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https://github.com/Bubberstation/Bubberstation.git
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This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
425 lines
15 KiB
Plaintext
425 lines
15 KiB
Plaintext
// This is the base type that does all the hardware stuff.
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// Other types expand it - tablets use a direct subtypes, and
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// consoles and laptops use "procssor" item that is held inside machinery piece
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/obj/item/device/modular_computer
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name = "modular microcomputer"
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desc = "A small portable microcomputer."
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var/enabled = 0 // Whether the computer is turned on.
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var/screen_on = 1 // Whether the computer is active/opened/it's screen is on.
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var/datum/computer_file/program/active_program = null // A currently active program running on the computer.
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var/hardware_flag = 0 // A flag that describes this device type
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var/last_power_usage = 0
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var/last_battery_percent = 0 // Used for deciding if battery percentage has chandged
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var/last_world_time = "00:00"
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var/list/last_header_icons
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var/emagged = 0 // Whether the computer is emagged.
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var/base_active_power_usage = 50 // Power usage when the computer is open (screen is active) and can be interacted with. Remember hardware can use power too.
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var/base_idle_power_usage = 5 // Power usage when the computer is idle and screen is off (currently only applies to laptops)
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// Modular computers can run on various devices. Each DEVICE (Laptop, Console, Tablet,..)
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// must have it's own DMI file. Icon states must be called exactly the same in all files, but may look differently
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// 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.
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icon = 'icons/obj/computer.dmi'
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icon_state = "laptop-open"
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var/icon_state_unpowered = null // Icon state when the computer is turned off.
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var/icon_state_powered = null // Icon state when the computer is turned on.
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var/icon_state_menu = "menu" // Icon state overlay when the computer is turned on, but no program is loaded that would override the screen.
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var/max_hardware_size = 0 // Maximal hardware w_class. Tablets/PDAs have 1, laptops 2, consoles 4.
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var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
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// Damage of the chassis. If the chassis takes too much damage it will break apart.
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var/damage = 0 // Current damage level
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var/broken_damage = 50 // Damage level at which the computer ceases to operate
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var/max_damage = 100 // Damage level at which the computer breaks apart.
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armor = list(melee = 0, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 0, acid = 0)
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// Important hardware (must be installed for computer to work)
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// Optional hardware (improves functionality, but is not critical for computer to work)
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var/list/all_components // List of "connection ports" in this computer and the components with which they are plugged
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var/list/idle_threads // Idle programs on background. They still receive process calls but can't be interacted with.
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var/obj/physical = null // Object that represents our computer. It's used for Adjacent() and UI visibility checks.
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/obj/item/device/modular_computer/New()
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START_PROCESSING(SSobj, src)
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update_icon()
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if(!physical)
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physical = src
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..()
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all_components = list()
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idle_threads = list()
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/obj/item/device/modular_computer/Destroy()
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kill_program(forced = TRUE)
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STOP_PROCESSING(SSobj, src)
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for(var/H in all_components)
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var/obj/item/weapon/computer_hardware/CH = all_components[H]
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if(CH.holder == src)
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CH.holder = null
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qdel(CH)
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return ..()
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/obj/item/device/modular_computer/proc/add_verb(var/path)
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switch(path)
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if(MC_CARD)
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verbs += /obj/item/device/modular_computer/proc/eject_id
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if(MC_SDD)
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verbs += /obj/item/device/modular_computer/proc/eject_disk
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/obj/item/device/modular_computer/proc/remove_verb(path)
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switch(path)
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if(MC_CARD)
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verbs -= /obj/item/device/modular_computer/proc/eject_id
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if(MC_SDD)
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verbs -= /obj/item/device/modular_computer/proc/eject_disk
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/device/modular_computer/proc/eject_id()
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set name = "Eject ID"
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set category = "Object"
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set src in view(1)
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if(issilicon(usr))
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return
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var/obj/item/weapon/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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if(usr.canUseTopic(src))
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card_slot.try_eject(, usr)
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/device/modular_computer/proc/eject_disk()
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set name = "Eject Data Disk"
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set category = "Object"
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set src in view(1)
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if(issilicon(usr))
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return
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if(usr.canUseTopic(src))
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var/obj/item/weapon/computer_hardware/hard_drive/portable/portable_drive = all_components[MC_SDD]
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if(uninstall_component(portable_drive, usr))
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portable_drive.verb_pickup()
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/obj/item/device/modular_computer/AltClick(mob/user)
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..()
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if(issilicon(user))
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return
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if(user.canUseTopic(src))
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var/obj/item/weapon/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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var/obj/item/weapon/computer_hardware/hard_drive/portable/portable_drive = all_components[MC_SDD]
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if(portable_drive)
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if(uninstall_component(portable_drive, user))
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portable_drive.verb_pickup()
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else if(card_slot)
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card_slot.try_eject(, user)
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// Gets IDs/access levels from card slot. Would be useful when/if PDAs would become modular PCs.
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/obj/item/device/modular_computer/GetAccess()
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var/obj/item/weapon/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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if(card_slot)
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return card_slot.GetAccess()
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return ..()
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/obj/item/device/modular_computer/GetID()
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var/obj/item/weapon/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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if(card_slot)
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return card_slot.GetID()
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return ..()
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/obj/item/device/modular_computer/MouseDrop(obj/over_object, src_location, over_location)
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var/mob/M = usr
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if((!istype(over_object, /obj/screen)) && usr.canUseTopic(src))
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return attack_self(M)
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return
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/obj/item/device/modular_computer/attack_ai(mob/user)
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return attack_self(user)
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/obj/item/device/modular_computer/attack_ghost(mob/dead/observer/user)
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if(enabled)
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ui_interact(user)
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else if(IsAdminGhost(user))
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var/response = alert(user, "This computer is turned off. Would you like to turn it on?", "Admin Override", "Yes", "No")
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if(response == "Yes")
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turn_on(user)
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/obj/item/device/modular_computer/emag_act(mob/user)
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if(emagged)
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user << "<span class='warning'>\The [src] was already emagged.</span>"
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return 0
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else
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emagged = 1
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user << "<span class='notice'>You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message.</span>"
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return 1
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/obj/item/device/modular_computer/examine(mob/user)
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..()
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if(damage > broken_damage)
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user << "<span class='danger'>It is heavily damaged!</span>"
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else if(damage)
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user << "<span class='warning'>It is damaged.</span>"
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/obj/item/device/modular_computer/update_icon()
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cut_overlays()
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if(!enabled)
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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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if(active_program)
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add_overlay(active_program.program_icon_state ? active_program.program_icon_state : icon_state_menu)
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else
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add_overlay(icon_state_menu)
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if(damage > broken_damage)
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add_overlay("bsod")
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add_overlay("broken")
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// On-click handling. Turns on the computer if it's off and opens the GUI.
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/obj/item/device/modular_computer/attack_self(mob/user)
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if(enabled)
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ui_interact(user)
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else
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turn_on(user)
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/obj/item/device/modular_computer/proc/turn_on(mob/user)
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var/issynth = issilicon(user) // Robots and AIs get different activation messages.
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if(damage > broken_damage)
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if(issynth)
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user << "<span class='warning'>You send an activation signal to \the [src], but it responds with an error code. It must be damaged.</span>"
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else
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user << "<span class='warning'>You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again.</span>"
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return
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// If we have a recharger, enable it automatically. Lets computer without a battery work.
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var/obj/item/weapon/computer_hardware/recharger/recharger = all_components[MC_CHARGE]
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if(recharger)
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recharger.enabled = 1
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if(all_components[MC_CPU] && use_power()) // use_power() checks if the PC is powered
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if(issynth)
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user << "<span class='notice'>You send an activation signal to \the [src], turning it on.</span>"
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else
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user << "<span class='notice'>You press the power button and start up \the [src].</span>"
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enabled = 1
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update_icon()
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ui_interact(user)
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else // Unpowered
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if(issynth)
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user << "<span class='warning'>You send an activation signal to \the [src] but it does not respond.</span>"
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else
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user << "<span class='warning'>You press the power button but \the [src] does not respond.</span>"
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// Process currently calls handle_power(), may be expanded in future if more things are added.
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/obj/item/device/modular_computer/process()
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if(!enabled) // The computer is turned off
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last_power_usage = 0
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return 0
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if(damage > broken_damage)
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shutdown_computer()
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return 0
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if(active_program && active_program.requires_ntnet && !get_ntnet_status(active_program.requires_ntnet_feature))
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active_program.event_networkfailure(0) // Active program requires NTNet to run but we've just lost connection. Crash.
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for(var/I in idle_threads)
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var/datum/computer_file/program/P = I
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if(P.requires_ntnet && !get_ntnet_status(P.requires_ntnet_feature))
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P.event_networkfailure(1)
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if(active_program)
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if(active_program.program_state != PROGRAM_STATE_KILLED)
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active_program.process_tick()
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active_program.ntnet_status = get_ntnet_status()
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else
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active_program = null
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for(var/I in idle_threads)
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var/datum/computer_file/program/P = I
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if(P.program_state != PROGRAM_STATE_KILLED)
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P.process_tick()
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P.ntnet_status = get_ntnet_status()
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else
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idle_threads.Remove(P)
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handle_power() // Handles all computer power interaction
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//check_update_ui_need()
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// Function used by NanoUI's to obtain data for header. All relevant entries begin with "PC_"
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/obj/item/device/modular_computer/proc/get_header_data()
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var/list/data = list()
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var/obj/item/weapon/computer_hardware/battery/battery_module = all_components[MC_CELL]
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var/obj/item/weapon/computer_hardware/recharger/recharger = all_components[MC_CHARGE]
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if(battery_module && battery_module.battery)
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switch(battery_module.battery.percent())
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if(80 to 200) // 100 should be maximal but just in case..
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data["PC_batteryicon"] = "batt_100.gif"
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if(60 to 80)
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data["PC_batteryicon"] = "batt_80.gif"
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if(40 to 60)
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data["PC_batteryicon"] = "batt_60.gif"
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if(20 to 40)
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data["PC_batteryicon"] = "batt_40.gif"
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if(5 to 20)
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data["PC_batteryicon"] = "batt_20.gif"
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else
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data["PC_batteryicon"] = "batt_5.gif"
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data["PC_batterypercent"] = "[round(battery_module.battery.percent())] %"
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data["PC_showbatteryicon"] = 1
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else
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data["PC_batteryicon"] = "batt_5.gif"
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data["PC_batterypercent"] = "N/C"
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data["PC_showbatteryicon"] = battery_module ? 1 : 0
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if(recharger && recharger.enabled && recharger.check_functionality() && recharger.use_power(0))
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data["PC_apclinkicon"] = "charging.gif"
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switch(get_ntnet_status())
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if(0)
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data["PC_ntneticon"] = "sig_none.gif"
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if(1)
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data["PC_ntneticon"] = "sig_low.gif"
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if(2)
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data["PC_ntneticon"] = "sig_high.gif"
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if(3)
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data["PC_ntneticon"] = "sig_lan.gif"
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if(idle_threads.len)
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var/list/program_headers = list()
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for(var/I in idle_threads)
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var/datum/computer_file/program/P = I
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if(!P.ui_header)
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continue
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program_headers.Add(list(list(
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"icon" = P.ui_header
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)))
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data["PC_programheaders"] = program_headers
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data["PC_stationtime"] = worldtime2text()
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data["PC_hasheader"] = 1
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data["PC_showexitprogram"] = active_program ? 1 : 0 // Hides "Exit Program" button on mainscreen
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return data
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// Relays kill program request to currently active program. Use this to quit current program.
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/obj/item/device/modular_computer/proc/kill_program(forced = FALSE)
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if(active_program)
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active_program.kill_program(forced)
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active_program = null
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var/mob/user = usr
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if(user && istype(user))
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ui_interact(user) // Re-open the UI on this computer. It should show the main screen now.
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update_icon()
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// Returns 0 for No Signal, 1 for Low Signal and 2 for Good Signal. 3 is for wired connection (always-on)
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/obj/item/device/modular_computer/proc/get_ntnet_status(specific_action = 0)
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var/obj/item/weapon/computer_hardware/network_card/network_card = all_components[MC_NET]
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if(network_card)
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return network_card.get_signal(specific_action)
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else
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return 0
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/obj/item/device/modular_computer/proc/add_log(text)
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if(!get_ntnet_status())
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return FALSE
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var/obj/item/weapon/computer_hardware/network_card/network_card = all_components[MC_NET]
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return ntnet_global.add_log(text, network_card)
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/obj/item/device/modular_computer/proc/shutdown_computer(loud = 1)
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kill_program(forced = TRUE)
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for(var/datum/computer_file/program/P in idle_threads)
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P.kill_program(forced = TRUE)
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idle_threads.Remove(P)
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if(loud)
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physical.visible_message("<span class='notice'>\The [src] shuts down.</span>")
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enabled = 0
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update_icon()
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/obj/item/device/modular_computer/attackby(obj/item/weapon/W as obj, mob/user as mob)
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// Insert items into the components
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for(var/h in all_components)
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var/obj/item/weapon/computer_hardware/H = all_components[h]
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if(H.try_insert(W, user))
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return
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// Insert new hardware
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if(istype(W, /obj/item/weapon/computer_hardware))
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if(install_component(W, user))
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return
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if(istype(W, /obj/item/weapon/wrench))
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if(all_components.len)
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user << "<span class='warning'>Remove all components from \the [src] before disassembling it.</span>"
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return
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new /obj/item/stack/sheet/metal( get_turf(src.loc), steel_sheet_cost )
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physical.visible_message("\The [src] has been disassembled by [user].")
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relay_qdel()
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qdel(src)
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return
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(!WT.isOn())
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user << "<span class='warning'>\The [W] is off.</span>"
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return
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if(!damage)
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user << "<span class='warning'>\The [src] does not require repairs.</span>"
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return
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user << "<span class='notice'>You begin repairing damage to \the [src]...</span>"
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if(WT.remove_fuel(round(damage/75)) && do_after(usr, damage/10))
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damage = 0
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user << "<span class='notice'>You repair \the [src].</span>"
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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if(!all_components.len)
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user << "<span class='warning'>This device doesn't have any components installed.</span>"
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return
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var/list/component_names = list()
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for(var/obj/item/weapon/computer_hardware/H in all_components)
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component_names.Add(H.name)
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var/choice = input(usr, "Which component do you want to uninstall?", "Computer maintenance", null) as null|anything in component_names
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if(!choice)
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return
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if(!Adjacent(usr))
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return
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var/obj/item/weapon/computer_hardware/H = find_hardware_by_name(choice)
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if(!H)
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return
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uninstall_component(H, user)
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return
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..()
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// Used by processor to relay qdel() to machinery type.
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/obj/item/device/modular_computer/proc/relay_qdel()
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return
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// Perform adjacency checks on our physical counterpart, if any.
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/obj/item/device/modular_computer/Adjacent(atom/neighbor)
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if(physical && physical != src)
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return physical.Adjacent(neighbor)
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return ..()
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