mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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55 lines
2.0 KiB
Plaintext
55 lines
2.0 KiB
Plaintext
/obj/item/modular_computer/examine(var/mob/user)
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. = ..()
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if(damage > broken_damage)
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to_chat(user, "<span class='danger'>It is heavily damaged!</span>")
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else if(damage)
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to_chat(user, "It is damaged.")
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/obj/item/modular_computer/proc/break_apart()
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visible_message("\The [src] breaks apart!")
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var/turf/newloc = get_turf(src)
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new /obj/item/stack/material/steel(newloc, round(steel_sheet_cost/2))
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for(var/obj/item/weapon/computer_hardware/H in get_all_components())
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uninstall_component(null, H)
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H.forceMove(newloc)
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if(prob(25))
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H.take_damage(rand(10,30))
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qdel()
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/obj/item/modular_computer/proc/take_damage(var/amount, var/component_probability, var/damage_casing = 1, var/randomize = 1)
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if(randomize)
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// 75%-125%, rand() works with integers, apparently.
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amount *= (rand(75, 125) / 100.0)
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amount = round(amount)
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if(damage_casing)
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damage += amount
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damage = between(0, damage, max_damage)
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if(component_probability)
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for(var/obj/item/weapon/computer_hardware/H in get_all_components())
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if(prob(component_probability))
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H.take_damage(round(amount / 2))
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if(damage >= max_damage)
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break_apart()
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// Stronger explosions cause serious damage to internal components
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// Minor explosions are mostly mitigitated by casing.
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/obj/item/modular_computer/ex_act(var/severity)
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take_damage(rand(100,200) / severity, 30 / severity)
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// EMPs are similar to explosions, but don't cause physical damage to the casing. Instead they screw up the components
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/obj/item/modular_computer/emp_act(var/severity)
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take_damage(rand(100,200) / severity, 50 / severity, 0)
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// "Stun" weapons can cause minor damage to components (short-circuits?)
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// "Burn" damage is equally strong against internal components and exterior casing
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// "Brute" damage mostly damages the casing.
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/obj/item/modular_computer/bullet_act(var/obj/item/projectile/Proj)
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switch(Proj.damage_type)
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if(BRUTE)
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take_damage(Proj.damage, Proj.damage / 2)
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if(HALLOSS)
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take_damage(Proj.damage, Proj.damage / 3, 0)
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if(BURN)
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take_damage(Proj.damage, Proj.damage / 1.5) |