Files
Bubberstation/code/game/machinery/computer/_computer.dm
grungussuss e46db99412 airlocks and computers are leanable (#88478)
## About The Pull Request
- added a signal - `COMSIG_ATOM_DENSITY_CHANGED`, is sent when
set_density is called and doesn't early return
- changed all manual assignments of .density to use `set_density` so the
signal is sent
- airlocks get the leanable component, if the airlock opens while you
are leaning on it - you will fall
- computers get the leanable component
## Why It's Good For The Game
can lean on more stuff, roleplay! Immersion!
*John Tider leans on the airlock*
## Changelog
🆑 grungussuss
add: computers and airlocks are now leanable
refactor: changed how density/collision of some objects is changed,
report any oddities!
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-12-29 08:53:55 +01:00

174 lines
5.3 KiB
Plaintext

/obj/machinery/computer
name = "computer"
icon = 'icons/obj/machines/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_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
/// Will projectiles be able to pass over this computer?
var/projectiles_pass_chance = 65
/datum/armor/machinery_computer
fire = 40
acid = 20
/obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C)
. = ..()
power_change()
/obj/machinery/computer/mouse_drop_receive(mob/living/dropping, mob/user, params)
. = ..()
// We add the component only once here & not in Initialize() because there are tons of computers & we don't want to add to their init times
LoadComponent(/datum/component/leanable, dropping)
/obj/machinery/computer/CanAllowThrough(atom/movable/mover, border_dir) // allows projectiles to fly over the computer
. = ..()
if(.)
return
if(!projectiles_pass_chance)
return FALSE
if(!isprojectile(mover))
return FALSE
var/obj/projectile/proj = mover
if(!anchored)
return TRUE
if(proj.firer && Adjacent(proj.firer))
return TRUE
if(prob(projectiles_pass_chance))
return TRUE
return FALSE
/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)
balloon_alert(user, "disconnecting monitor...")
if(I.use_tool(src, user, time_to_unscrew, volume=50))
deconstruct(TRUE)
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/glass/glasshit.ogg', 75, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/tools/welder.ogg', 100, TRUE)
/obj/machinery/computer/atom_break(damage_flag)
if(!circuit) //no circuit, no breaking
return
. = ..()
if(.)
playsound(loc, 'sound/effects/glass/glassbr3.ogg', 100, TRUE)
set_light(0)
/obj/machinery/computer/proc/imprint_gps(gps_tag) // Currently used by the upload computers and communications console
if(!length(gps_tag)) // Don't give a null GPS signal if there is none
CRASH("[src] called imprint_gps without setting gps_tag")
var/set_tracker = FALSE
for(var/obj/item/circuitboard/computer/board in contents)
if(board.GetComponent(/datum/component/gps))
return
board.AddComponent(/datum/component/gps, "[gps_tag]")
set_tracker = TRUE
if (set_tracker)
balloon_alert_to_viewers("board tracker enabled", vision_distance = 1)
/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/spawn_frame(disassembled)
if(QDELETED(circuit)) //no circuit, no computer frame
return
var/obj/structure/frame/computer/new_frame = new(loc)
new_frame.setDir(dir)
new_frame.set_anchored(TRUE)
new_frame.circuit = circuit
// Circuit removal code is handled in /obj/machinery/Exited()
component_parts -= circuit
circuit.forceMove(new_frame)
if((machine_stat & BROKEN) || !disassembled)
var/atom/drop_loc = drop_location()
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
new /obj/item/shard(drop_loc)
new /obj/item/shard(drop_loc)
new_frame.state = FRAME_COMPUTER_STATE_WIRED
else
new_frame.state = FRAME_COMPUTER_STATE_GLASSED
new_frame.update_appearance(UPDATE_ICON_STATE)
/obj/machinery/computer/ui_interact(mob/user, datum/tgui/ui)
SHOULD_CALL_PARENT(TRUE)
. = ..()
update_use_power(ACTIVE_POWER_USE)
/obj/machinery/computer/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
SHOULD_CALL_PARENT(TRUE)
. = ..()
if(!issilicon(ui.user))
playsound(src, SFX_KEYBOARD_CLICKS, 10, TRUE, FALSE)
/obj/machinery/computer/ui_close(mob/user)
SHOULD_CALL_PARENT(TRUE)
. = ..()
update_use_power(IDLE_POWER_USE)