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Aurora.3/code/game/machinery/computer/computer.dm

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/obj/machinery/computer
name = "computer"
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
density = 1
anchored = 1.0
use_power = 1
idle_power_usage = 300
active_power_usage = 300
clicksound = /decl/sound_category/keyboard_sound
var/circuit = null //The path to the circuit board type. If circuit==null, the computer can't be disassembled.
var/processing = 0
var/icon_screen = "generic"
var/icon_scanline
var/light_range_on = 2
var/light_power_on = 1
var/overlay_layer
var/is_holographic = TRUE
/obj/machinery/computer/Initialize()
. = ..()
overlay_layer = layer
power_change()
update_icon()
/obj/machinery/computer/emp_act(severity)
if(prob(20/severity)) set_broken()
..()
/obj/machinery/computer/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(25))
qdel(src)
return
if (prob(50))
for(var/x in verbs)
verbs -= x
set_broken()
if(3.0)
if (prob(25))
for(var/x in verbs)
verbs -= x
set_broken()
else
return
/obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj)
if(prob(Proj.get_structure_damage()))
set_broken()
..()
/obj/machinery/computer/update_icon()
cut_overlays()
if(stat & NOPOWER)
set_light(0)
return
else
set_light(light_range_on, light_power_on)
icon_state = initial(icon_state)
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
if (overlay_layer != layer)
add_overlay(image(icon, "broken", overlay_layer))
else
add_overlay("broken")
else if (icon_screen)
if (is_holographic)
holographic_overlay(src, src.icon, icon_screen)
if (icon_scanline)
add_overlay(icon_scanline)
else if (overlay_layer != layer)
add_overlay(image(icon, icon_screen, overlay_layer))
else
add_overlay(icon_screen)
/obj/machinery/computer/power_change()
..()
update_icon()
if(stat & NOPOWER)
set_light(0)
else
set_light(light_range_on, light_power_on)
/obj/machinery/computer/proc/set_broken()
stat |= BROKEN
update_icon()
/obj/machinery/computer/proc/decode(text)
// Adds line breaks
text = replacetext(text, "\n", "<BR>")
return text
/obj/machinery/computer/attackby(var/obj/W, user as mob)
if(W.isscrewdriver() && circuit)
playsound(src.loc, W.usesound, 50, 1)
if(do_after(user, 20))
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
var/obj/item/circuitboard/M = new circuit( A )
A.circuit = M
A.anchored = 1
for (var/obj/C in src)
C.forceMove(src.loc)
if (src.stat & BROKEN)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
new /obj/item/material/shard( src.loc )
A.state = 3
A.icon_state = "3"
else
to_chat(user, "<span class='notice'>You disconnect the glass keyboard panel.</span>")
A.state = 4
A.icon_state = "4"
M.deconstruct(src)
qdel(src)
else
..()
/obj/machinery/computer/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if (!mover)
return 1
if(istype(mover,/obj/item/projectile) && density)
if (prob(80))
//Holoscreens are non solid, and the frames of the computers are thin. So projectiles will usually
//pass through
return 1
else
return 0
else if(mover.checkpass(PASSTABLE))
//Animals can run under them, lots of empty space
return 1
return ..()