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Aurora.3/code/modules/modular_computers/computers/modular_computer/damage.dm

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/obj/item/modular_computer/examine(mob/user)
..()
if(Adjacent(user))
to_chat(user, FONT_SMALL(SPAN_NOTICE("It contains the following hardware:")))
for(var/obj/CH in get_all_components())
to_chat(user, FONT_SMALL(SPAN_NOTICE(" - [capitalize_first_letters(CH.name)]")))
if(damage > broken_damage)
to_chat(user, SPAN_DANGER("It is heavily damaged!"))
else if(damage)
to_chat(user, SPAN_WARNING("It is damaged."))
/obj/item/modular_computer/proc/break_apart(msg = TRUE)
if(msg)
visible_message(SPAN_WARNING("\The [src] breaks apart!"))
new /obj/item/stack/material/steel(get_turf(src), round(steel_sheet_cost/2))
for(var/obj/item/computer_hardware/H in get_all_components())
uninstall_component(null, H)
H.forceMove(get_turf(src))
if(prob(25))
H.take_damage(rand(10, 30))
qdel(src)
/obj/item/modular_computer/proc/take_damage(var/amount, var/component_probability, var/damage_casing = TRUE, var/randomize = TRUE, msg=TRUE)
if(randomize)
// 75%-125%, rand() works with integers, apparently.
amount *= (rand(75, 125) / 100.0)
amount = round(amount)
if(damage_casing)
damage += amount
damage = between(0, damage, max_damage)
if(component_probability)
for(var/obj/item/computer_hardware/H in get_all_components())
if(prob(component_probability))
H.take_damage(round(amount / 2))
if(damage >= max_damage)
break_apart(msg)
update_icon()
// Stronger explosions cause serious damage to internal components
// Minor explosions are mostly mitigitated by casing.
/obj/item/modular_computer/ex_act(var/severity)
take_damage(rand(125, 200) / severity, 30 / severity, msg = FALSE)
// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
/obj/item/modular_computer/emp_act(var/severity)
take_damage(rand(100, 200) / severity, 50 / severity, FALSE)
// "Stun" weapons can cause minor damage to components (short-circuits?)
// "Burn" damage is equally strong against internal components and exterior casing
// "Brute" damage mostly damages the casing.
/obj/item/modular_computer/bullet_act(var/obj/item/projectile/Proj)
switch(Proj.damage_type)
if(DAMAGE_BRUTE)
take_damage(Proj.damage, Proj.damage / 2)
if(DAMAGE_PAIN)
take_damage(Proj.damage, Proj.damage / 3, 0)
if(DAMAGE_BURN)
take_damage(Proj.damage, Proj.damage / 1.5)