Files
Bubberstation/code/modules/modular_computers/computers/item/modular_computer.dm
Shadowlight213 98114703e8 Modular computers changes (#19928)
* Fixes and documentation.

* WIp on laptop vendor

* some fixes
2016-08-19 21:03:10 +12:00

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24 KiB
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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."
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/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
var/computer_emagged = 0 // Whether the computer is emagged.
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.
icon = 'icons/obj/computer.dmi'
icon_state = "laptop-open"
var/icon_state_unpowered = null // Icon state when the computer is turned off
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/max_hardware_size = 0 // Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
// Damage of the chassis. If the chassis takes too much damage it will break apart.
var/damage = 0 // Current damage level
var/broken_damage = 50 // Damage level at which the computer ceases to operate
var/max_damage = 100 // Damage level at which the computer breaks apart.
// Important hardware (must be installed for computer to work)
var/obj/item/weapon/computer_hardware/processor_unit/processor_unit // CPU. Without it the computer won't run. Better CPUs can run more programs at once.
var/obj/item/weapon/computer_hardware/network_card/network_card // Network Card component of this computer. Allows connection to NTNet
var/obj/item/weapon/computer_hardware/hard_drive/hard_drive // Hard Drive component of this computer. Stores programs and files.
var/obj/item/weapon/computer_hardware/battery_module/battery_module // An internal power source for this computer. Can be recharged.
// Optional hardware (improves functionality, but is not critical for computer to work)
var/obj/item/weapon/computer_hardware/card_slot/card_slot // ID Card slot component of this computer. Mostly for HoP modification console that needs ID slot for modification.
var/obj/item/weapon/computer_hardware/card_slot/card_slot2 // second slot. popular demand requested the hop need to insert 2 ids.
var/obj/item/weapon/computer_hardware/nano_printer/nano_printer // Nano Printer component of this computer, for your everyday paperwork needs.
var/obj/item/weapon/computer_hardware/hard_drive/portable/portable_drive // Portable data storage
var/list/idle_threads = list() // Idle programs on background. They still receive process calls but can't be interacted with.
var/obj/physical = null
// Eject ID card from computer, if it has ID slot with card inside.
/obj/item/modular_computer/verb/eject_id()
set name = "Eject ID"
set category = "Object"
set src in view(1)
if(usr.incapacitated() || !istype(usr, /mob/living))
usr << "<span class='warning'>You can't do that.</span>"
return
if(!Adjacent(usr))
usr << "<span class='warning'>You can't reach it.</span>"
return
proc_eject_id(usr)
// Eject ID card from computer, if it has ID slot with card inside.
/obj/item/modular_computer/verb/eject_usb()
set name = "Eject Portable Device"
set category = "Object"
set src in view(1)
if(usr.incapacitated() || !istype(usr, /mob/living))
usr << "<span class='warning'>You can't do that.</span>"
return
if(!Adjacent(usr))
usr << "<span class='warning'>You can't reach it.</span>"
return
proc_eject_usb(usr)
/obj/item/modular_computer/proc/proc_eject_id(mob/user, slot)
if(!user)
user = usr
if(!card_slot)
user << "\The [src] does not have an ID card slot"
return
if(!card_slot.stored_card && !card_slot.stored_card2)
user << "There is no card in \the [src]"
return
if(active_program)
active_program.event_idremoved(0, slot)
for(var/I in idle_threads)
var/datum/computer_file/program/P = I
P.event_idremoved(1, slot)
if(card_slot.stored_card && (!slot || slot == 1))
card_slot.stored_card.forceMove(get_turf(src))
card_slot.stored_card = null
if(card_slot.stored_card2 && (!slot || slot == 2))
card_slot.stored_card2.forceMove(get_turf(src))
card_slot.stored_card2 = null
user << "You remove the card[card_slot.stored_card && card_slot.stored_card2 && !slot ? "s" : ""] from \the [src]"
/obj/item/modular_computer/proc/proc_eject_usb(mob/user)
if(!user)
user = usr
if(!portable_drive)
user << "There is no portable device connected to \the [src]."
return
uninstall_component(user, portable_drive)
/obj/item/modular_computer/attack_ghost(mob/dead/observer/user)
if(enabled)
ui_interact(user)
else if(IsAdminGhost(user))
var/response = alert(user, "This computer is turned off. Would you like to turn it on?", "Admin Override", "Yes", "No")
if(response == "Yes")
turn_on(user)
/obj/item/modular_computer/emag_act(mob/user)
if(computer_emagged)
user << "\The [src] was already emagged."
return 0
else
computer_emagged = 1
user << "You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message."
return 1
/obj/item/modular_computer/examine(mob/user)
..()
if(damage > broken_damage)
user << "<span class='danger'>It is heavily damaged!</span>"
else if(damage)
user << "It is damaged."
/obj/item/modular_computer/New()
START_PROCESSING(SSmachine, src)
update_icon()
if(!physical)
physical = src
..()
/obj/item/modular_computer/Destroy()
kill_program(1)
STOP_PROCESSING(SSmachine, src)
for(var/H in get_all_components())
var/obj/item/weapon/computer_hardware/CH = H
uninstall_component(null, CH)
qdel(CH)
return ..()
/obj/item/modular_computer/update_icon()
icon_state = icon_state_unpowered
cut_overlays()
if(!enabled)
return
if(active_program)
add_overlay(active_program.program_icon_state ? active_program.program_icon_state : icon_state_menu)
else
add_overlay(icon_state_menu)
// Used by child types if they have other power source than battery
/obj/item/modular_computer/proc/check_power_override()
return 0
// Operates NanoUI
/obj/item/modular_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state)
if(!screen_on || !enabled)
if(ui)
ui.close()
return 0
if((!battery_module || !battery_module.battery.charge) && !check_power_override())
if(ui)
ui.close()
return 0
// If we have an active program switch to it now.
if(active_program)
if(ui) // This is the main laptop screen. Since we are switching to program's UI close it for now.
ui.close()
active_program.ui_interact(user)
return
// We are still here, that means there is no program loaded. Load the BIOS/ROM/OS/whatever you want to call it.
// This screen simply lists available programs and user may select them.
if(!hard_drive || !hard_drive.stored_files || !hard_drive.stored_files.len)
physical.visible_message("\The [src] beeps three times, it's screen displaying \"DISK ERROR\" warning.")
return // No HDD, No HDD files list or no stored files. Something is very broken.
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if (!ui)
var/datum/asset/assets = get_asset_datum(/datum/asset/simple/headers)
assets.send(user)
ui = new(user, src, ui_key, "computer_main", "NTOS Main menu", 400, 500, master_ui, state)
ui.open()
ui.set_autoupdate(state = 1)
/obj/item/modular_computer/ui_data(mob/user)
var/list/data = get_header_data()
data["programs"] = list()
for(var/datum/computer_file/program/P in hard_drive.stored_files)
var/running = 0
if(P in idle_threads)
running = 1
data["programs"] += list(list("name" = P.filename, "desc" = P.filedesc, "running" = running))
return data
// On-click handling. Turns on the computer if it's off and opens the GUI.
/obj/item/modular_computer/attack_self(mob/user)
if(enabled)
ui_interact(user)
else
turn_on(user)
/obj/item/modular_computer/proc/break_apart()
physical.visible_message("\The [src] breaks apart!")
var/turf/newloc = get_turf(src)
new /obj/item/stack/sheet/metal(newloc, round(steel_sheet_cost/2))
for(var/C in get_all_components())
var/obj/item/weapon/computer_hardware/H = C
uninstall_component(null, H)
H.forceMove(newloc)
if(prob(25))
H.take_damage(rand(10,30))
relay_qdel()
qdel()
/obj/item/modular_computer/proc/turn_on(mob/user)
var/issynth = issilicon(user) // Robots and AIs get different activation messages.
if(damage > broken_damage)
if(issynth)
user << "You send an activation signal to \the [src], but it responds with an error code. It must be damaged."
else
user << "You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again."
return
if(processor_unit && ((battery_module && battery_module.battery.charge && battery_module.check_functionality()) || check_power_override())) // Battery-run and charged or non-battery but powered by APC.
if(issynth)
user << "You send an activation signal to \the [src], turning it on"
else
user << "You press the power button and start up \the [src]"
enabled = 1
update_icon()
ui_interact(user)
else // Unpowered
if(issynth)
user << "You send an activation signal to \the [src] but it does not respond"
else
user << "You press the power button but \the [src] does not respond"
// Process currently calls handle_power(), may be expanded in future if more things are added.
/obj/item/modular_computer/process()
if(!enabled) // The computer is turned off
last_power_usage = 0
return 0
if(damage > broken_damage)
shutdown_computer()
return 0
if(active_program && active_program.requires_ntnet && !get_ntnet_status(active_program.requires_ntnet_feature)) // Active program requires NTNet to run but we've just lost connection. Crash.
active_program.event_networkfailure(0)
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()
active_program.ntnet_status = get_ntnet_status()
active_program.computer_emagged = computer_emagged
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()
P.ntnet_status = get_ntnet_status()
P.computer_emagged = computer_emagged
else
idle_threads.Remove(P)
handle_power() // Handles all computer power interaction
//check_update_ui_need()
// 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()
if(battery_module)
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
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"] = worldtime2text()
data["PC_hasheader"] = 1
data["PC_showexitprogram"] = active_program ? 1 : 0 // Hides "Exit Program" button on mainscreen
return data
// Relays kill program request to currently active program. Use this to quit current program.
/obj/item/modular_computer/proc/kill_program(forced = 0)
if(active_program)
active_program.kill_program(forced)
active_program = null
var/mob/user = usr
if(user && istype(user))
ui_interact(user) // Re-open the UI on this computer. It should show the main screen now.
update_icon()
// 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)
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 0
return ntnet_global.add_log(text, network_card)
/obj/item/modular_computer/proc/shutdown_computer(loud = 1)
kill_program(1)
for(var/datum/computer_file/program/P in idle_threads)
P.kill_program(1)
idle_threads.Remove(P)
if(loud)
physical.visible_message("\The [src] shuts down.")
enabled = 0
update_icon()
return
// Handles user's GUI input
/obj/item/modular_computer/ui_act(action, params)
if(..())
return
switch(action)
if("PC_exit")
kill_program()
return 1
if("PC_shutdown")
shutdown_computer()
return 1
if("PC_minimize")
var/mob/user = usr
if(!active_program || !processor_unit)
return
idle_threads.Add(active_program)
active_program.program_state = PROGRAM_STATE_BACKGROUND // Should close any existing UIs
active_program = null
update_icon()
if(user && istype(user))
ui_interact(user) // Re-open the UI on this computer. It should show the main screen now.
if("PC_killprogram")
var/prog = params["name"]
var/datum/computer_file/program/P = null
var/mob/user = usr
if(hard_drive)
P = hard_drive.find_file_by_name(prog)
if(!istype(P) || P.program_state == PROGRAM_STATE_KILLED)
return
P.kill_program(1)
user << "<span class='notice'>Program [P.filename].[P.filetype] with PID [rand(100,999)] has been killed.</span>"
if("PC_runprogram")
var/prog = params["name"]
var/datum/computer_file/program/P = null
var/mob/user = usr
if(hard_drive)
P = hard_drive.find_file_by_name(prog)
if(!P || !istype(P)) // Program not found or it's not executable program.
user << "<span class='danger'>\The [src]'s screen shows \"I/O ERROR - Unable to run program\" warning.</span>"
return
P.computer = src
if(!P.is_supported_by_hardware(hardware_flag, 1, user))
return
// The program is already running. Resume it.
if(P in idle_threads)
P.program_state = PROGRAM_STATE_ACTIVE
active_program = P
idle_threads.Remove(P)
update_icon()
return
if(idle_threads.len >= processor_unit.max_idle_programs+1)
user << "<span class='notice'>\The [src] displays a \"Maximal CPU load reached. Unable to run another program.\" error</span>"
return
if(P.requires_ntnet && !get_ntnet_status(P.requires_ntnet_feature)) // The program requires NTNet connection, but we are not connected to NTNet.
user << "<span class='danger'>\The [src]'s screen shows \"NETWORK ERROR - Unable to connect to NTNet. Please retry. If problem persists contact your system administrator.\" warning.</span>"
return
P.computer_emagged = computer_emagged
if(P.run_program(user))
active_program = P
update_icon()
return 1
else
return
// Used in following function to reduce copypaste
/obj/item/modular_computer/proc/power_failure(malfunction = 0)
if(enabled) // Shut down the computer
physical.visible_message("<span class='danger'>\The [src]'s screen flickers \"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\" warning as it shuts down unexpectedly.</span>")
if(active_program)
active_program.event_powerfailure(0)
for(var/I in idle_threads)
var/datum/computer_file/program/PRG = I
PRG.event_powerfailure(1)
shutdown_computer(0)
// Handles power-related things, such as battery interaction, recharging, shutdown when it's discharged
/obj/item/modular_computer/proc/handle_power()
if(!battery_module || battery_module.battery.charge <= 0) // Battery-run but battery is depleted.
power_failure()
return 0
var/power_usage = screen_on ? base_active_power_usage : base_idle_power_usage
for(var/obj/item/weapon/computer_hardware/H in get_all_components())
if(H.enabled)
power_usage += H.power_usage
if(battery_module)
if(!battery_module.check_functionality())
power_failure(1)
return
if(!battery_module.battery.use(power_usage * CELLRATE))
battery_module.battery.charge = 0
power_failure()
return 0
last_power_usage = power_usage
/obj/item/modular_computer/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/card/id)) // ID Card, try to insert it.
var/obj/item/weapon/card/id/I = W
if(!card_slot)
user << "You try to insert \the [I] into \the [src], but it does not have an ID card slot installed."
return
if(card_slot.stored_card && card_slot.stored_card2)
user << "You try to insert \the [I] into \the [src], but it's ID card slots are occupied."
return
if(!user.drop_item(I))
return
if(!card_slot.stored_card)
card_slot.stored_card = I
else
card_slot.stored_card2 = I
I.forceMove(src)
// update_uis()
user << "You insert \the [I] into \the [src]."
return
if(istype(W, /obj/item/weapon/paper))
if(!nano_printer)
return
nano_printer.attackby(W, user)
if(istype(W, /obj/item/weapon/computer_hardware))
var/obj/item/weapon/computer_hardware/C = W
if(C.hardware_size <= max_hardware_size)
C.try_install_component(user, src)
else
user << "This component is too large for \the [src]."
if(istype(W, /obj/item/weapon/wrench))
var/list/components = get_all_components()
if(components.len)
user << "Remove all components from \the [src] before disassembling it."
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), steel_sheet_cost )
physical.visible_message("\The [src] has been disassembled by [user].")
relay_qdel()
qdel(src)
return
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
user << "\The [W] is off."
return
if(!damage)
user << "\The [src] does not require repairs."
return
user << "You begin repairing damage to \the [src]..."
if(WT.remove_fuel(round(damage/75)) && do_after(usr, damage/10))
damage = 0
user << "You repair \the [src]."
return
if(istype(W, /obj/item/weapon/screwdriver))
var/list/all_components = get_all_components()
if(!all_components.len)
user << "This device doesn't have any components installed."
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(user, H)
return
..()
// Used by processor to relay qdel() to machinery type.
/obj/item/modular_computer/proc/relay_qdel()
return
// Uninstalls component. Found and Critical vars may be passed by parent types, if they have additional hardware.
/obj/item/modular_computer/proc/uninstall_component(mob/living/user, obj/item/weapon/computer_hardware/H, found = 0, critical = 0)
if(portable_drive == H)
portable_drive = null
found = 1
if(hard_drive == H)
hard_drive = null
found = 1
critical = 1
if(network_card == H)
network_card = null
found = 1
if(nano_printer == H)
nano_printer = null
found = 1
if(card_slot == H)
card_slot = null
found = 1
if(battery_module == H)
battery_module = null
found = 1
if(processor_unit == H)
processor_unit = null
found = 1
critical = 1
if(found)
if(user)
user << "You remove \the [H] from \the [src]."
H.forceMove(get_turf(src))
H.holder2 = null
if(critical && enabled)
if(user)
user << "<span class='danger'>\The [src]'s screen freezes for few seconds and then displays an \"HARDWARE ERROR: Critical component disconnected. Please verify component connection and reboot the device. If the problem persists contact technical support for assistance.\" warning.</span>"
shutdown_computer()
update_icon()
// Checks all hardware pieces to determine if name matches, if yes, returns the hardware piece, otherwise returns null
/obj/item/modular_computer/proc/find_hardware_by_name(name)
if(portable_drive && (portable_drive.name == name))
return portable_drive
if(hard_drive && (hard_drive.name == name))
return hard_drive
if(network_card && (network_card.name == name))
return network_card
if(nano_printer && (nano_printer.name == name))
return nano_printer
if(card_slot && (card_slot.name == name))
return card_slot
if(battery_module && (battery_module.name == name))
return battery_module
if(processor_unit && (processor_unit.name == name))
return processor_unit
return null
// Returns list of all components
/obj/item/modular_computer/proc/get_all_components()
var/list/all_components = list()
if(hard_drive)
all_components.Add(hard_drive)
if(network_card)
all_components.Add(network_card)
if(portable_drive)
all_components.Add(portable_drive)
if(nano_printer)
all_components.Add(nano_printer)
if(card_slot)
all_components.Add(card_slot)
if(battery_module)
all_components.Add(battery_module)
if(processor_unit)
all_components.Add(processor_unit)
return all_components
/obj/item/modular_computer/proc/take_damage(amount, component_probability, damage_casing = 1, randomize = 1)
if(randomize)
// 75%-125%, rand() works with integers, apparently.
amount *= (rand(75, 125) / 100.0)
amount = round(amount)
if(damage_casing)
damage += amount
damage = max(0,min(max_damage,damage))
if(component_probability)
for(var/I in get_all_components())
var/obj/item/weapon/computer_hardware/H = I
if(prob(component_probability))
H.take_damage(round(amount / 2))
if(damage >= max_damage)
break_apart()
// Stronger explosions cause serious damage to internal components
// Minor explosions are mostly mitigitated by casing.
/obj/item/modular_computer/ex_act(severity)
take_damage(rand(100,200) / severity, 30 / severity)
// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
/obj/item/modular_computer/emp_act(severity)
take_damage(rand(100,200) / severity, 50 / severity, 0)
// "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/item/modular_computer/bullet_act(obj/item/projectile/Proj)
switch(Proj.damage_type)
if(BRUTE)
take_damage(Proj.damage, Proj.damage / 2)
if(BURN)
take_damage(Proj.damage, Proj.damage / 1.5)
/obj/item/modular_computer/ui_host()
if(physical)
return physical
else
return src