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* it begins * Update gun.dm * misc fixes * Update gun.dm * more fixes * Update lightning_flow.dm * i may be stupid * Update suicide.dm * fix mech strafing * Update mecha.dm * let there be qol * ghost stuff * Update screen_clockwork.dmi * does the stuff * stuff * Update worldbreaker.dm * moltial arts * Update worldbreaker.dm * CRITICAL FIX * mech stuff * Update tables_racks.dm * stuff * fix seismic arm * buster/seismic arm fix 2 * saber + lockers * stuff * hand tele and pre_attack_secondary * more right click acts * Update closets.dm * who did this * heck * Update mob.dm * Update items.dm * darkspawn fix * fixes wound healing * Update item_attack.dm * minor qol stuff * Update kinetic_crusher.dm * Update kinetic_crusher.dm * runtime fix * Update kinetic_crusher.dm * Update screen_plasmafire.dmi * stuff * syringes * i am very silly * death to /obj/item/toolset_handler * Update assembly.dm * surgery fix + hypo stuff * mantis fix * gas harpoon * atmos machines --------- Co-authored-by: Molti <gamingjoelouis@gmail.com>
191 lines
7.3 KiB
Plaintext
191 lines
7.3 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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icon = 'icons/obj/modular_console.dmi'
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icon_state = "console"
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use_power = IDLE_POWER_USE
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idle_power_usage = 5
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density = TRUE
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///A flag that describes this device type
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var/hardware_flag = PROGRAM_CONSOLE
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/// Power usage during last tick
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var/last_power_usage = 0
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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 state when the computer is turned off.
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var/icon_state_unpowered = "console-off"
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///Icon state when the computer is turned on.
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var/icon_state_powered = "console"
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///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_state_menu = "menu"
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///Icon state overlay when the computer is powered, but not 'switched on'.
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var/screen_icon_screensaver = "standby"
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var/overlay_skin = null
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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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// Stuff for presets
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var/list/starting_components = list()
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var/list/starting_files = list()
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var/datum/computer_file/program/initial_program
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// Interaction Sounds
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var/sound/startup_sound = 'sound/machines/computers/computer_start.ogg'
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var/sound/shutdown_sound = 'sound/machines/computers/computer_end.ogg'
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var/list/interact_sounds = list('sound/machines/computers/keypress1.ogg', 'sound/machines/computers/keypress2.ogg', 'sound/machines/computers/keypress3.ogg', 'sound/machines/computers/keypress4.ogg', 'sound/machines/computers/keystroke1.ogg', 'sound/machines/computers/keystroke2.ogg', 'sound/machines/computers/keystroke3.ogg', 'sound/machines/computers/keystroke4.ogg')
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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(mapload)
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. = ..()
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cpu = new(src)
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cpu.physical = src
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cpu.screen_on = TRUE
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update_appearance()
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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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if(cpu && !(cpu.resistance_flags & INDESTRUCTIBLE))
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if(cpu.resistance_flags & ON_FIRE)
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. += span_warning("The CPU is on fire!")
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var/healthpercent = (cpu.get_integrity()/cpu.max_integrity) * 100
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switch(healthpercent)
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if(50 to 99)
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. += "The CPU looks slightly damaged."
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if(25 to 50)
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. += "The CPU appears heavily damaged."
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if(0 to 25)
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. += span_warning("The CPU is falling apart!")
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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, obj/item/card/emag/emag_card)
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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, emag_card))
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/obj/machinery/modular_computer/update_appearance(updates)
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. = ..()
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set_light(cpu?.enabled ? light_strength : 0)
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/obj/machinery/modular_computer/update_icon_state()
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if(!cpu || !cpu.enabled || (stat & NOPOWER))
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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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return ..()
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/obj/machinery/modular_computer/update_overlays()
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. = ..()
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if(!cpu)
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return .
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if(cpu.enabled)
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. += cpu.active_program?.program_icon_state || screen_icon_state_menu
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else if(!(stat & NOPOWER))
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. += screen_icon_screensaver
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if(cpu.get_integrity() <= cpu.integrity_failure)
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. += "bsod"
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. += "broken"
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return .
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/// Eats the "source" arg because update_icon actually expects args now.
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/obj/machinery/modular_computer/proc/relay_icon_update(datum/source, updates, updated)
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SIGNAL_HANDLER
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return update_icon(updates)
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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(delta_time)
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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(delta_time)
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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_danger("\The [src]'s screen flickers [battery_module ? "\"BATTERY [malfunction ? "MALFUNCTION" : "CRITICAL"]\"" : "\"EXTERNAL POWER LOSS\""] warning as it shuts down unexpectedly."))
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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_appearance(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_appearance(UPDATE_ICON) //modPCs should be changed to use powered() instead.
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return
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. = ..()
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/obj/machinery/modular_computer/screwdriver_act(mob/user, obj/item/tool)
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if(cpu)
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return cpu.screwdriver_act(user, tool)
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/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/user)
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if(!user.combat_mode && 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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switch(severity)
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if(EXPLODE_DEVASTATE)
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SSexplosions.high_mov_atom += cpu
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if(EXPLODE_HEAVY)
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SSexplosions.med_mov_atom += cpu
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if(EXPLODE_LIGHT)
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SSexplosions.low_mov_atom += 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/projectile/Proj)
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if(cpu)
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cpu.bullet_act(Proj)
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