mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
149 lines
5.7 KiB
Plaintext
149 lines
5.7 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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use_power = IDLE_POWER_USE
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idle_power_usage = 5
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var/hardware_flag = 0 // A flag that describes this device type
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var/last_power_usage = 0 // Power usage during last tick
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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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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/screen_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/screen_icon_screensaver = "standby" // Icon state overlay when the computer is powered, but not 'switched on'.
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var/max_hardware_size = 0 // Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
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var/steel_sheet_cost = 10 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
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var/light_strength = 0 // Light luminosity when turned on
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var/base_active_power_usage = 100 // 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 = 10 // Power usage when the computer is idle and screen is off (currently only applies to laptops)
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var/obj/item/modular_computer/processor/cpu = null // CPU that handles most logic while this type only handles power and other specific things.
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/obj/machinery/modular_computer/Initialize()
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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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. = ..()
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if(!cpu)
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to_chat(user, "<span class='warning'>You'd need to turn the [src] on first.</span>")
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return FALSE
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return (cpu.emag_act(user))
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/obj/machinery/modular_computer/update_icon()
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cut_overlays()
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icon_state = icon_state_powered
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if(!cpu || !cpu.enabled)
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if (!(stat & NOPOWER) && (cpu && cpu.use_power()))
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add_overlay(screen_icon_screensaver)
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else
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icon_state = icon_state_unpowered
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set_light(0)
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else
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set_light(light_strength)
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if(cpu.active_program)
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add_overlay(cpu.active_program.program_icon_state ? cpu.active_program.program_icon_state : screen_icon_state_menu)
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else
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add_overlay(screen_icon_state_menu)
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if(cpu && cpu.obj_integrity <= cpu.integrity_failure * cpu.max_integrity)
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add_overlay("bsod")
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add_overlay("broken")
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/obj/machinery/modular_computer/AltClick(mob/user)
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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()
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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()
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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 && cpu.enabled) // Shut down the computer
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visible_message("<span class='danger'>\The [src]'s screen flickers [battery_module ? "\"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\"" : "\"EXTERNAL POWER LOSS\""] warning as it shuts down unexpectedly.</span>")
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if(cpu)
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cpu.shutdown_computer(0)
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stat |= NOPOWER
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update_icon()
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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 && cpu.use_power()) // If MC_CPU still has a power source, PC wouldn't go offline.
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stat &= ~NOPOWER
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update_icon()
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return
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. = ..()
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/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/user)
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if(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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cpu.ex_act(severity)
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// switch(severity)
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// if(EXPLODE_DEVASTATE)
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// SSexplosions.highobj += cpu
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// if(EXPLODE_HEAVY)
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// SSexplosions.medobj += cpu
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// if(EXPLODE_LIGHT)
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// SSexplosions.lowobj += cpu
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..()
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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/item/projectile/Proj)
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if(cpu)
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cpu.bullet_act(Proj)
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