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Bubberstation/code/modules/modular_computers/computers/machinery/modular_computer.dm
SkyratBot ee8c524e7c [MIRROR] Fixes Intellicards in computers being deleted when the computer is destroyed [MDB IGNORE] (#23900)
* Fixes Intellicards in computers being deleted when the computer is destroyed (#78475)

## About The Pull Request

As described in #78467, if an Intellicard is inserted into a laptop or
stationary modular computer, and said computer is destroyed, then the
Intellicard (as well as any AI on it) is instantly deleted. This PR
makes the Intellicard get dropped instead. Closes #78467.
## Why It's Good For The Game

Bugs are bad.
## Changelog
🆑
fix: Intellicards in computers are no longer deleted when the computer
is destroyed.
fix: Modular consoles can now be deconstructed by right clicking with a
wrench.
/🆑

* Fixes Intellicards in computers being deleted when the computer is destroyed

---------

Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
2023-09-25 13:40:01 -04:00

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// 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 * 0.05
density = TRUE
max_integrity = 300
integrity_failure = 0.5
///The power cell, null by default as we use the APC we're in
var/internal_cell = null
///A flag that describes this device type
var/hardware_flag = PROGRAM_CONSOLE
///Power usage during last tick
var/last_power_usage = 0
/// 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
update_appearance()
/obj/machinery/modular_computer/Destroy()
QDEL_NULL(cpu)
return ..()
/obj/machinery/modular_computer/examine(mob/user)
if(cpu)
return cpu.examine(user)
return ..()
/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, 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 || !cpu.use_power() || (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.use_power())
. += cpu.active_program?.program_icon_state || 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/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)
return ..()
// 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 it still has a power source, PC wouldn't go offline.
set_machine_stat(machine_stat & ~NOPOWER)
update_appearance()
return
return ..()
/obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool)
if(cpu)
return cpu.screwdriver_act(user, tool)
return ..()
/obj/machinery/modular_computer/wrench_act_secondary(mob/user, obj/item/tool)
if(cpu)
return cpu.wrench_act_secondary(user, tool)
return ..()
/obj/machinery/modular_computer/welder_act(mob/user, obj/item/tool)
if(cpu)
return cpu.welder_act(user, tool)
return ..()
/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user)
if (cpu && !user.combat_mode && !(flags_1 & NODECONSTRUCT_1))
return cpu.attackby(W, user)
return ..()
/obj/machinery/modular_computer/attacked_by(obj/item/attacking_item, mob/living/user)
if (cpu)
return cpu.attacked_by(attacking_item, 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)
return cpu.bullet_act(Proj)
return ..()