Files
CHOMPStation2/code/modules/modular_computers/hardware/_hardware.dm
Andrew e4deaa6478 Combat Mechs Can Punch More Things (#6303)
* Combat Mechs Can Punch More Things

Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).

Gives punching objects a check so you don't accidently smash something without meaning to.

Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.

* Take_Damage Boogaloo

* More take_damage Stuff

Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.

More stuff can be broken by mech punch and simple mobs.

* Adds changelong

* usr to user
2019-07-24 17:00:24 -04:00

88 lines
3.4 KiB
Plaintext

/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)
to_chat(user, "<span class='danger'>It seems to be severely damaged!</span>")
else if(damage > damage_malfunction)
to_chat(user, "<span class='notice'>It seems to be damaged!</span>")
else if(damage)
to_chat(user, "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.