Files
Bubberstation/code/modules/modular_computers/computers/machinery/modular_computer.dm
John Willard 8229972398 Tablet apps are now deleted when necessary & removes console preset. (#75863)
## About The Pull Request

Apps now properly delete themselves when removed, so they don't exist in
nullspace anymore.
Chat client now actually updates the uid, because its New() didn't call
parent.
Deletes the 'console' subtype of modular computer
Updates how downloading and transferring files are handled
Fixes being able to infinitely upload apps to a disk

## Why It's Good For The Game

Fixes some more bugs I found with apps and prevents spamming apps in a
disk.

## Changelog

🆑
fix: Maintenance data disks now properly transfer from PC to disk
fix: Disks can no longer be flooded with the same app repeatedly.
/🆑
2023-06-19 22:59:09 -07:00

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// Modular Computer - A machinery that is mostly just a host to the Modular Computer item.
/obj/machinery/modular_computer
name = "modular computer"
desc = "You shouldn't see this. If you do, report it." //they should be examining the processor instead
icon = 'icons/obj/modular_console.dmi'
icon_state = "console"
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
density = TRUE
max_integrity = 300
integrity_failure = 0.5
///The power cell, null by default as we use the APC we're in
var/internal_cell = null
///A flag that describes this device type
var/hardware_flag = PROGRAM_CONSOLE
///Power usage during last tick
var/last_power_usage = 0
/// Amount of programs that can be ran at once
var/max_idle_programs = 4
///Icon state when the computer is turned off.
var/icon_state_unpowered = "console-off"
///Icon state when the computer is turned on.
var/icon_state_powered = "console"
///Icon state overlay when the computer is turned on, but no program is loaded that would override the screen.
var/screen_icon_state_menu = "menu"
///Icon state overlay when the computer is powered, but not 'switched on'.
var/screen_icon_screensaver = "standby"
///Amount of steel sheets refunded when disassembling an empty frame of this computer.
var/steel_sheet_cost = 10
///Light luminosity when turned on
var/light_strength = 2
///Power usage when the computer is open (screen is active) and can be interacted with.
var/base_active_power_usage = 500
///Power usage when the computer is idle and screen is off (currently only applies to laptops)
var/base_idle_power_usage = 100
///CPU that handles most logic while this type only handles power and other specific things.
var/obj/item/modular_computer/processor/cpu
/obj/machinery/modular_computer/Initialize(mapload)
. = ..()
cpu = new(src)
cpu.screen_on = TRUE
update_appearance()
/obj/machinery/modular_computer/Destroy()
QDEL_NULL(cpu)
return ..()
/obj/machinery/modular_computer/examine(mob/user)
if(cpu)
return cpu.examine(user)
return ..()
/obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user)
. = ..()
if(.)
return
if(cpu)
cpu.attack_ghost(user)
/obj/machinery/modular_computer/emag_act(mob/user)
if(!cpu)
to_chat(user, span_warning("You'd need to turn the [src] on first."))
return FALSE
return cpu.emag_act(user)
/obj/machinery/modular_computer/update_appearance(updates)
. = ..()
set_light(cpu?.enabled ? light_strength : 0)
/obj/machinery/modular_computer/update_icon_state()
if(!cpu || !cpu.enabled || !cpu.use_power() || (machine_stat & NOPOWER))
icon_state = icon_state_unpowered
else
icon_state = icon_state_powered
return ..()
/obj/machinery/modular_computer/update_overlays()
. = ..()
if(!cpu)
return .
if(cpu.enabled && cpu.use_power())
. += cpu.active_program?.program_icon_state || screen_icon_state_menu
else if(!(machine_stat & NOPOWER))
. += screen_icon_screensaver
if(cpu.get_integrity() <= cpu.integrity_failure * cpu.max_integrity)
. += "bsod"
. += "broken"
return .
/// Eats the "source" arg because update_icon actually expects args now.
/obj/machinery/modular_computer/proc/relay_icon_update(datum/source, updates, updated)
SIGNAL_HANDLER
return update_icon(updates)
/obj/machinery/modular_computer/AltClick(mob/user)
. = ..()
if(!can_interact(user))
return
if(cpu)
cpu.AltClick(user)
//ATTACK HAND IGNORING PARENT RETURN VALUE
// On-click handling. Turns on the computer if it's off and opens the GUI.
/obj/machinery/modular_computer/interact(mob/user)
if(cpu)
return cpu.interact(user)
return ..()
// Modular computers can have battery in them, we handle power in previous proc, so prevent this from messing it up for us.
/obj/machinery/modular_computer/power_change()
if(cpu?.use_power()) // If it still has a power source, PC wouldn't go offline.
set_machine_stat(machine_stat & ~NOPOWER)
update_appearance()
return
return ..()
/obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool)
if(cpu)
return cpu.screwdriver_act(user, tool)
return ..()
/obj/machinery/modular_computer/wrench_act(mob/user, obj/item/tool)
if(cpu)
return cpu.wrench_act(user, tool)
return ..()
/obj/machinery/modular_computer/welder_act(mob/user, obj/item/tool)
if(cpu)
return cpu.welder_act(user, tool)
return ..()
/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user)
if (cpu && !user.combat_mode && !(flags_1 & NODECONSTRUCT_1))
return cpu.attackby(W, user)
return ..()
/obj/machinery/modular_computer/attacked_by(obj/item/attacking_item, mob/living/user)
if (cpu)
return cpu.attacked_by(attacking_item, user)
return ..()
// Stronger explosions cause serious damage to internal components
// Minor explosions are mostly mitigitated by casing.
/obj/machinery/modular_computer/ex_act(severity)
if(!cpu)
return ..()
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += cpu
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += cpu
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += cpu
return ..()
// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
/obj/machinery/modular_computer/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
if(cpu)
cpu.emp_act(severity)
// "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/machinery/modular_computer/bullet_act(obj/projectile/Proj)
if(cpu)
return cpu.bullet_act(Proj)
return ..()