12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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// Global var to track modular computers
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var/list/global_modular_computers = list()
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// 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 = 1
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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/device/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/New()
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..()
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cpu = new(src)
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cpu.physical = src
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global_modular_computers.Add(src)
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/obj/machinery/modular_computer/Destroy()
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if(cpu)
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qdel(cpu)
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cpu = null
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return ..()
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/obj/machinery/modular_computer/attack_ghost(mob/dead/observer/user)
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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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return cpu ? cpu.emag_act(user) : 1
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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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SetLuminosity(0)
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else
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SetLuminosity(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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overlays.Add(screen_icon_state_menu)
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if(cpu && cpu.obj_integrity <= cpu.integrity_failure)
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add_overlay("bsod")
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add_overlay("broken")
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/machinery/modular_computer/proc/eject_id()
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set name = "Eject ID"
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set category = "Object"
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if(cpu)
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cpu.eject_id()
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// Eject ID card from computer, if it has ID slot with card inside.
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/obj/machinery/modular_computer/proc/eject_disk()
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set name = "Eject Data Disk"
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set category = "Object"
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if(cpu)
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cpu.eject_disk()
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/obj/machinery/modular_computer/proc/eject_card()
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set name = "Eject Intellicard"
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set category = "Object"
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set src in view(1)
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if(cpu)
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cpu.eject_card()
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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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// On-click handling. Turns on the computer if it's off and opens the GUI.
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/obj/machinery/modular_computer/attack_hand(mob/user)
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if(cpu)
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cpu.attack_self(user) // CPU is an item, that's why we route attack_hand to attack_self
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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 = src.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/weapon/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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update_icon()
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/obj/machinery/modular_computer/attackby(var/obj/item/weapon/W as obj, mob/user)
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if(cpu)
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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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// 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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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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