Files
Bubberstation/code/game/machinery/computer/_computer.dm
Rob Bailey 1aeb72b2a9 Better glowing lights (#49454)
* better glowy lights

* phase 2

* some doc comments

* working emissive blocking

* flag so these rotate correctly

* full brightness screens

* doc comments and rename

* better doc comments

* stub overrides

* better autodoc format

* Update code/game/atoms_movable.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update code/modules/lighting/emissive_blocker.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* render target defines for all planes

* update proc for emissive blocker

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2020-03-03 11:50:19 -05:00

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/obj/machinery/computer
name = "computer"
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
density = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 300
active_power_usage = 300
max_integrity = 200
integrity_failure = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20)
var/brightness_on = 1
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
var/time_to_screwdrive = 20
var/authenticated = 0
/obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C)
. = ..()
power_change()
if(!QDELETED(C))
qdel(circuit)
circuit = C
C.moveToNullspace()
/obj/machinery/computer/Destroy()
QDEL_NULL(circuit)
return ..()
/obj/machinery/computer/process()
if(machine_stat & (NOPOWER|BROKEN))
return 0
return 1
/obj/machinery/computer/update_overlays()
. = ..()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
if(machine_stat & NOPOWER)
. += "[icon_keyboard]_off"
return
. += icon_keyboard
// This whole block lets screens ignore lighting and be visible even in the darkest room
var/overlay_state = icon_screen
if(machine_stat & BROKEN)
overlay_state = "[icon_state]_broken"
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, plane, dir)
SSvis_overlays.add_vis_overlay(src, icon, overlay_state, layer, EMISSIVE_PLANE, dir)
/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 class='notice'>You start to disconnect the monitor...</span>")
if(I.use_tool(src, user, time_to_screwdrive, 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/obj_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))
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.setDir(dir)
A.circuit = circuit
A.setAnchored(TRUE)
if(machine_stat & BROKEN)
if(user)
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
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 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)
/obj/machinery/computer/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)) || !is_operational())
return