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Bubberstation/code/modules/modular_computers/computers/item/computer.dm
SkyratBot c50e7c03b6 [MIRROR] Fixes issues with closing apps on tablets [MDB IGNORE] (#20969)
* Fixes issues with closing apps on tablets (#75117)

## About The Pull Request

- Fixes background apps not reloading the UI
- Standardizes opening/closing/backgrounding apps
- Simplifies the way apps are closed instead of having 2 procs, one on
the PC and one on the program, being named the same thing (wtf)
- Removes program states. They existed so computers can know to update
their UI every process tick, but since we now do this event based, this
is no longer needed, which is good.
- Replaces the 'forced' arg from kill_program as it was completely
unused, with ``reload_ui``, which is now used to open the UI on close,
and not to when we don't want it to.
- Closing background apps no longer reloads the entire UI
- Responding to an NT Message will no longer open the UI on your face.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/75046
Closes https://github.com/tgstation/tgstation/issues/75108

Makes tablet UIs more responsive and lag less, not checking if a program
is closed every process to close it, and makes responding to messages
not a hassle every time.
Also makes the code easier to understand/read,

## Changelog

🆑
fix: Tablets' minimize apps feature works again.
/🆑

* Fixes issues with closing apps on tablets

* Update tablet.dm

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 23:02:51 +01:00

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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 of computer
// Other types expand it - tablets and laptops are subtypes
// consoles use "procssor" item that is held inside it.
/obj/item/modular_computer
name = "modular microcomputer"
desc = "A small portable microcomputer."
icon = 'icons/obj/computer.dmi'
icon_state = "laptop"
light_on = FALSE
integrity_failure = 0.5
max_integrity = 100
armor_type = /datum/armor/item_modular_computer
light_system = MOVABLE_LIGHT_DIRECTIONAL
///The ID currently stored in the computer.
var/obj/item/card/id/computer_id_slot
///The disk in this PDA. If set, this will be inserted on Initialize.
var/obj/item/computer_disk/inserted_disk
///The power cell the computer uses to run on.
var/obj/item/stock_parts/cell/internal_cell = /obj/item/stock_parts/cell
///A pAI currently loaded into the modular computer.
var/obj/item/pai_card/inserted_pai
///Does the console update the crew manifest when the ID is removed?
var/crew_manifest_update = FALSE
///The amount of storage space the computer starts with.
var/max_capacity = 128
///The amount of storage space we've got filled
var/used_capacity = 0
///List of stored files on this drive. Use `store_file` and `remove_file` instead of modifying directly!
var/list/datum/computer_file/stored_files = list()
///Non-static list of programs the computer should recieve on Initialize.
var/list/datum/computer_file/starting_programs = list()
///Static list of default programs that come with ALL computers, here so computers don't have to repeat this.
var/static/list/datum/computer_file/default_programs = list(
/datum/computer_file/program/themeify,
/datum/computer_file/program/ntnetdownload,
/datum/computer_file/program/filemanager,
)
///The program currently active on the tablet.
var/datum/computer_file/program/active_program
///Idle programs on background. They still receive process calls but can't be interacted with.
var/list/idle_threads = list()
/// Amount of programs that can be ran at once
var/max_idle_programs = 2
///Flag of the type of device the modular computer is, deciding what types of apps it can run.
var/hardware_flag = NONE
// Options: PROGRAM_ALL | PROGRAM_CONSOLE | PROGRAM_LAPTOP | PROGRAM_TABLET
///The theme, used for the main menu and file browser apps.
var/device_theme = PDA_THEME_NTOS
///Bool on whether the computer is currently active or not.
var/enabled = FALSE
///If the screen is open, only used by laptops.
var/screen_on = TRUE
///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
///If the computer has a flashlight/LED light built-in.
var/has_light = FALSE
/// 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"
///The last recorded amount of power used.
var/last_power_usage = 0
///Power usage when the computer is open (screen is active) and can be interacted with.
var/base_active_power_usage = 75
///Power usage when the computer is idle and screen is off (currently only applies to laptops)
var/base_idle_power_usage = 5
// 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.
///If set, what the icon_state will be if the computer is unpowered.
var/icon_state_unpowered
///If set, what the icon_state will be if the computer is powered.
var/icon_state_powered
///Icon state overlay when the computer is turned on, but no program is loaded (programs override this).
var/icon_state_menu = "menu"
///The full name of the stored ID card's identity. These vars should probably be on the PDA.
var/saved_identification
///The job title of the stored ID card
var/saved_job
///The 'computer' itself, as an obj. Primarily used for Adjacent() and UI visibility checks, especially for computers.
var/obj/physical
///Amount of steel sheets refunded when disassembling an empty frame of this computer.
var/steel_sheet_cost = 5
///If hit by a Clown virus, remaining honks left until it stops.
var/honkvirus_amount = 0
///Whether the PDA can still use NTNet while out of NTNet's reach.
var/long_ranged = FALSE
/// Allow people with chunky fingers to use?
var/allow_chunky = FALSE
///The amount of paper currently stored in the PDA
var/stored_paper = 10
///The max amount of paper that can be held at once.
var/max_paper = 30
/datum/armor/item_modular_computer
bullet = 20
laser = 20
energy = 100
/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)
if(looping_sound)
soundloop = new(src, enabled)
UpdateDisplay()
if(has_light)
add_item_action(/datum/action/item_action/toggle_computer_light)
if(inserted_disk)
inserted_disk = new inserted_disk(src)
if(internal_cell)
internal_cell = new internal_cell(src)
update_appearance()
register_context()
Add_Messenger()
install_default_programs()
/obj/item/modular_computer/proc/install_default_programs()
SHOULD_CALL_PARENT(FALSE)
for(var/programs in default_programs + starting_programs)
var/datum/computer_file/program/program_type = new programs
store_file(program_type)
/obj/item/modular_computer/Destroy()
STOP_PROCESSING(SSobj, src)
close_all_programs()
//Some components will actually try and interact with this, so let's do it later
QDEL_NULL(soundloop)
QDEL_LIST(stored_files)
Remove_Messenger()
if(istype(inserted_disk))
QDEL_NULL(inserted_disk)
if(istype(inserted_pai))
QDEL_NULL(inserted_pai)
if(computer_id_slot)
QDEL_NULL(computer_id_slot)
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_REF(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/get_cell()
return internal_cell
/obj/item/modular_computer/AltClick(mob/user)
. = ..()
if(issilicon(user))
return FALSE
if(!user.can_perform_action(src))
return FALSE
if(RemoveID(user))
return TRUE
if(istype(inserted_pai)) // Remove pAI
user.put_in_hands(inserted_pai)
balloon_alert(user, "removed pAI")
inserted_pai = null
update_appearance(UPDATE_ICON)
return TRUE
// Gets IDs/access levels from card slot. Would be useful when/if PDAs would become modular PCs. //guess what
/obj/item/modular_computer/GetAccess()
if(computer_id_slot)
return computer_id_slot.GetAccess()
return ..()
/obj/item/modular_computer/GetID()
if(computer_id_slot)
return computer_id_slot
return ..()
/obj/item/modular_computer/get_id_examine_strings(mob/user)
. = ..()
if(computer_id_slot)
. += "\The [src] is displaying [computer_id_slot]."
. += computer_id_slot.get_id_examine_strings(user)
/obj/item/modular_computer/proc/print_text(text_to_print, paper_title = "")
if(!stored_paper)
return FALSE
var/obj/item/paper/printed_paper = new /obj/item/paper(drop_location())
printed_paper.add_raw_text(text_to_print)
if(paper_title)
printed_paper.name = paper_title
printed_paper.update_appearance()
stored_paper--
return TRUE
/**
* InsertID
* Attempt to insert the ID in either card slot.
* Args:
* inserting_id - the ID being inserted
* user - The person inserting the ID
*/
/obj/item/modular_computer/InsertID(obj/item/card/inserting_id, mob/user)
//all slots taken
if(computer_id_slot)
return FALSE
computer_id_slot = inserting_id
if(user)
if(!user.transferItemToLoc(inserting_id, src))
return FALSE
to_chat(user, span_notice("You insert \the [inserting_id] into the card slot."))
else
inserting_id.forceMove(src)
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
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
/**
* Removes the ID card from the computer, and puts it in loc's hand if it's a mob
* Args:
* user - The mob trying to remove the ID, if there is one
*/
/obj/item/modular_computer/RemoveID(mob/user)
if(!computer_id_slot)
return ..()
if(crew_manifest_update)
GLOB.manifest.modify(computer_id_slot.registered_name, computer_id_slot.assignment, computer_id_slot.get_trim_assignment())
if(user)
if(!issilicon(user) && in_range(src, user))
user.put_in_hands(computer_id_slot)
balloon_alert(user, "removed ID")
to_chat(user, span_notice("You remove the card from the card slot."))
else
computer_id_slot.forceMove(drop_location())
computer_id_slot = null
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
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 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.can_perform_action(src))
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, forced)
if(!enabled && !forced)
to_chat(user, span_warning("You'd need to turn the [src] on first."))
return FALSE
if(obj_flags & EMAGGED)
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_flags |= EMAGGED
device_theme = PDA_THEME_SYNDICATE
to_chat(user, span_notice("You swipe \the [src]. A console window momentarily fills the screen, with white text rapidly scrolling past."))
return TRUE
/obj/item/modular_computer/examine(mob/user)
. = ..()
var/healthpercent = round((atom_integrity/max_integrity) * 100, 1)
switch(healthpercent)
if(50 to 99)
. += span_info("It looks slightly damaged.")
if(25 to 50)
. += span_info("It appears heavily damaged.")
if(0 to 25)
. += span_warning("It's falling apart!")
if(long_ranged)
. += "It is upgraded with an experimental long-ranged network capabilities, picking up NTNet frequencies while further away."
. += span_notice("It has [max_capacity] GQ of storage capacity.")
if(computer_id_slot)
if(Adjacent(user))
. += "It has \the [computer_id_slot] card installed in its card slot."
else
. += "Its identification card slot is currently occupied."
. += span_info("Alt-click [src] to eject the identification card.")
/obj/item/modular_computer/examine_more(mob/user)
. = ..()
. += "Storage capacity: [used_capacity]/[max_capacity]GQ"
for(var/datum/computer_file/app_examine as anything in stored_files)
if(app_examine.on_examine(src, user))
. += app_examine.on_examine(src, user)
if(Adjacent(user))
. += span_notice("Paper level: [stored_paper] / [max_paper].")
/obj/item/modular_computer/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
. = ..()
if(held_item?.tool_behaviour == TOOL_WRENCH)
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
. = CONTEXTUAL_SCREENTIP_SET
if(computer_id_slot) // ID get removed first before pAIs
context[SCREENTIP_CONTEXT_ALT_LMB] = "Remove ID"
. = CONTEXTUAL_SCREENTIP_SET
else if(inserted_pai)
context[SCREENTIP_CONTEXT_ALT_LMB] = "Remove pAI"
. = CONTEXTUAL_SCREENTIP_SET
if(inserted_disk)
context[SCREENTIP_CONTEXT_CTRL_SHIFT_LMB] = "Remove Disk"
. = CONTEXTUAL_SCREENTIP_SET
return . || NONE
/obj/item/modular_computer/update_icon_state()
if(!icon_state_powered || !icon_state_unpowered) //no valid icon, don't update.
return ..()
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(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")
/obj/item/modular_computer/Exited(atom/movable/gone, direction)
if(internal_cell == gone)
internal_cell = null
if(enabled && !use_power())
shutdown_computer()
if(computer_id_slot == gone)
computer_id_slot = null
update_slot_icon()
if(ishuman(loc))
var/mob/living/carbon/human/human_wearer = loc
human_wearer.sec_hud_set_ID()
if(inserted_pai == gone)
inserted_pai = null
if(inserted_disk == gone)
inserted_disk = null
update_appearance(UPDATE_ICON)
return ..()
/obj/item/modular_computer/CtrlShiftClick(mob/user)
. = ..()
if(.)
return
if(!inserted_disk)
return
user.put_in_hands(inserted_disk)
inserted_disk = null
playsound(src, 'sound/machines/card_slide.ogg', 50)
/obj/item/modular_computer/proc/turn_on(mob/user, open_ui = TRUE)
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(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 = TRUE
update_appearance()
if(open_ui)
update_tablet_open_uis(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(seconds_per_tick)
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.event_networkfailure(FALSE) // Active program requires NTNet to run but we've just lost connection. Crash.
for(var/datum/computer_file/program/idle_programs as anything in idle_threads)
idle_programs.process_tick(seconds_per_tick)
idle_programs.ntnet_status = get_ntnet_status()
if(idle_programs.requires_ntnet && !idle_programs.ntnet_status)
idle_programs.event_networkfailure(TRUE)
if(active_program)
active_program.process_tick(seconds_per_tick)
active_program.ntnet_status = get_ntnet_status()
handle_power(seconds_per_tick) // Handles all computer power interaction
/**
* Displays notification text alongside a soundbeep when requested to by a program.
*
* After checking that 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 FALSE
playsound(src, sound, 50, TRUE)
loc.visible_message(span_notice("[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)
audible_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
data["PC_showbatteryicon"] = !!internal_cell
if(internal_cell)
switch(internal_cell.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(internal_cell.percent())]%"
else
data["PC_batteryicon"] = "batt_5.gif"
data["PC_batterypercent"] = "N/C"
switch(get_ntnet_status())
if(NTNET_NO_SIGNAL)
data["PC_ntneticon"] = "sig_none.gif"
if(NTNET_LOW_SIGNAL)
data["PC_ntneticon"] = "sig_low.gif"
if(NTNET_GOOD_SIGNAL)
data["PC_ntneticon"] = "sig_high.gif"
if(NTNET_ETHERNET_SIGNAL)
data["PC_ntneticon"] = "sig_lan.gif"
if(length(idle_threads))
var/list/program_headers = list()
for(var/datum/computer_file/program/idle_programs as anything in idle_threads)
if(!idle_programs.ui_header)
continue
program_headers.Add(list(list("icon" = idle_programs.ui_header)))
data["PC_programheaders"] = program_headers
data["PC_stationtime"] = station_time_timestamp()
data["PC_stationdate"] = "[time2text(world.realtime, "DDD, Month DD")], [CURRENT_STATION_YEAR]"
data["PC_showexitprogram"] = !!active_program // Hides "Exit Program" button on mainscreen
return data
/obj/item/modular_computer/proc/open_program(mob/user, datum/computer_file/program/program, open_ui = TRUE)
if(program.computer != src)
CRASH("tried to open program that does not belong to this computer")
if(!program || !istype(program)) // Program not found or it's not executable program.
to_chat(user, span_danger("\The [src]'s screen shows \"I/O ERROR - Unable to run program\" warning."))
return FALSE
// The program is already running. Resume it.
if(program in idle_threads)
active_program = program
program.alert_pending = FALSE
idle_threads.Remove(program)
if(open_ui)
update_tablet_open_uis(user)
update_appearance(UPDATE_ICON)
return TRUE
if(!program.is_supported_by_hardware(hardware_flag, 1, user))
return FALSE
if(idle_threads.len > max_idle_programs)
to_chat(user, span_danger("\The [src] displays a \"Maximal CPU load reached. Unable to run another program.\" error."))
return FALSE
if(program.requires_ntnet && !get_ntnet_status()) // The program requires NTNet connection, but we are not connected to NTNet.
to_chat(user, span_danger("\The [src]'s screen shows \"Unable to connect to NTNet. Please retry. If problem persists contact your system administrator.\" warning."))
return FALSE
if(!program.on_start(user))
return FALSE
active_program = program
program.alert_pending = FALSE
if(open_ui)
update_tablet_open_uis(user)
update_appearance(UPDATE_ICON)
return TRUE
// 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()
// computers are connected through ethernet
if(hardware_flag & PROGRAM_CONSOLE)
return NTNET_ETHERNET_SIGNAL
// NTNet is down and we are not connected via wired connection. No signal.
if(!find_functional_ntnet_relay())
return NTNET_NO_SIGNAL
var/turf/current_turf = get_turf(src)
if(!current_turf || !istype(current_turf))
return NTNET_NO_SIGNAL
if(is_station_level(current_turf.z))
if(hardware_flag & PROGRAM_LAPTOP) //laptops can connect to ethernet but they have to be on station for that
return NTNET_ETHERNET_SIGNAL
return NTNET_GOOD_SIGNAL
else if(is_mining_level(current_turf.z))
return NTNET_LOW_SIGNAL
else if(long_ranged)
return NTNET_LOW_SIGNAL
return NTNET_NO_SIGNAL
/obj/item/modular_computer/proc/add_log(text)
if(!get_ntnet_status())
return FALSE
return SSmodular_computers.add_log("[src]: [text]")
/obj/item/modular_computer/proc/close_all_programs()
active_program = null
for(var/datum/computer_file/program/idle as anything in idle_threads)
idle_threads.Remove(idle)
/obj/item/modular_computer/proc/shutdown_computer(loud = TRUE)
close_all_programs()
if(looping_sound)
soundloop.stop()
if(physical && loud)
physical.visible_message(span_notice("\The [src] shuts down."))
enabled = FALSE
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_item_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()
if(!saved_identification && !saved_job)
name = initial(name)
return
name = "[saved_identification] ([saved_job])"
/obj/item/modular_computer/attackby(obj/item/attacking_item, mob/user, params)
// Check for ID first
if(isidcard(attacking_item) && InsertID(attacking_item, user))
return
// Check for cash next
if(computer_id_slot && iscash(attacking_item))
var/obj/item/card/id/inserted_id = computer_id_slot.GetID()
if(inserted_id)
inserted_id.attackby(attacking_item, user) // If we do, try and put that attacking object in
return
// Inserting a pAI
if(istype(attacking_item, /obj/item/pai_card) && !inserted_pai)
if(!user.transferItemToLoc(attacking_item, src))
return
inserted_pai = attacking_item
balloon_alert(user, "inserted pai")
update_appearance(UPDATE_ICON)
return
if(istype(attacking_item, /obj/item/stock_parts/cell))
if(ismachinery(loc))
return
if(internal_cell)
to_chat(user, span_warning("You try to connect \the [attacking_item] to \the [src], but its connectors are occupied."))
return
if(user && !user.transferItemToLoc(attacking_item, src))
return
internal_cell = attacking_item
to_chat(user, span_notice("You plug \the [attacking_item] to \the [src]."))
return
// Check if any Applications need it
for(var/datum/computer_file/item_holding_app as anything in stored_files)
if(item_holding_app.application_attackby(attacking_item, user))
return
if(istype(attacking_item, /obj/item/paper))
if(stored_paper >= max_paper)
balloon_alert(user, "no more room!")
return
if(!user.temporarilyRemoveItemFromInventory(attacking_item))
return FALSE
balloon_alert(user, "inserted paper")
qdel(attacking_item)
stored_paper++
return
if(istype(attacking_item, /obj/item/paper_bin))
var/obj/item/paper_bin/bin = attacking_item
if(bin.total_paper <= 0)
balloon_alert(user, "empty bin!")
return
var/papers_added //just to keep track
while((bin.total_paper > 0) && (stored_paper < max_paper))
papers_added++
stored_paper++
bin.remove_paper()
if(!papers_added)
return
balloon_alert(user, "inserted paper")
to_chat(user, span_notice("Added in [papers_added] new sheets. You now have [stored_paper] / [max_paper] printing paper stored."))
bin.update_appearance()
return
// Insert a data disk
if(istype(attacking_item, /obj/item/computer_disk))
if(inserted_disk)
user.put_in_hands(inserted_disk)
balloon_alert(user, "disks swapped")
if(!user.transferItemToLoc(attacking_item, src))
return
inserted_disk = attacking_item
playsound(src, 'sound/machines/card_slide.ogg', 50)
return
return ..()
/obj/item/modular_computer/wrench_act_secondary(mob/living/user, obj/item/tool)
. = ..()
tool.play_tool_sound(src, user, 20, volume=20)
internal_cell?.forceMove(drop_location())
computer_id_slot?.forceMove(drop_location())
inserted_disk?.forceMove(drop_location())
inserted_pai?.forceMove(drop_location())
new /obj/item/stack/sheet/iron(get_turf(loc), steel_sheet_cost)
user.balloon_alert(user, "disassembled")
relay_qdel()
qdel(src)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/item/modular_computer/welder_act(mob/living/user, obj/item/tool)
. = ..()
if(atom_integrity == max_integrity)
to_chat(user, span_warning("\The [src] does not require repairs."))
return TOOL_ACT_TOOLTYPE_SUCCESS
if(!tool.tool_start_check(user, amount=1))
return TOOL_ACT_TOOLTYPE_SUCCESS
to_chat(user, span_notice("You begin repairing damage to \the [src]..."))
if(!tool.use_tool(src, user, 20, volume=50, amount=1))
return TOOL_ACT_TOOLTYPE_SUCCESS
atom_integrity = max_integrity
to_chat(user, span_notice("You repair \the [src]."))
update_appearance()
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/item/modular_computer/deconstruct(disassembled = TRUE)
break_apart()
return ..()
/obj/item/modular_computer/proc/break_apart()
if(!(flags_1 & NODECONSTRUCT_1))
physical.visible_message(span_notice("\The [src] breaks apart!"))
var/turf/newloc = get_turf(src)
new /obj/item/stack/sheet/iron(newloc, round(steel_sheet_cost / 2))
relay_qdel()
// 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