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CHOMPStation2/code/modules/modular_computers/computers/modular_computer/damage.dm

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/obj/item/modular_computer/examine(var/mob/user)
. = ..()
if(damage > broken_damage)
to_chat(user, "<span class='danger'>It is heavily damaged!</span>")
else if(damage)
to_chat(user, "It is damaged.")
/obj/item/modular_computer/proc/break_apart()
visible_message("\The [src] breaks apart!")
var/turf/newloc = get_turf(src)
new /obj/item/stack/material/steel(newloc, round(steel_sheet_cost/2))
for(var/obj/item/weapon/computer_hardware/H in get_all_components())
uninstall_component(null, H)
H.forceMove(newloc)
if(prob(25))
H.take_damage(rand(10,30))
qdel()
/obj/item/modular_computer/proc/take_damage(var/amount, var/component_probability, var/damage_casing = 1, var/randomize = 1)
if(randomize)
// 75%-125%, rand() works with integers, apparently.
amount *= (rand(75, 125) / 100.0)
amount = round(amount)
if(damage_casing)
damage += amount
damage = between(0, damage, max_damage)
if(component_probability)
for(var/obj/item/weapon/computer_hardware/H in get_all_components())
if(prob(component_probability))
H.take_damage(round(amount / 2))
if(damage >= max_damage)
break_apart()
// Stronger explosions cause serious damage to internal components
// Minor explosions are mostly mitigitated by casing.
/obj/item/modular_computer/ex_act(var/severity)
take_damage(rand(100,200) / severity, 30 / severity)
// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
/obj/item/modular_computer/emp_act(var/severity)
take_damage(rand(100,200) / severity, 50 / severity, 0)
// "Stun" weapons can cause minor damage to components (short-circuits?)
// "Burn" damage is equally strong against internal components and exterior casing
// "Brute" damage mostly damages the casing.
/obj/item/modular_computer/bullet_act(var/obj/item/projectile/Proj)
switch(Proj.damage_type)
if(BRUTE)
take_damage(Proj.damage, Proj.damage / 2)
if(HALLOSS)
take_damage(Proj.damage, Proj.damage / 3, 0)
if(BURN)
take_damage(Proj.damage, Proj.damage / 1.5)