/obj/machinery/computer name = "computer" icon = 'icons/obj/computer.dmi' icon_state = "computer" density = TRUE anchored = TRUE unacidable = TRUE use_power = USE_POWER_IDLE idle_power_usage = 300 active_power_usage = 300 blocks_emissive = FALSE var/climbable = TRUE var/list/climbers var/climb_delay = 3.5 SECONDS var/processing = 0 var/icon_keyboard = "generic_key" var/icon_screen = "generic" var/light_range_on = 2 var/light_power_on = 1 clicksound = "keyboard" /obj/machinery/computer/Initialize(mapload) . = ..() power_change() update_icon() if(climbable) verbs += /obj/structure/proc/climb_on /obj/machinery/computer/process() if(stat & (NOPOWER|BROKEN)) return 0 return 1 /obj/machinery/computer/emp_act(severity) if(prob(20/severity)) set_broken() ..() /obj/machinery/computer/ex_act(severity) switch(severity) if(1.0) fall_apart(severity) return if(2.0) if (prob(25)) fall_apart(severity) return if (prob(50)) for(var/x in verbs) src.verbs -= x set_broken() if(3.0) if (prob(25)) for(var/x in verbs) src.verbs -= x set_broken() else return /obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj) if(prob(Proj.get_structure_damage())) set_broken() ..() /obj/machinery/computer/blob_act() ex_act(2) /obj/machinery/computer/update_icon() cut_overlays() . = list() // Connecty if(initial(icon_state) == "computer") var/append_string = "" var/left = turn(dir, 90) var/right = turn(dir, -90) var/turf/L = get_step(src, left) var/turf/R = get_step(src, right) var/obj/machinery/computer/LC = locate() in L var/obj/machinery/computer/RC = locate() in R if(LC && LC.dir == dir && initial(LC.icon_state) == "computer") append_string += "_L" if(RC && RC.dir == dir && initial(RC.icon_state) == "computer") append_string += "_R" icon_state = "computer[append_string]" if(icon_keyboard) if(stat & NOPOWER) playsound(src, 'sound/machines/terminal_off.ogg', 50, 1) return add_overlay("[icon_keyboard]_off") . += icon_keyboard // This whole block lets screens ignore lighting and be visible even in the darkest room var/overlay_state = icon_screen if(stat & BROKEN) overlay_state = "[icon_state]_broken" . += mutable_appearance(icon, overlay_state) . += emissive_appearance(icon, overlay_state) playsound(src, 'sound/machines/terminal_on.ogg', 50, 1) add_overlay(.) /obj/machinery/computer/power_change() ..() update_icon() if(stat & NOPOWER) set_light(0) else set_light(light_range_on, light_power_on) /obj/machinery/computer/proc/set_broken() stat |= BROKEN update_icon() /obj/machinery/computer/proc/decode(text) // Adds line breaks text = replacetext(text, "\n", "
") return text /obj/machinery/computer/attackby(I as obj, user as mob) if(computer_deconstruction_screwdriver(user, I)) return else if(istype(I,/obj/item/gripper)) //Behold, Grippers and their horribleness. If ..() is called by any computers' attackby() now or in the future, this should let grippers work with them appropriately. var/obj/item/gripper/B = I //B, for Borg. if(!B.wrapped) to_chat(user, "\The [B] is not holding anything.") return else var/B_held = B.wrapped to_chat(user, "You use \the [B] to use \the [B_held] with \the [src].") playsound(src, clicksound, 100, 1, 0) return attack_hand(user) return /obj/machinery/computer/proc/climb_on() set name = "Climb structure" set desc = "Climbs onto a structure." set category = "Object" set src in oview(1) do_climb(usr) /obj/machinery/computer/MouseDrop_T(mob/target, mob/user) var/mob/living/H = user if(istype(H) && can_climb(H) && target == user) do_climb(target) else return ..() /obj/machinery/computer/proc/can_climb(var/mob/living/user, post_climb_check=0) if (!climbable || !can_touch(user) || (!post_climb_check && (user in climbers))) return 0 if (!user.Adjacent(src)) to_chat(user, span_danger("You can't climb there, the way is blocked.")) return 0 var/obj/occupied = turf_is_crowded() if(occupied) to_chat(user, span_danger("There's \a [occupied] in the way.")) return 0 return 1 /obj/machinery/computer/proc/turf_is_crowded() var/turf/T = get_turf(src) if(!T || !istype(T)) return "empty void" if(T.density) return T for(var/obj/O in T.contents) if(istype(O,/obj/machinery/computer)) var/obj/machinery/computer/S = O if(S.climbable) continue if(O && O.density && !(O.flags & ON_BORDER)) //ON_BORDER structures are handled by the Adjacent() check. return O return 0 /obj/machinery/computer/proc/do_climb(var/mob/living/user) if (!can_climb(user)) return user.visible_message(span_warning("[user] starts climbing onto \the [src]!")) LAZYDISTINCTADD(climbers, user) if(!do_after(user,(issmall(user) ? climb_delay * 0.6 : climb_delay))) LAZYREMOVE(climbers, user) return if (!can_climb(user, post_climb_check=1)) LAZYREMOVE(climbers, user) return user.forceMove(climb_to(user)) if (get_turf(user) == get_turf(src)) user.visible_message(span_warning("[user] climbs onto \the [src]!")) LAZYREMOVE(climbers, user) /obj/machinery/computer/proc/climb_to(var/mob/living/user) return get_turf(src) /obj/machinery/computer/proc/can_touch(var/mob/user) if (!user) return 0 if(!Adjacent(user)) return 0 if (user.restrained() || user.buckled) to_chat(user, span_notice("You need your hands and legs free for this.")) return 0 if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened) return 0 if (isAI(user)) to_chat(user, span_notice("You need hands for this.")) return 0 return 1