/obj/item/weapon/computer_hardware/ name = "Hardware" desc = "Unknown Hardware." icon = 'icons/obj/modular_components.dmi' var/obj/item/modular_computer/holder2 = null var/power_usage = 0 // If the hardware uses extra power, change this. var/enabled = 1 // If the hardware is turned off set this to 0. var/critical = 1 // Prevent disabling for important component, like the HDD. var/hardware_size = 1 // Limits which devices can contain this component. 1: Tablets/Laptops/Consoles, 2: Laptops/Consoles, 3: Consoles only var/damage = 0 // Current damage level var/max_damage = 100 // Maximal damage level. var/damage_malfunction = 20 // "Malfunction" threshold. When damage exceeds this value the hardware piece will semi-randomly fail and do !!FUN!! things var/damage_failure = 50 // "Failure" threshold. When damage exceeds this value the hardware piece will not work at all. var/malfunction_probability = 10// Chance of malfunction when the component is damaged /obj/item/weapon/computer_hardware/attackby(var/obj/item/W as obj, var/mob/living/user as mob) // Multitool. Runs diagnostics if(istype(W, /obj/item/device/multitool)) to_chat(user, "***** DIAGNOSTICS REPORT *****") diagnostics(user) to_chat(user, "******************************") return 1 // Nanopaste. Repair all damage if present for a single unit. var/obj/item/stack/S = W if(istype(S, /obj/item/stack/nanopaste)) if(!damage) to_chat(user, "\The [src] doesn't seem to require repairs.") return 1 if(S.use(1)) to_chat(user, "You apply a bit of \the [W] to \the [src]. It immediately repairs all damage.") damage = 0 return 1 // Cable coil. Works as repair method, but will probably require multiple applications and more cable. if(istype(S, /obj/item/stack/cable_coil)) if(!damage) to_chat(user, "\The [src] doesn't seem to require repairs.") return 1 if(S.use(1)) to_chat(user, "You patch up \the [src] with a bit of \the [W].") take_damage(-10) return 1 return ..() // Called on multitool click, prints diagnostic information to the user. /obj/item/weapon/computer_hardware/proc/diagnostics(var/mob/user) to_chat(user, "Hardware Integrity Test... (Corruption: [damage]/[max_damage]) [damage > damage_failure ? "FAIL" : damage > damage_malfunction ? "WARN" : "PASS"]") /obj/item/weapon/computer_hardware/New(var/obj/L) ..() w_class = hardware_size if(istype(L, /obj/item/modular_computer)) holder2 = L return /obj/item/weapon/computer_hardware/Destroy() holder2 = null return ..() // Handles damage checks /obj/item/weapon/computer_hardware/proc/check_functionality() // Turned off if(!enabled) return 0 // Too damaged to work at all. if(damage > damage_failure) return 0 // Still working. Well, sometimes... if(damage > damage_malfunction) if(prob(malfunction_probability)) return 0 // Good to go. return 1 /obj/item/weapon/computer_hardware/examine(var/mob/user) . = ..() if(damage > damage_failure) . += "It seems to be severely damaged!" else if(damage > damage_malfunction) . += "It seems to be damaged!" else if(damage) . += "It seems to be slightly damaged." // Damages the component. Contains necessary checks. Negative damage "heals" the component. /obj/item/weapon/computer_hardware/take_damage(var/amount) damage += round(amount) // We want nice rounded numbers here. damage = between(0, damage, max_damage) // Clamp the value.