Files
CHOMPStation2/code/game/machinery/computer3/component.dm
PrismaticGynoid ad6e395ae2 Replaces intelliCards with intelliCores.
Sprites replaced with a black box that could conceivably contain a brain, while obscuring the details. Complete with screen and convenient handle.
Usage text modified to make sense for MMIs/posibrains, instead of just drone brains (e.g. downloaded → transferred).
Description added to the new intelliCores. Made into normal-sized item, similar to MMIs/posibrains.

This is an alternative to either changing lore to allow for brain uploading, or changing code to allow for choosing multiple AI brain types.
2017-07-13 00:14:34 -07:00

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/*
Objects used to construct computers, and objects that can be inserted into them, etc.
TODO:
* Synthesizer part (toybox, injectors, etc)
*/
/obj/item/part/computer
name = "computer part"
desc = "Holy jesus you donnit now"
gender = PLURAL
icon = 'icons/obj/stock_parts.dmi'
icon_state = "hdd1"
w_class = ITEMSIZE_SMALL
var/emagged = 0
// the computer that this device is attached to
var/obj/machinery/computer3/computer
// If the computer is attacked by an item it will reference this to decide which peripheral(s) are affected.
var/list/attackby_types = list()
proc/allow_attackby(var/obj/item/I as obj,var/mob/user as mob)
for(var/typekey in attackby_types)
if(istype(I,typekey))
return 1
return 0
proc/init(var/obj/machinery/computer/target)
computer = target
// continue to handle all other type-specific procedures
/*
Below are all the miscellaneous components
For storage drives, see storage.dm
For networking parts, see
*/
/obj/item/part/computer/ai_holder
name = "intelliCore computer module"
desc = "Contains a specialized nacelle for dealing with highly sensitive equipment without interference."
attackby_types = list(/obj/item/device/aicard)
var/mob/living/silicon/ai/occupant = null
var/busy = 0
attackby(obj/I as obj,mob/user as mob)
if(computer && !computer.stat)
if(istype(I, /obj/item/device/aicard))
var/obj/item/device/aicard/card = I
var/mob/living/silicon/ai/comp_ai = locate() in src
var/mob/living/silicon/ai/card_ai = locate() in card
if(istype(comp_ai))
if(busy)
user << "<span class='danger'>ERROR:</span> Reconstruction in progress."
return
card.grab_ai(comp_ai, user)
if(!(locate(/mob/living/silicon/ai) in src)) occupant = null
else if(istype(card_ai))
load_ai(card_ai,card,user)
occupant = locate(/mob/living/silicon/ai) in src
if(computer.program)
computer.program.update_icon()
computer.update_icon()
computer.occupant = occupant
..()
return
/obj/item/part/computer/ai_holder/proc/load_ai(var/mob/living/silicon/ai/transfer, var/obj/item/device/aicard/card, var/mob/user)
if(!transfer)
return
// Transfer over the AI.
transfer << "You have been transferred into a mobile terminal. Sadly, there is no remote access from here."
user << "<span class='notice'>Transfer successful:</span> [transfer.name] placed within mobile terminal."
transfer.loc = src
transfer.cancel_camera()
transfer.control_disabled = 1
occupant = transfer
if(card)
card.clear()
/*
ID computer cardslot - reading and writing slots
*/
/obj/item/part/computer/cardslot
name = "magnetic card slot"
desc = "Contains a slot for reading magnetic swipe cards."
var/obj/item/weapon/card/reader = null
var/obj/item/weapon/card/writer = null // so that you don't need to typecast dual cardslots, but pretend it's not here
// alternately pretend they did it to save money on manufacturing somehow
var/dualslot = 0 // faster than typechecking
attackby_types = list(/obj/item/weapon/card)
attackby(var/obj/item/I as obj, var/mob/user as mob)
if(istype(I,/obj/item/weapon/card))
insert(I)
return
..(I,user)
// cardslot.insert(card, slot)
// card: The card obj you want to insert (usually your ID)
// slot: Which slot to insert into (1: reader, 2: writer, 3: auto), 3 default
proc/insert(var/obj/item/weapon/card/card, var/slot = 3)
if(!computer)
return 0
// This shouldn't happen, just in case..
if(slot == 2 && !dualslot)
usr << "This device has only one card slot"
return 0
if(istype(card,/obj/item/weapon/card/emag)) // emag reader slot
if(!writer)
usr << "You insert \the [card], and the computer grinds, sparks, and beeps. After a moment, the card ejects itself."
computer.emagged = 1
return 1
else
usr << "You are unable to insert \the [card], as the reader slot is occupied"
var/mob/living/L = usr
switch(slot)
if(1)
if(equip_to_reader(card, L))
usr << "You insert the card into reader slot"
else
usr << "There is already something in the reader slot."
if(2)
if(equip_to_writer(card, L))
usr << "You insert the card into writer slot"
else
usr << "There is already something in the reader slot."
if(3)
if(equip_to_reader(card, L))
usr << "You insert the card into reader slot"
else if (equip_to_writer(card, L) && dualslot)
usr << "You insert the card into writer slot"
else if (dualslot)
usr << "There is already something in both slots."
else
usr << "There is already something in the reader slot."
// Usage of insert() preferred, as it also tells result to the user.
proc/equip_to_reader(var/obj/item/weapon/card/card, var/mob/living/L)
if(!reader)
L.drop_item()
card.loc = src
reader = card
return 1
return 0
proc/equip_to_writer(var/obj/item/weapon/card/card, var/mob/living/L)
if(!writer && dualslot)
L.drop_item()
card.loc = src
writer = card
return 1
return 0
// cardslot.remove(slot)
// slot: Which slot to remove card(s) from (1: reader only, 2: writer only, 3: both [works even with one card], 4: reader and if empty then writer ), 3 default
proc/remove(var/slot = 3)
var/mob/living/L = usr
switch(slot)
if(1)
if (remove_reader(L))
L << "You remove the card from reader slot"
else
L << "There is no card in the reader slot"
if(2)
if (remove_writer(L))
L << "You remove the card from writer slot"
else
L << "There is no card in the writer slot"
if(3)
if (remove_reader(L))
if (remove_writer(L))
L << "You remove cards from both slots"
else
L << "You remove the card from reader slot"
else
if(remove_writer(L))
L << "You remove the card from writer slot"
else
L << "There are no cards in both slots"
if(4)
if (!remove_reader(L))
if (remove_writer(L))
L << "You remove the card from writer slot"
else if (!dualslot)
L << "There is no card in the reader slot"
else
L << "There are no cards in both slots"
else
L << "You remove the card from reader slot"
proc/remove_reader(var/mob/living/L)
if(reader)
reader.loc = loc
if(istype(L) && !L.get_active_hand())
if(istype(L,/mob/living/carbon/human))
L.put_in_hands(reader)
else
reader.loc = get_turf(computer)
else
reader.loc = get_turf(computer)
reader = null
return 1
return 0
proc/remove_writer(var/mob/living/L)
if(writer && dualslot)
writer.loc = loc
if(istype(L) && !L.get_active_hand())
if(istype(L,/mob/living/carbon/human))
L.put_in_hands(writer)
else
writer.loc = get_turf(computer)
else
writer.loc = get_turf(computer)
writer = null
return 1
return 0
// Authorizes the user based on the computer's requirements
proc/authenticate()
return computer.check_access(reader)
proc/addfile(var/datum/file/F)
if(!dualslot || !istype(writer,/obj/item/weapon/card/data))
return 0
var/obj/item/weapon/card/data/D = writer
if(D.files.len > 3)
return 0
D.files += F
return 1
/obj/item/part/computer/cardslot/dual
name = "magnetic card reader"
desc = "Contains slots for inserting magnetic swipe cards for reading and writing."
dualslot = 1
/*
// Atlantis: Reworked card manipulation a bit.
// No need for separated code for dual and single readers.
// Both is handled in single-slot reader code now, thanks to the "dualslot" var.
// Leaving this code here if someone wants to somehow use it, just uncomment.
insert(var/obj/item/weapon/card/card,var/slot = 0)
if(!computer)
return 0
if(istype(card,/obj/item/weapon/card/emag) && !reader) // emag reader slot
usr.visible_message("[computer]'s screen flickers for a moment.","You insert \the [card]. After a moment, the card ejects itself, and [computer] beeps.","[computer] beeps.")
computer.emagged = 1
return 1
if(slot == 1) // 1: writer
if(writer != null)
usr << "There's already a card in that slot!"
return 0
var/mob/living/L = usr
L.drop_item()
card.loc = src
writer = card
return 1
else if(slot == 2) // 2: reader
if(reader != null)
usr << "There's already a card in that slot!"
return 0
var/mob/living/L = usr
L.drop_item()
card.loc = src
reader = card
return 1
else // 0: auto
if(reader && writer)
usr << "Both slots are full!"
return 0
var/mob/living/L = usr
L.drop_item()
card.loc = src
if(reader)
writer = card
computer.updateUsrDialog()
return 1
if(istype(card,/obj/item/weapon/card/id) && !(access_change_ids in card:access) && !writer) // not authorized
writer = card
computer.updateUsrDialog()
return 1
if(!reader)
reader = card
computer.updateUsrDialog()
return 1
return 0
remove(var/obj/item/weapon/card/card)
if(card != reader && card != writer)
return
if(card == reader) reader = null
if(card == writer) writer = null
card.loc = loc
var/mob/living/carbon/human/user = usr
if(ishuman(user) && !user.get_active_hand())
user.put_in_hands(card)
else
card.loc = computer.loc
*/