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Bubberstation/code/modules/modular_computers/computers/item/computer.dm
SkyratBot 959f66bf47 [MIRROR] Fixed spelling of possession, Separate, and Cemetery [MDB IGNORE] (#9862)
* Fixed spelling of possession, separate, and cemetery (#63203)

Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"

* Fixed spelling of possession, Separate, and Cemetery

Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
2021-12-03 16:58:40 -05:00

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// This is the base type that does all the hardware stuff.
// Other types expand it - tablets use a direct subtypes, and
// consoles and laptops use "procssor" item that is held inside machinery piece
/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 = 100, FIRE = 0, ACID = 0)
var/enabled = 0 // Whether the computer is turned on.
var/screen_on = 1 // Whether the computer is active/opened/it's screen is on.
var/device_theme = "ntos" // Sets the theme for the main menu, hardware config, and file browser apps. Overridden by certain non-NT devices.
var/datum/computer_file/program/active_program = null // A currently active program running on the computer.
var/hardware_flag = 0 // A flag that describes this device type
var/last_power_usage = 0
var/last_battery_percent = 0 // Used for deciding if battery percentage has chandged
var/last_world_time = "00:00"
var/list/last_header_icons
///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
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.
var/base_idle_power_usage = 5 // Power usage when the computer is idle and screen is off (currently only applies to laptops)
// 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
var/max_hardware_size = 0 // Maximal hardware w_class. Tablets/PDAs have 1, laptops 2, consoles 4.
var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
/// 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
var/list/idle_threads // Idle programs on background. They still receive process calls but can't be interacted with.
var/obj/physical = null // Object that represents our computer. It's used for Adjacent() and UI visibility checks.
var/has_light = FALSE //If the computer has a flashlight/LED light/what-have-you installed
var/comp_light_luminosity = 3 //The brightness of that light
var/comp_light_color //The color of that light
/obj/item/modular_computer/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
if(!physical)
physical = src
comp_light_color = "#FFFFFF"
idle_threads = list()
if(looping_sound)
soundloop = new(src, enabled)
update_appearance()
/obj/item/modular_computer/Destroy()
wipe_program(forced = TRUE)
STOP_PROCESSING(SSobj, src)
for(var/port in all_components)
var/obj/item/computer_hardware/component = all_components[port]
qdel(component)
all_components.Cut() //Die demon die
//Some components will actually try and interact with this, so let's do it later
QDEL_NULL(soundloop)
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/play_ping), 0.5 SECONDS, TIMER_UNIQUE) //Slightly delayed ping to indicate success
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/**
* 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))
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]
return (card_slot2?.try_eject(user) || card_slot?.try_eject(user)) //Try the secondary one first.
// Gets IDs/access levels from card slot. Would be useful when/if PDAs would become modular PCs.
/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()
return removed_id
return ..()
/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.RemoveID()
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_slot_icon()
return TRUE
return FALSE
/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))
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
var/obj/item/computer_hardware/hard_drive/drive = all_components[MC_HDD]
for(var/datum/computer_file/program/app in drive.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)
. = ..()
if(atom_integrity <= integrity_failure * max_integrity)
. += span_danger("It is heavily damaged!")
else if(atom_integrity < max_integrity)
. += span_warning("It is damaged.")
. += get_modular_computer_parts_examine(user)
/obj/item/modular_computer/update_icon_state()
icon_state = enabled ? icon_state_powered : icon_state_unpowered
return ..()
/obj/item/modular_computer/update_overlays()
. = ..()
if(!display_overlays)
return
if(enabled)
. += active_program?.program_icon_state || icon_state_menu
if(atom_integrity <= integrity_failure * max_integrity)
. += "bsod"
. += "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/proc/turn_on(mob/user)
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 we have a recharger, enable it automatically. Lets computer without a battery work.
var/obj/item/computer_hardware/recharger/recharger = all_components[MC_CHARGE]
if(recharger)
recharger.enabled = 1
if(all_components[MC_CPU] && 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 = 1
update_appearance()
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(0) // Active program requires NTNet to run but we've just lost connection. Crash.
for(var/I in idle_threads)
var/datum/computer_file/program/P = I
if(P.requires_ntnet && !get_ntnet_status(P.requires_ntnet_feature))
P.event_networkfailure(1)
if(active_program)
if(active_program.program_state != PROGRAM_STATE_KILLED)
active_program.process_tick(delta_time)
active_program.ntnet_status = get_ntnet_status()
else
active_program = null
for(var/I in idle_threads)
var/datum/computer_file/program/P = I
if(P.program_state != PROGRAM_STATE_KILLED)
P.process_tick(delta_time)
P.ntnet_status = get_ntnet_status()
else
idle_threads.Remove(P)
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 tha 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
playsound(src, sound, 50, TRUE)
visible_message(span_notice("The [src] displays a [caller.filedesc] notification: [alerttext]"))
var/mob/living/holder = loc
if(istype(holder))
to_chat(holder, "[icon2html(src)] [span_notice("The [src] displays a [caller.filedesc] notification: [alerttext]")]")
// 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]
var/obj/item/computer_hardware/recharger/recharger = all_components[MC_CHARGE]
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())]%"
data["PC_showbatteryicon"] = 1
else
data["PC_batteryicon"] = "batt_5.gif"
data["PC_batterypercent"] = "N/C"
data["PC_showbatteryicon"] = battery_module ? 1 : 0
if(recharger && recharger.enabled && recharger.check_functionality() && recharger.use_power(0))
data["PC_apclinkicon"] = "charging.gif"
switch(get_ntnet_status())
if(0)
data["PC_ntneticon"] = "sig_none.gif"
if(1)
data["PC_ntneticon"] = "sig_low.gif"
if(2)
data["PC_ntneticon"] = "sig_high.gif"
if(3)
data["PC_ntneticon"] = "sig_lan.gif"
if(idle_threads.len)
var/list/program_headers = list()
for(var/I in idle_threads)
var/datum/computer_file/program/P = I
if(!P.ui_header)
continue
program_headers.Add(list(list(
"icon" = P.ui_header
)))
data["PC_programheaders"] = program_headers
data["PC_stationtime"] = station_time_timestamp()
data["PC_hasheader"] = 1
data["PC_showexitprogram"] = active_program ? 1 : 0 // 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()
// 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)
var/obj/item/computer_hardware/network_card/network_card = all_components[MC_NET]
if(network_card)
return network_card.get_signal(specific_action)
else
return 0
/obj/item/modular_computer/proc/add_log(text)
if(!get_ntnet_status())
return FALSE
var/obj/item/computer_hardware/network_card/network_card = all_components[MC_NET]
return SSnetworks.add_log(text, network_card.network_id, network_card.hardware_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)
idle_threads.Remove(P)
if(looping_sound)
soundloop.stop()
if(loud)
physical.visible_message(span_notice("\The [src] shuts down."))
enabled = 0
update_appearance()
/**
* 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)
if(light_on)
set_light(comp_light_luminosity, 1, comp_light_color)
else
set_light(0)
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)
update_light()
return TRUE
/obj/item/modular_computer/screwdriver_act(mob/user, obj/item/tool)
if(!all_components.len)
to_chat(user, span_warning("This device doesn't have any 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 = input(user, "Which component do you want to uninstall?", "Computer maintenance", null) as null|anything in sort_list(component_names)
if(!choice)
return
if(!Adjacent(user))
return
var/obj/item/computer_hardware/H = find_hardware_by_name(choice)
if(!H)
return
uninstall_component(H, user)
return
/obj/item/modular_computer/attackby(obj/item/W as obj, mob/user as mob)
// Check for ID first
if(istype(W, /obj/item/card/id) && InsertID(W))
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(W, user))
return
// Insert new hardware
if(istype(W, /obj/item/computer_hardware))
if(install_component(W, user))
return
if(W.tool_behaviour == TOOL_WRENCH)
if(all_components.len)
to_chat(user, span_warning("Remove all components from \the [src] before disassembling it."))
return
new /obj/item/stack/sheet/iron( get_turf(src.loc), steel_sheet_cost )
physical.visible_message(span_notice("\The [src] is disassembled by [user]."))
relay_qdel()
qdel(src)
return
if(W.tool_behaviour == TOOL_WELDER)
if(atom_integrity == max_integrity)
to_chat(user, span_warning("\The [src] does not require repairs."))
return
if(!W.tool_start_check(user, amount=1))
return
to_chat(user, span_notice("You begin repairing damage to \the [src]..."))
if(W.use_tool(src, user, 20, volume=50, amount=1))
atom_integrity = max_integrity
to_chat(user, span_notice("You repair \the [src]."))
return
var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
// Check to see if we have an ID inside, and a valid input for money
if(card_slot?.GetID() && iscash(W))
var/obj/item/card/id/id = card_slot.GetID()
id.attackby(W, user) // If we do, try and put that attacking object in
return
..()
// 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 ..()