Files
Bubberstation/code/game/machinery/computer/_computer.dm
SkyratBot 86dafd934d [MIRROR] Fixes computers deconstructing themselves twice (#27533)
* 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 such

a57d02bf46/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 condition

a57d02bf46/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>
2024-04-30 18:14:27 +01:00

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/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
/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)
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/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/proc/imprint_gps(gps_tag) // Currently used by the upload computers and communications console
var/tracker = gps_tag
if(!tracker) // Don't give a null GPS signal if there is none
return
for(var/obj/item/circuitboard/computer/board in src.contents)
if(!contents || board.GetComponent(/datum/component/gps))
return
board.AddComponent(/datum/component/gps, "[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)
//SKYRAT EDIT ADDITON BEGIN - AESTHETICS
if(clicksound && world.time > next_clicksound && isliving(user))
next_clicksound = world.time + rand(50, 150)
playsound(src, get_sfx_skyrat(clicksound), clickvol)
//SKYRAT EDIT END
. = ..()
update_use_power(ACTIVE_POWER_USE)
/obj/machinery/computer/ui_close(mob/user)
SHOULD_CALL_PARENT(TRUE)
. = ..()
update_use_power(IDLE_POWER_USE)