mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
425 lines
16 KiB
Plaintext
425 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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icon = 'icons/obj/computer.dmi'
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icon_state = "laptop-open"
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var/light_on = FALSE
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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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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/device_theme = "ntos" // Sets the theme for the main menu, hardware config, and file browser apps. Overridden by certain non-NT devices.
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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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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/display_overlays = TRUE // If FALSE, don't draw overlays on this device at all
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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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/// List of "connection ports" in this computer and the components with which they are plugged
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var/list/all_components = list()
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/// Lazy List of extra hardware slots that can be used modularly.
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var/list/expansion_bays
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/// Number of total expansion bays this computer has available.
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var/max_bays = 0
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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/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/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_slot2 = all_components[MC_CARD2]
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var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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return (card_slot2?.try_eject(user) || card_slot?.try_eject(user)) //Try the secondary one first.
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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/RemoveID()
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var/obj/item/computer_hardware/card_slot/card_slot2 = all_components[MC_CARD2]
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var/obj/item/computer_hardware/card_slot/card_slot = all_components[MC_CARD]
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return (card_slot2?.try_eject() || card_slot?.try_eject()) //Try the secondary one first.
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/obj/item/modular_computer/InsertID(obj/item/inserting_item)
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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/card_slot/card_slot2 = all_components[MC_CARD2]
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if(!(card_slot || card_slot2))
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//to_chat(user, "<span class='warning'>There isn't anywhere you can fit a card into on this computer.</span>")
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return FALSE
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var/obj/item/card/inserting_id = inserting_item.RemoveID()
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if(!inserting_id)
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return FALSE
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if((card_slot?.try_insert(inserting_id)) || (card_slot2?.try_insert(inserting_id)))
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return TRUE
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//to_chat(user, "<span class='warning'>This computer doesn't have an open card slot.</span>")
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return FALSE
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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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. = ..()
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if(!enabled)
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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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obj_flags |= EMAGGED //Mostly for consistancy purposes; the programs will do their own emag handling
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var/newemag = FALSE
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var/obj/item/computer_hardware/hard_drive/drive = all_components[MC_HDD]
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for(var/datum/computer_file/program/app in drive.stored_files)
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if(!istype(app))
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continue
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if(app.run_emag())
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newemag = TRUE
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if(newemag)
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to_chat(user, "<span class='notice'>You swipe \the [src]. A console window momentarily fills the screen, with white text rapidly scrolling past.</span>")
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return TRUE
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to_chat(user, "<span class='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.</span>")
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return FALSE
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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_state()
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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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/obj/item/modular_computer/update_overlays()
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. = ..()
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if(!display_overlays)
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return
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if(enabled)
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if(active_program)
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. += active_program.program_icon_state ? active_program.program_icon_state : icon_state_menu
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else
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. += icon_state_menu
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if(obj_integrity <= integrity_failure * max_integrity)
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. += "bsod"
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. += "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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data["PC_device_theme"] = device_theme
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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("hh:mm:ss", world.time)
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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] is 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 sortList(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
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uninstall_component(H, user)
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return
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..()
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// Used by processor to relay qdel() to machinery type.
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/obj/item/modular_computer/proc/relay_qdel()
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return
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// Perform adjacency checks on our physical counterpart, if any.
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/obj/item/modular_computer/Adjacent(atom/neighbor)
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if(physical && physical != src)
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return physical.Adjacent(neighbor)
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return ..()
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