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Removes CPU, Sensors and Identify parts from modulra computers. This is in effort to simplify how tablets and tablet apps are, while removing barriers to download specific apps. Limiting apps needed for your job, through hardware, is a terrible idea, and just limits departmental stuff to being there roundstart/latejoin, punishing people who job change through the in-game HoP system, devaluing the job as a whole.
174 lines
6.2 KiB
Plaintext
174 lines
6.2 KiB
Plaintext
// Modular Computer - device that runs various programs and operates with hardware
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// DO NOT SPAWN THIS TYPE. Use /laptop/ or /console/ instead.
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/obj/machinery/modular_computer
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name = "modular computer"
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desc = "An advanced computer."
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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 = null
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icon_state = null
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idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
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///A flag that describes this device type
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var/hardware_flag = 0
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///Power usage during last tick
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var/last_power_usage = 0
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/// Amount of programs that can be ran at once
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var/max_idle_programs = 4
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///Icon state when the computer is turned off.
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var/icon_state_unpowered = null
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///Icon state when the computer is turned on.
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var/icon_state_powered = null
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///Icon state overlay when the computer is turned on, but no program is loaded that would override the screen.
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var/screen_icon_state_menu = "menu"
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///Icon state overlay when the computer is powered, but not 'switched on'.
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var/screen_icon_screensaver = "standby"
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///Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
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var/max_hardware_size = 0
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///Amount of steel sheets refunded when disassembling an empty frame of this computer.
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var/steel_sheet_cost = 10
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///Light luminosity when turned on
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var/light_strength = 0
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///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_active_power_usage = 100
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///Power usage when the computer is idle and screen is off (currently only applies to laptops)
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var/base_idle_power_usage = 10
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///CPU that handles most logic while this type only handles power and other specific things.
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var/obj/item/modular_computer/processor/cpu = null
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/obj/machinery/modular_computer/Initialize(mapload)
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. = ..()
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cpu = new(src)
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cpu.physical = src
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/obj/machinery/modular_computer/Destroy()
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QDEL_NULL(cpu)
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return ..()
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/obj/machinery/modular_computer/examine(mob/user)
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. = ..()
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. += get_modular_computer_parts_examine(user)
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/obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user)
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. = ..()
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if(.)
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return
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if(cpu)
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cpu.attack_ghost(user)
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/obj/machinery/modular_computer/emag_act(mob/user)
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if(!cpu)
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to_chat(user, span_warning("You'd need to turn the [src] on first."))
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return FALSE
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return (cpu.emag_act(user))
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/obj/machinery/modular_computer/update_appearance(updates)
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. = ..()
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set_light(cpu?.enabled ? light_strength : 0)
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/obj/machinery/modular_computer/update_icon_state()
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icon_state = (cpu?.enabled || (!(machine_stat & NOPOWER) && cpu?.use_power())) ? icon_state_powered : icon_state_unpowered
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return ..()
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/obj/machinery/modular_computer/update_overlays()
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. = ..()
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if(!cpu?.enabled)
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if (!(machine_stat & NOPOWER) && (cpu?.use_power()))
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. += screen_icon_screensaver
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else
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. += cpu.active_program?.program_icon_state || screen_icon_state_menu
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if(cpu && cpu.get_integrity() <= cpu.integrity_failure * cpu.max_integrity)
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. += "bsod"
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. += "broken"
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/// Eats the "source" arg because update_icon actually expects args now.
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/obj/machinery/modular_computer/proc/relay_icon_update(datum/source, updates, updated)
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SIGNAL_HANDLER
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return update_icon(updates)
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/obj/machinery/modular_computer/AltClick(mob/user)
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. = ..()
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if(!can_interact(user))
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return
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if(cpu)
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cpu.AltClick(user)
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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// On-click handling. Turns on the computer if it's off and opens the GUI.
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/obj/machinery/modular_computer/interact(mob/user)
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if(cpu)
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return cpu.interact(user) // CPU is an item, that's why we route attack_hand to attack_self
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else
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return ..()
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// Process currently calls handle_power(), may be expanded in future if more things are added.
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/obj/machinery/modular_computer/process(delta_time)
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if(cpu)
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// Keep names in sync.
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cpu.name = name
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cpu.process(delta_time)
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// Used in following function to reduce copypaste
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/obj/machinery/modular_computer/proc/power_failure(malfunction = 0)
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var/obj/item/computer_hardware/battery/battery_module = cpu.all_components[MC_CELL]
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if(cpu?.enabled) // Shut down the computer
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visible_message(span_danger("\The [src]'s screen flickers [battery_module ? "\"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\"" : "\"EXTERNAL POWER LOSS\""] warning as it shuts down unexpectedly."))
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if(cpu)
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cpu.shutdown_computer(0)
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set_machine_stat(machine_stat | NOPOWER)
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update_appearance()
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// Modular computers can have battery in them, we handle power in previous proc, so prevent this from messing it up for us.
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/obj/machinery/modular_computer/power_change()
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if(cpu?.use_power()) // If it still has a power source, PC wouldn't go offline.
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set_machine_stat(machine_stat & ~NOPOWER)
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update_appearance()
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return
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. = ..()
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/obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool)
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if(cpu)
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return cpu.screwdriver_act(user, tool)
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/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user)
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if (!user.combat_mode && cpu && !(flags_1 & NODECONSTRUCT_1))
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return cpu.attackby(W, user)
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return ..()
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// Stronger explosions cause serious damage to internal components
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// Minor explosions are mostly mitigitated by casing.
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/obj/machinery/modular_computer/ex_act(severity)
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if(!cpu)
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return ..()
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switch(severity)
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if(EXPLODE_DEVASTATE)
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SSexplosions.high_mov_atom += cpu
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if(EXPLODE_HEAVY)
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SSexplosions.med_mov_atom += cpu
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if(EXPLODE_LIGHT)
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SSexplosions.low_mov_atom += cpu
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return ..()
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// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
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/obj/machinery/modular_computer/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_CONTENTS)
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return
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if(cpu)
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cpu.emp_act(severity)
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// "Stun" weapons can cause minor damage to components (short-circuits?)
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// "Burn" damage is equally strong against internal components and exterior casing
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// "Brute" damage mostly damages the casing.
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/obj/machinery/modular_computer/bullet_act(obj/projectile/Proj)
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if(cpu)
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cpu.bullet_act(Proj)
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