frontend
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@@ -4,28 +4,41 @@
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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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use_power = IDLE_POWER_USE
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idle_power_usage = 5
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///A flag that describes this device type
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var/hardware_flag = 0
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///Power usage during last tick
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var/last_power_usage = 0
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///Icon state when the computer is turned off.
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var/icon_state_unpowered = null
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///Icon state when the computer is turned on.
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var/icon_state_powered = null
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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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///Maximal hardware size. Currently, tablets have 1, laptops 2 and consoles 3. Limits what hardware types can be installed.
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var/max_hardware_size = 0
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///Amount of steel sheets refunded when disassembling an empty frame of this computer.
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var/steel_sheet_cost = 10
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///Light luminosity when turned on
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var/light_strength = 0
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///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_active_power_usage = 100
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///Power usage when the computer is idle and screen is off (currently only applies to laptops)
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var/base_idle_power_usage = 10
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///CPU that handles most logic while this type only handles power and other specific things.
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var/obj/item/modular_computer/processor/cpu = null
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/obj/machinery/modular_computer/Initialize()
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. = ..()
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@@ -48,32 +61,35 @@
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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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to_chat(user, span_warning("You'd need to turn the [src] on first."))
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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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/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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if(!cpu || !cpu.enabled)
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/obj/machinery/modular_computer/update_icon_state()
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icon_state = (cpu?.enabled || (!(stat & NOPOWER) && cpu?.use_power())) ? icon_state_powered : icon_state_unpowered
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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?.enabled)
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if (!(stat & NOPOWER) && (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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. += screen_icon_screensaver
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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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. += cpu.active_program?.program_icon_state || 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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. += "bsod"
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. += "broken"
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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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@@ -98,17 +114,17 @@
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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?.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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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_icon()
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set_machine_stat(stat | NOPOWER)
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update_appearance()
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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?.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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set_machine_stat(stat & ~NOPOWER)
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update_appearance()
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return
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. = ..()
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@@ -116,7 +132,7 @@
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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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/obj/machinery/modular_computer/attackby(obj/item/W as obj, mob/living/user)
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if (user.a_intent == INTENT_HELP && cpu && !(flags_1 & NODECONSTRUCT_1))
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return cpu.attackby(W, user)
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return ..()
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@@ -126,15 +142,16 @@
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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.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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return cpu.ex_act(severity)
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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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return ..()
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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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