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* Fixes computers deconstructing themselves twice (#82956) ## About The Pull Request - Closes #82944 That PR was a bandage fix to the actual problem on computer deconstruction. `/obj/machinery/computer/spawn_frame()` moves the circuit board out of the computer as sucha57d02bf46/code/game/machinery/computer/_computer.dm (L120)But it does not first remove it from `component_parts` as a result `/obj/machinery/Exited()` still sees that circuit board is inside the machines component parts and since this machine only gets deleted at the last step of deconstruction, the `QDELETED(src)` check doesn't help either & so it sees the circuit board removal as an abnormal condition & attempts to call `deconstruct(FALSE)` again while the machine is still getting deconstructed!!. It's an recursive conditiona57d02bf46/code/game/machinery/_machinery.dm (L918-L921)To prevent this loop we have to first remove the circuitboard from the component parts so that ` if(gone in component_parts)` fails & does not call `deconstruct(FALSE)` while deconstruction is taking place ## Changelog 🆑 fix: computers don't deconstruct themselves twice so machines like slotmachine don't spawn excess chips upon deconstruction /🆑 * Fixes computers deconstructing themselves twice --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
147 lines
4.5 KiB
Plaintext
147 lines
4.5 KiB
Plaintext
/obj/machinery/computer
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name = "computer"
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icon = 'icons/obj/machines/computer.dmi'
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icon_state = "computer"
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density = TRUE
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max_integrity = 200
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integrity_failure = 0.5
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armor_type = /datum/armor/machinery_computer
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interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON|INTERACT_MACHINE_REQUIRES_LITERACY
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/// How bright we are when turned on.
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var/brightness_on = 1
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/// Icon_state of the keyboard overlay.
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var/icon_keyboard = "generic_key"
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/// Should we render an unique icon for the keyboard when off?
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var/keyboard_change_icon = TRUE
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/// Icon_state of the emissive screen overlay.
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var/icon_screen = "generic"
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/// Time it takes to deconstruct with a screwdriver.
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var/time_to_unscrew = 2 SECONDS
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/// Are we authenticated to use this? Used by things like comms console, security and medical data, and apc controller.
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var/authenticated = FALSE
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/datum/armor/machinery_computer
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fire = 40
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acid = 20
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/obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C)
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. = ..()
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power_change()
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/obj/machinery/computer/process()
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if(machine_stat & (NOPOWER|BROKEN))
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return FALSE
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return TRUE
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/obj/machinery/computer/update_overlays()
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. = ..()
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if(icon_keyboard)
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if(keyboard_change_icon && (machine_stat & NOPOWER))
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. += "[icon_keyboard]_off"
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else
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. += icon_keyboard
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if(machine_stat & BROKEN)
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. += mutable_appearance(icon, "[icon_state]_broken")
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return // If we don't do this broken computers glow in the dark.
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if(machine_stat & NOPOWER) // Your screen can't be on if you've got no damn charge
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return
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// This lets screens ignore lighting and be visible even in the darkest room
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if(icon_screen)
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. += mutable_appearance(icon, icon_screen)
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. += emissive_appearance(icon, icon_screen, src)
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/obj/machinery/computer/power_change()
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. = ..()
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if(machine_stat & NOPOWER)
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set_light(0)
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else
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set_light(brightness_on)
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/obj/machinery/computer/screwdriver_act(mob/living/user, obj/item/I)
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if(..())
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return TRUE
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if(circuit)
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balloon_alert(user, "disconnecting monitor...")
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if(I.use_tool(src, user, time_to_unscrew, volume=50))
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deconstruct(TRUE)
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return TRUE
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/obj/machinery/computer/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(machine_stat & BROKEN)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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else
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playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/machinery/computer/atom_break(damage_flag)
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if(!circuit) //no circuit, no breaking
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return
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. = ..()
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if(.)
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playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
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set_light(0)
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/obj/machinery/computer/proc/imprint_gps(gps_tag) // Currently used by the upload computers and communications console
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var/tracker = gps_tag
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if(!tracker) // Don't give a null GPS signal if there is none
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return
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for(var/obj/item/circuitboard/computer/board in src.contents)
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if(!contents || board.GetComponent(/datum/component/gps))
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return
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board.AddComponent(/datum/component/gps, "[tracker]")
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balloon_alert_to_viewers("board tracker enabled", vision_distance = 1)
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/obj/machinery/computer/emp_act(severity)
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. = ..()
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if (!(. & EMP_PROTECT_SELF))
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switch(severity)
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if(1)
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if(prob(50))
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atom_break(ENERGY)
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if(2)
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if(prob(10))
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atom_break(ENERGY)
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/obj/machinery/computer/spawn_frame(disassembled)
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if(QDELETED(circuit)) //no circuit, no computer frame
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return
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var/obj/structure/frame/computer/new_frame = new(loc)
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new_frame.setDir(dir)
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new_frame.set_anchored(TRUE)
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new_frame.circuit = circuit
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// Circuit removal code is handled in /obj/machinery/Exited()
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component_parts -= circuit
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circuit.forceMove(new_frame)
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if((machine_stat & BROKEN) || !disassembled)
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var/atom/drop_loc = drop_location()
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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new /obj/item/shard(drop_loc)
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new /obj/item/shard(drop_loc)
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new_frame.state = FRAME_COMPUTER_STATE_WIRED
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else
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new_frame.state = FRAME_COMPUTER_STATE_GLASSED
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new_frame.update_appearance(UPDATE_ICON_STATE)
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/obj/machinery/computer/ui_interact(mob/user, datum/tgui/ui)
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SHOULD_CALL_PARENT(TRUE)
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//SKYRAT EDIT ADDITON BEGIN - AESTHETICS
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if(clicksound && world.time > next_clicksound && isliving(user))
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next_clicksound = world.time + rand(50, 150)
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playsound(src, get_sfx_skyrat(clicksound), clickvol)
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//SKYRAT EDIT END
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. = ..()
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update_use_power(ACTIVE_POWER_USE)
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/obj/machinery/computer/ui_close(mob/user)
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SHOULD_CALL_PARENT(TRUE)
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. = ..()
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update_use_power(IDLE_POWER_USE)
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