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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
215 lines
6.0 KiB
Plaintext
215 lines
6.0 KiB
Plaintext
/obj/item/modular_computer/proc/update_verbs()
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verbs.Cut()
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if(portable_drive)
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verbs |= /obj/item/modular_computer/verb/eject_usb
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if(card_slot)
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verbs |= /obj/item/modular_computer/verb/eject_id
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verbs |= /obj/item/modular_computer/verb/emergency_shutdown
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// Forcibly shut down the device. To be used when something bugs out and the UI is nonfunctional.
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/obj/item/modular_computer/verb/emergency_shutdown()
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set name = "Forced Shutdown"
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set category = "Object"
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set src in view(1)
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if(usr.incapacitated() || !isliving(usr))
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to_chat(usr, span_warning("You can't do that."))
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return
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if(!Adjacent(usr))
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to_chat(usr, span_warning("You can't reach it."))
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return
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if(enabled)
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bsod = 1
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update_icon()
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shutdown_computer()
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to_chat(usr, "You press a hard-reset button on \the [src]. It displays a brief debug screen before shutting down.")
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spawn(2 SECONDS)
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bsod = 0
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update_icon()
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/modular_computer/verb/eject_id()
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set name = "Eject ID"
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set category = "Object"
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set src in view(1)
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if(usr.incapacitated() || !isliving(usr))
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to_chat(usr, span_warning("You can't do that."))
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return
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if(!Adjacent(usr))
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to_chat(usr, span_warning("You can't reach it."))
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return
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proc_eject_id(usr)
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/item/modular_computer/verb/eject_usb()
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set name = "Eject Portable Storage"
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set category = "Object"
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set src in view(1)
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if(usr.incapacitated() || !isliving(usr))
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to_chat(usr, span_warning("You can't do that."))
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return
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if(!Adjacent(usr))
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to_chat(usr, span_warning("You can't reach it."))
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return
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proc_eject_usb(usr)
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/obj/item/modular_computer/proc/proc_eject_id(mob/user)
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if(!user)
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user = usr
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if(!card_slot)
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to_chat(user, "\The [src] does not have an ID card slot")
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return
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if(!card_slot.stored_card)
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to_chat(user, "There is no card in \the [src]")
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return
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if(active_program)
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active_program.event_idremoved(0)
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for(var/datum/computer_file/program/P in idle_threads)
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P.event_idremoved(1)
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card_slot.stored_card.forceMove(get_turf(src))
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card_slot.stored_card = null
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update_uis()
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to_chat(user, "You remove the card from \the [src]")
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/obj/item/modular_computer/proc/proc_eject_usb(mob/user)
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if(!user)
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user = usr
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if(!portable_drive)
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to_chat(user, "There is no portable device connected to \the [src].")
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return
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uninstall_component(user, portable_drive)
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update_uis()
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/obj/item/modular_computer/attack_ghost(var/mob/observer/dead/user)
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if(enabled)
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tgui_interact(user)
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else if(check_rights_for(user.client, R_ADMIN|R_EVENT|R_DEBUG))
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var/response = tgui_alert(user, "This computer is turned off. Would you like to turn it on?", "Admin Override", list("Yes", "No"))
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if(response == "Yes")
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turn_on(user)
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/obj/item/modular_computer/attack_ai(var/mob/user)
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return attack_self(user)
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/obj/item/modular_computer/attack_hand(var/mob/user)
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if(anchored)
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return attack_self(user)
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return ..()
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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/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(enabled && screen_on)
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if(isliving(user) && HAS_TRAIT(user, TRAIT_UNLUCKY) && prob(5))
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var/mob/living/unlucky_soul = user
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to_chat(user, span_danger("You interact with \the [src] and are met with a sudden shock!"))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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unlucky_soul.electrocute_act(5, src, 1)
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return
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tgui_interact(user)
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else if(!enabled && screen_on)
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if(HAS_TRAIT(user, TRAIT_UNLUCKY) && prob(25))
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to_chat(user, "You try to turn on \the [src] but it doesn't respond.")
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return
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turn_on(user)
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/obj/item/modular_computer/attackby(var/obj/item/W, var/mob/user)
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if(istype(W, /obj/item/card/id)) // ID Card, try to insert it.
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var/obj/item/card/id/I = W
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if(!card_slot)
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to_chat(user, "You try to insert \the [I] into \the [src], but it does not have an ID card slot installed.")
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return
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if(card_slot.stored_card)
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to_chat(user, "You try to insert \the [I] into \the [src], but it's ID card slot is occupied.")
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return
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user.drop_from_inventory(I)
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card_slot.stored_card = I
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I.forceMove(src)
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update_uis()
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to_chat(user, "You insert \the [I] into \the [src].")
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return
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if(istype(W, /obj/item/paper) || istype(W, /obj/item/paper_bundle))
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if(!nano_printer)
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return
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nano_printer.attackby(W, user)
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if(istype(W, /obj/item/computer_hardware))
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var/obj/item/computer_hardware/C = W
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if(C.hardware_size <= max_hardware_size)
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try_install_component(user, C)
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else
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to_chat(user, "This component is too large for \the [src].")
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if(W.has_tool_quality(TOOL_WRENCH))
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var/list/components = get_all_components()
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if(components.len)
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to_chat(user, "Remove all components from \the [src] before disassembling it.")
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return
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new /obj/item/stack/material/steel( get_turf(src.loc), steel_sheet_cost )
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src.visible_message("\The [src] has been disassembled by [user].")
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qdel(src)
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return
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if(W.has_tool_quality(TOOL_WELDER))
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var/obj/item/weldingtool/WT = W.get_welder()
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if(!WT.isOn())
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to_chat(user, "\The [W] is off.")
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return
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if(!damage)
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to_chat(user, "\The [src] does not require repairs.")
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return
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to_chat(user, "You begin repairing damage to \the [src]...")
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if(WT.remove_fuel(round(damage/75)) && do_after(user, damage/10, target = src))
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damage = 0
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to_chat(user, "You repair \the [src].")
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return
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if(W.has_tool_quality(TOOL_SCREWDRIVER))
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var/list/all_components = get_all_components()
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if(!all_components.len)
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to_chat(user, "This device doesn't have any components installed.")
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return
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var/list/component_names = list()
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for(var/obj/item/computer_hardware/H in all_components)
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component_names.Add(H.name)
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var/choice = tgui_input_list(user, "Which component do you want to uninstall?", "Computer maintenance", 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(user, H)
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return
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..()
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