ? cpu.welder_act(user, tool) : ..()
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/obj/machinery/modular_computer/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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return (CPU_INTERACTABLE(user) && !user.combat_mode) ? cpu.item_interaction(user, tool, modifiers) : ..()
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/obj/machinery/modular_computer/attacked_by(obj/item/attacking_item, mob/living/user)
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return CPU_INTERACTABLE(user) ? cpu.attacked_by(attacking_item, user) : ..()
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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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return cpu?.bullet_act(Proj) || ..()
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#undef CPU_INTERACTABLE
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