/obj/machinery/computer name = "computer" icon = 'icons/obj/computer.dmi' icon_state = "computer" density = TRUE max_integrity = 200 integrity_failure = 0.5 armor_type = /datum/armor/machinery_computer interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON|INTERACT_MACHINE_SET_MACHINE|INTERACT_MACHINE_REQUIRES_LITERACY /// How bright we are when turned on. var/brightness_on = 1 /// Icon_state of the keyboard overlay. var/icon_keyboard = "generic_key" /// Should we render an unique icon for the keyboard when off? var/keyboard_change_icon = TRUE /// Icon_state of the emissive screen overlay. var/icon_screen = "generic" /// Time it takes to deconstruct with a screwdriver. var/time_to_unscrew = 2 SECONDS /// Are we authenticated to use this? Used by things like comms console, security and medical data, and apc controller. var/authenticated = FALSE /datum/armor/machinery_computer fire = 40 acid = 20 /obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C) . = ..() power_change() /obj/machinery/computer/process() if(machine_stat & (NOPOWER|BROKEN)) return FALSE return TRUE /obj/machinery/computer/update_overlays() . = ..() if(icon_keyboard) if(keyboard_change_icon && (machine_stat & NOPOWER)) . += "[icon_keyboard]_off" else . += icon_keyboard if(machine_stat & BROKEN) . += mutable_appearance(icon, "[icon_state]_broken") return // If we don't do this broken computers glow in the dark. if(machine_stat & NOPOWER) // Your screen can't be on if you've got no damn charge return // This lets screens ignore lighting and be visible even in the darkest room if(icon_screen) . += mutable_appearance(icon, icon_screen) . += emissive_appearance(icon, icon_screen, src) /obj/machinery/computer/power_change() . = ..() if(machine_stat & NOPOWER) set_light(0) else set_light(brightness_on) /obj/machinery/computer/screwdriver_act(mob/living/user, obj/item/I) if(..()) return TRUE if(circuit && !(flags_1&NODECONSTRUCT_1)) to_chat(user, span_notice("You start to disconnect the monitor...")) if(I.use_tool(src, user, time_to_unscrew, volume=50)) deconstruct(TRUE, user) return TRUE /obj/machinery/computer/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) if(machine_stat & BROKEN) playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE) else playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE) if(BURN) playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE) /obj/machinery/computer/atom_break(damage_flag) if(!circuit) //no circuit, no breaking return . = ..() if(.) playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE) set_light(0) /obj/machinery/computer/emp_act(severity) . = ..() if (!(. & EMP_PROTECT_SELF)) switch(severity) if(1) if(prob(50)) atom_break(ENERGY) if(2) if(prob(10)) atom_break(ENERGY) /obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user) on_deconstruction() if(!(flags_1 & NODECONSTRUCT_1)) if(circuit) //no circuit, no computer frame var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc) A.setDir(dir) A.circuit = circuit // Circuit removal code is handled in /obj/machinery/Exited() circuit.forceMove(A) A.set_anchored(TRUE) if(machine_stat & BROKEN) if(user) to_chat(user, span_notice("The broken glass falls out.")) else playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE) new /obj/item/shard(drop_location()) new /obj/item/shard(drop_location()) A.state = 3 A.icon_state = "3" else if(user) to_chat(user, span_notice("You disconnect the monitor.")) A.state = 4 A.icon_state = "4" for(var/obj/C in src) C.forceMove(loc) qdel(src) /obj/machinery/computer/AltClick(mob/user) . = ..() if(!can_interact(user)) return if(!user.can_perform_action(src, ALLOW_SILICON_REACH) || !is_operational) return /obj/machinery/computer/ui_interact(mob/user, datum/tgui/ui) SHOULD_CALL_PARENT(TRUE) . = ..() update_use_power(ACTIVE_POWER_USE) /obj/machinery/computer/ui_close(mob/user) SHOULD_CALL_PARENT(TRUE) . = ..() update_use_power(IDLE_POWER_USE)