Files
Bubberstation/code/game/machinery/computer/_computer.dm
2017-08-16 13:01:15 -06:00

130 lines
3.5 KiB
Plaintext

/obj/machinery/computer
name = "computer"
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 300
active_power_usage = 300
max_integrity = 200
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20)
var/processing = FALSE
var/brightness_on = 2
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
var/clockwork = FALSE
/obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C)
. = ..()
power_change()
/obj/machinery/computer/Destroy()
QDEL_NULL(circuit)
return ..()
/obj/machinery/computer/process()
if(stat & (NOPOWER|BROKEN))
return 0
return 1
/obj/machinery/computer/ratvar_act()
if(!clockwork)
clockwork = TRUE
icon_screen = "ratvar[rand(1, 4)]"
icon_keyboard = "ratvar_key[rand(1, 6)]"
icon_state = "ratvarcomputer[rand(1, 4)]"
update_icon()
/obj/machinery/computer/narsie_act()
if(clockwork && clockwork != initial(clockwork)) //if it's clockwork but isn't normally clockwork
clockwork = FALSE
icon_screen = initial(icon_screen)
icon_keyboard = initial(icon_keyboard)
icon_state = initial(icon_state)
update_icon()
/obj/machinery/computer/update_icon()
cut_overlays()
if(stat & NOPOWER)
add_overlay("[icon_keyboard]_off")
return
add_overlay(icon_keyboard)
if(stat & BROKEN)
add_overlay("[icon_state]_broken")
else
add_overlay(icon_screen)
/obj/machinery/computer/power_change()
..()
if(stat & NOPOWER)
set_light(0)
else
set_light(brightness_on)
update_icon()
return
/obj/machinery/computer/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver) && circuit && !(flags_1&NODECONSTRUCT_1))
playsound(src.loc, I.usesound, 50, 1)
to_chat(user, "<span class='notice'> You start to disconnect the monitor...</span>")
if(do_after(user, 20*I.toolspeed, target = src))
deconstruct(TRUE, user)
else
return ..()
/obj/machinery/computer/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(stat & BROKEN)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
else
playsound(src.loc, 'sound/effects/glasshit.ogg', 75, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/computer/obj_break(damage_flag)
if(circuit && !(flags_1 & NODECONSTRUCT_1)) //no circuit, no breaking
if(!(stat & BROKEN))
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
update_icon()
/obj/machinery/computer/emp_act(severity)
switch(severity)
if(1)
if(prob(50))
obj_break("energy")
if(2)
if(prob(10))
obj_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.circuit = circuit
A.anchored = TRUE
if(stat & BROKEN)
if(user)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
else
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
new /obj/item/shard(src.loc)
new /obj/item/shard(src.loc)
A.state = 3
A.icon_state = "3"
else
if(user)
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
A.state = 4
A.icon_state = "4"
circuit = null
for(var/obj/C in src)
C.forceMove(loc)
qdel(src)