mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-28 10:01:58 +00:00
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed. This PR does three things: It makes all children of /obj/ use the same damage system. Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values. How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type. The armor categories are: -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons) -bullet -laser -energy (used by projectiles like ionrifle, taser, and also by EMPs) -bio (unused for this, only here because clothes use them when worn) -rad (same) -bomb (self-explanatory) -fire (for fire damage, not for heat damage though) -acid For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces). For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay. It refactors acid. See #20537. Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water. It changes some aspect of damage from fires. All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF). When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator. It also does many minor things: Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use). I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy. I tweaked a bit how clothes shredding from bombs work. I made a machine or structure un/anchorable with the wrench, I don't remember which object... Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof! animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal. Probably a million things I forgot. If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
424 lines
15 KiB
Plaintext
424 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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obj_integrity = 100
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max_integrity = 100
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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(obj_integrity <= integrity_failure)
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user << "<span class='danger'>It is heavily damaged!</span>"
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else if(obj_integrity < max_integrity)
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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(obj_integrity <= integrity_failure)
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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(obj_integrity <= integrity_failure)
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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(obj_integrity <= integrity_failure)
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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(obj_integrity == max_integrity)
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user << "<span class='warning'>\The [src] does not require repairs.</span>"
|
|
return
|
|
|
|
user << "<span class='notice'>You begin repairing damage to \the [src]...</span>"
|
|
var/dmg = round(max_integrity - obj_integrity)
|
|
if(WT.remove_fuel(round(dmg/75)) && do_after(usr, dmg/10))
|
|
obj_integrity = max_integrity
|
|
user << "<span class='notice'>You repair \the [src].</span>"
|
|
return
|
|
|
|
if(istype(W, /obj/item/weapon/screwdriver))
|
|
if(!all_components.len)
|
|
user << "<span class='warning'>This device doesn't have any components installed.</span>"
|
|
return
|
|
var/list/component_names = list()
|
|
for(var/obj/item/weapon/computer_hardware/H in all_components)
|
|
component_names.Add(H.name)
|
|
|
|
var/choice = input(usr, "Which component do you want to uninstall?", "Computer maintenance", null) as null|anything in component_names
|
|
|
|
if(!choice)
|
|
return
|
|
|
|
if(!Adjacent(usr))
|
|
return
|
|
|
|
var/obj/item/weapon/computer_hardware/H = find_hardware_by_name(choice)
|
|
|
|
if(!H)
|
|
return
|
|
|
|
uninstall_component(H, user)
|
|
return
|
|
|
|
..()
|
|
|
|
// Used by processor to relay qdel() to machinery type.
|
|
/obj/item/device/modular_computer/proc/relay_qdel()
|
|
return
|
|
|
|
// Perform adjacency checks on our physical counterpart, if any.
|
|
/obj/item/device/modular_computer/Adjacent(atom/neighbor)
|
|
if(physical && physical != src)
|
|
return physical.Adjacent(neighbor)
|
|
return ..()
|