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CHOMPStation2/code/modules/overmap/ships/computers/computer_shims.dm
Leshana 9cbdf184ff Ported Basic Overmap Functionality
- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
2020-03-11 11:11:40 -04:00

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/*
**
** HELLO! DON'T COPY THINGS FROM HERE - READ THIS!
**
** The ship machines/computers ported from baystation expect certain procs and infrastruture that we don't have.
** I /could/ just port those computers to our code, but I actually *like* that infrastructure. But I
** don't have time (yet) to implement it fully in our codebase, so I'm shimming it here experimentally as a test
** bed for later implementing it on /obj/machinery and /obj/machinery/computer for everything. ~Leshana (March 2020)
*/
//
// Power
//
// This will have this machine have its area eat this much power next tick, and not afterwards. Do not use for continued power draw.
/obj/machinery/proc/use_power_oneoff(var/amount, var/chan = -1)
return use_power(amount, chan)
// Change one of the power consumption vars
/obj/machinery/proc/change_power_consumption(new_power_consumption, use_power_mode = USE_POWER_IDLE)
switch(use_power_mode)
if(USE_POWER_IDLE)
idle_power_usage = new_power_consumption
if(USE_POWER_ACTIVE)
active_power_usage = new_power_consumption
// No need to do anything else in our power scheme.
// Defining directly here to avoid conflicts with existing set_broken procs in our codebase that behave differently.
/obj/machinery/atmospherics/unary/engine/proc/set_broken(var/new_state, var/cause)
if(!(stat & BROKEN) == !new_state)
return // Nothing changed
stat ^= BROKEN
update_icon()
//
// Compoenents
//
/obj/machinery/proc/total_component_rating_of_type(var/part_type)
. = 0
for(var/thing in component_parts)
if(istype(thing, part_type))
var/obj/item/weapon/stock_parts/part = thing
. += part.rating
// Now isn't THIS a cool idea?
// for(var/path in uncreated_component_parts)
// if(ispath(path, part_type))
// var/obj/item/weapon/stock_parts/comp = path
// . += initial(comp.rating) * uncreated_component_parts[path]
//
// Skills
//
/obj/machinery/computer/ship
var/core_skill = /datum/skill/devices //The skill used for skill checks for this machine (mostly so subtypes can use different skills).
//
// Topic
//
/obj/machinery/computer/ship/proc/DefaultTopicState()
return global.default_state
/obj/machinery/computer/ship/Topic(var/href, var/href_list = list(), var/datum/topic_state/state)
if((. = ..()))
return
state = state || DefaultTopicState() || global.default_state
if(CanUseTopic(usr, state, href_list) == STATUS_INTERACTIVE)
CouldUseTopic(usr)
return OnTopic(usr, href_list, state)
CouldNotUseTopic(usr)
return TRUE
/obj/machinery/computer/ship/proc/OnTopic(var/mob/user, var/href_list, var/datum/topic_state/state)
return TOPIC_NOACTION
//
// Interaction
//
// If you want to have interface interactions handled for you conveniently, use this.
// Return TRUE for handled.
// If you perform direct interactions in here, you are responsible for ensuring that full interactivity checks have been made (i.e CanInteract).
// The checks leading in to here only guarantee that the user should be able to view a UI.
/obj/machinery/computer/ship/proc/interface_interact(var/mob/user)
ui_interact(user)
return TRUE
/obj/machinery/computer/ship/attack_ai(mob/user)
if(CanUseTopic(user, DefaultTopicState()) > STATUS_CLOSE)
return interface_interact(user)
// After a recent rework this should mostly be safe.
/obj/machinery/computer/ship/attack_ghost(mob/user)
interface_interact(user)
// If you don't call parent in this proc, you must make all appropriate checks yourself.
// If you do, you must respect the return value.
/obj/machinery/computer/ship/attack_hand(mob/user)
if((. = ..()))
return
if(CanUseTopic(user, DefaultTopicState()) > STATUS_CLOSE)
return interface_interact(user)