Files
Bubberstation/code/modules/modular_computers/computers/item/computer.dm
MrMelbert f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy

* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements

* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs

* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype

* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup

* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff

* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling

* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby

* kills proc_holder pt 6.75:
- minor fixes

* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events

* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors

* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes

* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing

* kill proc_holder pt 8.5:
- scan ability

* Adds some robust documentation

* kill proc_holder pt9:
- converts some / most mutations over

* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors

* Some set-unset sanity - going to need to test removing Share()

* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though

* Removes sharing from actions, docs actions better

* Some better documentation for spell and spell components

* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors

* kills proc_holder pt11.5:
- minor error fixing and sanity

* Method of sharing actions. Can be improved  in the future, needs testing

* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.

* Curse of madness bug I put in.

* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual

* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp

* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff

* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic

* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh

* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals

* kills proc_holder pt final:
- sdql spells
- no more errors!

* Bugfixes round 1

* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability

* Some accidental reversions + fixes

* Unit tests

* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore

* Wizard spell logging and even more refactoring
2022-07-01 02:01:02 -04:00

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GLOBAL_LIST_EMPTY(TabletMessengers) // a list of all active messengers, similar to GLOB.PDAs (used primarily with ntmessenger.dm)
// 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 = 0, FIRE = 0, ACID = 0)
light_system = MOVABLE_LIGHT_DIRECTIONAL
var/bypass_state = FALSE // bypassing the set icon state
var/enabled = 0 // Whether the computer is turned on.
var/upgradable = TRUE // whether or not the computer can be upgraded
var/deconstructable = TRUE // whether or not the computer can be deconstructed
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.
/// Amount of programs that can be ran at once
var/max_idle_programs = 2
/// 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/saved_identification = null // next two values are the currently imprinted id and job values
var/saved_job = null
/// Allow people with chunky fingers to use?
var/allow_chunky = FALSE
var/honkamnt = 0 /// honk honk honk honk honk honkh onk honkhnoohnk
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
/// How far the computer's light can reach, is not editable by players.
var/comp_light_luminosity = 3
/// The built-in light's color, editable by players.
var/comp_light_color = "#FFFFFF"
var/invisible = FALSE // whether or not the tablet is invisible in messenger and other apps
var/datum/picture/saved_image // the saved image used for messaging purpose like come on dude
/// Stored pAI in the computer
var/obj/item/paicard/inserted_pai = null
/obj/item/modular_computer/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
if(!physical)
physical = src
set_light_color(comp_light_color)
set_light_range(comp_light_luminosity)
idle_threads = list()
if(looping_sound)
soundloop = new(src, enabled)
UpdateDisplay()
if(has_light)
add_item_action(/datum/action/item_action/toggle_computer_light)
update_appearance()
register_context()
Add_Messenger()
/obj/item/modular_computer/Destroy()
wipe_program(forced = TRUE)
for(var/datum/computer_file/program/idle as anything in idle_threads)
idle.kill_program(TRUE)
idle_threads?.Cut()
STOP_PROCESSING(SSobj, src)
for(var/port in all_components)
var/obj/item/computer_hardware/component = all_components[port]
qdel(component)
all_components?.Cut()
//Some components will actually try and interact with this, so let's do it later
QDEL_NULL(soundloop)
Remove_Messenger()
if(istype(inserted_pai))
QDEL_NULL(inserted_pai)
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 ..()
// shameless copy of newscaster photo saving
/obj/item/modular_computer/proc/save_photo(icon/photo)
var/photo_file = copytext_char(md5("\icon[photo]"), 1, 6)
if(!fexists("[GLOB.log_directory]/photos/[photo_file].png"))
//Clean up repeated frames
var/icon/clean = new /icon()
clean.Insert(photo, "", SOUTH, 1, 0)
fcopy(clean, "[GLOB.log_directory]/photos/[photo_file].png")
return photo_file
/**
* 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]
if(card_slot2?.try_eject(user) || card_slot?.try_eject(user))
return TRUE
if(!istype(src, /obj/item/modular_computer/tablet))
return FALSE
// 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()
update_appearance()
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.GetID()
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_appearance()
update_slot_icon()
return TRUE
/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/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
context[SCREENTIP_CONTEXT_ALT_LMB] = "Remove ID"
context[SCREENTIP_CONTEXT_CTRL_SHIFT_LMB] = "Remove Disk"
return CONTEXTUAL_SCREENTIP_SET
/obj/item/modular_computer/update_icon_state()
if(!bypass_state)
icon_state = enabled ? icon_state_powered : icon_state_unpowered
return ..()
/obj/item/modular_computer/update_overlays()
. = ..()
var/init_icon = initial(icon)
if(!init_icon)
return
if(!display_overlays)
return
if(enabled)
. += active_program ? mutable_appearance(init_icon, active_program.program_icon_state) : mutable_appearance(init_icon, icon_state_menu)
if(atom_integrity <= integrity_failure * max_integrity)
. += mutable_appearance(init_icon, "bsod")
. += mutable_appearance(init_icon, "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/CtrlShiftClick(mob/user)
. = ..()
if(.)
return
var/obj/item/computer_hardware/hard_drive/ssd = all_components[MC_SDD]
if(!ssd)
return
if(uninstall_component(ssd, usr))
user.put_in_hands(ssd)
playsound(src, 'sound/machines/card_slide.ogg', 50)
/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(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]")]")
/obj/item/modular_computer/proc/ring(ringtone) // bring bring
if(HAS_TRAIT(SSstation, STATION_TRAIT_PDA_GLITCHED))
playsound(src, pick('sound/machines/twobeep_voice1.ogg', 'sound/machines/twobeep_voice2.ogg'), 50, TRUE)
else
playsound(src, 'sound/machines/twobeep_high.ogg', 50, TRUE)
visible_message("*[ringtone]*")
/obj/item/modular_computer/proc/send_sound()
playsound(src, 'sound/machines/terminal_success.ogg', 15, TRUE)
// 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(length(idle_threads))
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()
/obj/item/modular_computer/ui_action_click(mob/user, actiontype)
if(istype(actiontype, /datum/action/item_action/toggle_computer_light))
toggle_flashlight()
return
return ..()
/**
* 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)
update_appearance()
update_action_buttons(force = TRUE) //force it because we added an overlay, not changed its icon
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)
return TRUE
/obj/item/modular_computer/proc/UpdateDisplay()
name = "[saved_identification] ([saved_job])"
/obj/item/modular_computer/screwdriver_act(mob/user, obj/item/tool)
if(!deconstructable)
return
if(!length(all_components))
balloon_alert(user, "no 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 = tgui_input_list(user, "Component to uninstall", "Computer maintenance", sort_list(component_names))
if(isnull(choice))
return
if(!Adjacent(user))
return
var/obj/item/computer_hardware/H = find_hardware_by_name(choice)
if(!H)
return
tool.play_tool_sound(src, user, 20, volume=20)
uninstall_component(H, user)
return
/obj/item/modular_computer/attackby(obj/item/attacking_item, mob/user, params)
// Check for ID first
if(istype(attacking_item, /obj/item/card/id) && InsertID(attacking_item))
return
// Insert a PAI.
if(istype(attacking_item, /obj/item/paicard) && !inserted_pai)
if(!user.transferItemToLoc(attacking_item, src))
return
inserted_pai = attacking_item
inserted_pai.slotted = TRUE
to_chat(user, span_notice("You slot \the [attacking_item] into [src]."))
return
// Scan a photo.
if(istype(attacking_item, /obj/item/photo))
var/obj/item/computer_hardware/hard_drive/hdd = all_components[MC_HDD]
var/obj/item/photo/pic = attacking_item
if(hdd)
for(var/datum/computer_file/program/messenger/messenger in hdd.stored_files)
saved_image = pic.picture
messenger.ProcessPhoto()
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(attacking_item, user))
return
// Insert new hardware
if(istype(attacking_item, /obj/item/computer_hardware) && upgradable)
if(install_component(attacking_item, user))
playsound(src, 'sound/machines/card_slide.ogg', 50)
return
if(attacking_item.tool_behaviour == TOOL_WRENCH)
if(length(all_components))
balloon_alert(user, "remove the other components!")
return
attacking_item.play_tool_sound(src, user, 20, volume=20)
new /obj/item/stack/sheet/iron( get_turf(src.loc), steel_sheet_cost )
user.balloon_alert(user,"disassembled")
relay_qdel()
qdel(src)
return
if(attacking_item.tool_behaviour == TOOL_WELDER)
if(atom_integrity == max_integrity)
to_chat(user, span_warning("\The [src] does not require repairs."))
return
if(!attacking_item.tool_start_check(user, amount=1))
return
to_chat(user, span_notice("You begin repairing damage to \the [src]..."))
if(attacking_item.use_tool(src, user, 20, volume=50, amount=1))
atom_integrity = max_integrity
to_chat(user, span_notice("You repair \the [src]."))
update_appearance()
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(attacking_item))
var/obj/item/card/id/id = card_slot.GetID()
id.attackby(attacking_item, 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 ..()
/obj/item/modular_computer/proc/Add_Messenger()
GLOB.TabletMessengers += src
/obj/item/modular_computer/proc/Remove_Messenger()
GLOB.TabletMessengers -= src