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removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can) this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc. also applies materials to everything, with fixes, which can close #46299
450 lines
16 KiB
Plaintext
450 lines
16 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/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/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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integrity_failure = 0.5
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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() // 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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var/has_light = FALSE //If the computer has a flashlight/LED light/what-have-you installed
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var/light_on = FALSE //If that light is enabled
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var/comp_light_luminosity = 3 //The brightness of that light
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var/comp_light_color //The color of that light
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/obj/item/modular_computer/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src)
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if(!physical)
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physical = src
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comp_light_color = "#FFFFFF"
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idle_threads = list()
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update_icon()
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/obj/item/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/computer_hardware/CH = all_components[H]
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if(CH.holder == src)
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CH.on_remove(src)
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CH.holder = null
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all_components.Remove(CH.device_type)
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qdel(CH)
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physical = null
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return ..()
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/obj/item/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/modular_computer/proc/eject_id
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if(MC_SDD)
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verbs += /obj/item/modular_computer/proc/eject_disk
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if(MC_AI)
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verbs += /obj/item/modular_computer/proc/eject_card
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/obj/item/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/modular_computer/proc/eject_id
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if(MC_SDD)
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verbs -= /obj/item/modular_computer/proc/eject_disk
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if(MC_AI)
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verbs -= /obj/item/modular_computer/proc/eject_card
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/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/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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if(usr.canUseTopic(src, BE_CLOSE))
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card_slot.try_eject(null, usr)
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/modular_computer/proc/eject_card()
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set name = "Eject Intellicard"
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set category = "Object"
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if(issilicon(usr))
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return
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var/obj/item/computer_hardware/ai_slot/ai_slot = all_components[MC_AI]
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if(usr.canUseTopic(src, BE_CLOSE))
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ai_slot.try_eject(null, usr,1)
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/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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if(issilicon(usr))
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return
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if(usr.canUseTopic(src, BE_CLOSE))
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var/obj/item/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/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, BE_CLOSE))
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var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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var/obj/item/computer_hardware/ai_slot/ai_slot = all_components[MC_AI]
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var/obj/item/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
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if(card_slot && card_slot.try_eject(null, user))
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return
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if(ai_slot)
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ai_slot.try_eject(null, 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/modular_computer/GetAccess()
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var/obj/item/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/modular_computer/GetID()
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var/obj/item/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/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, BE_CLOSE))
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return attack_self(M)
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return ..()
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/obj/item/modular_computer/attack_ai(mob/user)
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return attack_self(user)
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/obj/item/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(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/modular_computer/emag_act(mob/user)
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if(obj_flags & EMAGGED)
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to_chat(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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obj_flags |= EMAGGED
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to_chat(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/modular_computer/examine(mob/user)
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. = ..()
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if(obj_integrity <= integrity_failure * max_integrity)
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. += "<span class='danger'>It is heavily damaged!</span>"
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else if(obj_integrity < max_integrity)
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. += "<span class='warning'>It is damaged.</span>"
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. += get_modular_computer_parts_examine(user)
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/obj/item/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 * max_integrity)
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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/modular_computer/interact(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/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 * max_integrity)
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if(issynth)
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to_chat(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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to_chat(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/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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to_chat(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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to_chat(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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to_chat(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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to_chat(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/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 * max_integrity)
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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/modular_computer/proc/get_header_data()
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var/list/data = list()
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var/obj/item/computer_hardware/battery/battery_module = all_components[MC_CELL]
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var/obj/item/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"] = station_time_timestamp()
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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/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/modular_computer/proc/get_ntnet_status(specific_action = 0)
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var/obj/item/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/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/computer_hardware/network_card/network_card = all_components[MC_NET]
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return SSnetworks.station_network.add_log(text, network_card)
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/obj/item/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/modular_computer/attackby(obj/item/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/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/computer_hardware))
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if(install_component(W, user))
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return
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if(W.tool_behaviour == TOOL_WRENCH)
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if(all_components.len)
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to_chat(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("<span class='notice'>\The [src] has been disassembled by [user].</span>")
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relay_qdel()
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qdel(src)
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return
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if(W.tool_behaviour == TOOL_WELDER)
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if(obj_integrity == max_integrity)
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to_chat(user, "<span class='warning'>\The [src] does not require repairs.</span>")
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return
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if(!W.tool_start_check(user, amount=1))
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return
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to_chat(user, "<span class='notice'>You begin repairing damage to \the [src]...</span>")
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if(W.use_tool(src, user, 20, volume=50, amount=1))
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obj_integrity = max_integrity
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to_chat(user, "<span class='notice'>You repair \the [src].</span>")
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return
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if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(!all_components.len)
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to_chat(user, "<span class='warning'>This device doesn't have any components installed.</span>")
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return
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var/list/component_names = list()
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for(var/h in all_components)
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var/obj/item/computer_hardware/H = all_components[h]
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component_names.Add(H.name)
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var/choice = input(user, "Which component do you want to uninstall?", "Computer maintenance", null) as null|anything in component_names
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if(!choice)
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return
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if(!Adjacent(user))
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return
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var/obj/item/computer_hardware/H = find_hardware_by_name(choice)
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if(!H)
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return
|
|
|
|
uninstall_component(H, user)
|
|
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 ..()
|