mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-06-06 14:51:17 +01:00
a1ada2c9ef
This builds on what #69790 did and improved the code even further. Notable things: - `Topic()` is a deprecated proc in our codebase (replaced with Javascript tgui) so it makes sense to rename `canUseTopic` to `can_perform_action` which is more straightforward in what it does. - Positional and named arguments have been converted into a easier to use `action_bitflag` - The bitflags adds some new checks you can use like: `NEED_GRAVITY | NEED_LITERACY | NEED_LIGHT` when you want to perform an action. - Redundant, duplicate, or dead code has been removed. - Fixes several runtimes where `canUseTopic` was being called without a proper target (IV drips, gibber, food processor) - Better documentation for the proc and bitflags with examples
146 lines
4.2 KiB
Plaintext
146 lines
4.2 KiB
Plaintext
/obj/machinery/computer
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name = "computer"
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icon = 'icons/obj/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_SET_MACHINE|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 && !(flags_1&NODECONSTRUCT_1))
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to_chat(user, span_notice("You start to disconnect the monitor..."))
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if(I.use_tool(src, user, time_to_unscrew, volume=50))
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deconstruct(TRUE, user)
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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/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/deconstruct(disassembled = TRUE, mob/user)
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on_deconstruction()
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if(!(flags_1 & NODECONSTRUCT_1))
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if(circuit) //no circuit, no computer frame
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var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc)
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A.setDir(dir)
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A.circuit = circuit
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// Circuit removal code is handled in /obj/machinery/Exited()
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circuit.forceMove(A)
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A.set_anchored(TRUE)
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if(machine_stat & BROKEN)
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if(user)
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to_chat(user, span_notice("The broken glass falls out."))
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else
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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new /obj/item/shard(drop_location())
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new /obj/item/shard(drop_location())
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A.state = 3
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A.icon_state = "3"
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else
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if(user)
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to_chat(user, span_notice("You disconnect the monitor."))
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A.state = 4
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A.icon_state = "4"
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for(var/obj/C in src)
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C.forceMove(loc)
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qdel(src)
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/obj/machinery/computer/AltClick(mob/user)
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. = ..()
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if(!can_interact(user))
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return
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if(!user.can_perform_action(src, ALLOW_SILICON_REACH) || !is_operational)
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return
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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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. = ..()
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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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