mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
223 lines
5.5 KiB
Plaintext
223 lines
5.5 KiB
Plaintext
/obj/machinery/computer
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name = "computer"
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icon = 'icons/obj/computer.dmi'
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icon_state = "computer"
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density = TRUE
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anchored = TRUE
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unacidable = TRUE
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use_power = USE_POWER_IDLE
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idle_power_usage = 300
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active_power_usage = 300
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blocks_emissive = FALSE
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var/climbable = TRUE
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var/list/climbers
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var/climb_delay = 3.5 SECONDS
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var/processing = 0
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var/icon_keyboard = "generic_key"
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var/icon_screen = "generic"
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var/light_range_on = 2
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var/light_power_on = 1
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clicksound = "keyboard"
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/obj/machinery/computer/Initialize(mapload)
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. = ..()
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power_change()
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update_icon()
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if(climbable)
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verbs += /obj/structure/proc/climb_on
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/obj/machinery/computer/process()
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if(stat & (NOPOWER|BROKEN))
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return 0
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return 1
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/obj/machinery/computer/emp_act(severity)
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if(prob(20/severity)) set_broken()
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..()
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/obj/machinery/computer/ex_act(severity)
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switch(severity)
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if(1.0)
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fall_apart(severity)
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return
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if(2.0)
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if (prob(25))
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fall_apart(severity)
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return
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if (prob(50))
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for(var/x in verbs)
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src.verbs -= x
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set_broken()
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if(3.0)
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if (prob(25))
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for(var/x in verbs)
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src.verbs -= x
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set_broken()
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else
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return
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/obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj)
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if(prob(Proj.get_structure_damage()))
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set_broken()
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..()
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/obj/machinery/computer/blob_act()
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ex_act(2)
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/obj/machinery/computer/update_icon()
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cut_overlays()
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. = list()
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// Connecty
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if(initial(icon_state) == "computer")
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var/append_string = ""
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var/left = turn(dir, 90)
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var/right = turn(dir, -90)
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var/turf/L = get_step(src, left)
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var/turf/R = get_step(src, right)
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var/obj/machinery/computer/LC = locate() in L
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var/obj/machinery/computer/RC = locate() in R
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if(LC && LC.dir == dir && initial(LC.icon_state) == "computer")
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append_string += "_L"
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if(RC && RC.dir == dir && initial(RC.icon_state) == "computer")
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append_string += "_R"
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icon_state = "computer[append_string]"
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if(icon_keyboard)
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if(stat & NOPOWER)
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playsound(src, 'sound/machines/terminal_off.ogg', 50, 1)
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return add_overlay("[icon_keyboard]_off")
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. += icon_keyboard
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// This whole block lets screens ignore lighting and be visible even in the darkest room
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var/overlay_state = icon_screen
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if(stat & BROKEN)
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overlay_state = "[icon_state]_broken"
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. += mutable_appearance(icon, overlay_state)
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. += emissive_appearance(icon, overlay_state)
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playsound(src, 'sound/machines/terminal_on.ogg', 50, 1)
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add_overlay(.)
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/obj/machinery/computer/power_change()
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..()
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update_icon()
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if(stat & NOPOWER)
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set_light(0)
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else
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set_light(light_range_on, light_power_on)
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/obj/machinery/computer/proc/set_broken()
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stat |= BROKEN
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update_icon()
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/obj/machinery/computer/proc/decode(text)
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// Adds line breaks
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text = replacetext(text, "\n", "<BR>")
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return text
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/obj/machinery/computer/attackby(I as obj, user as mob)
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if(computer_deconstruction_screwdriver(user, I))
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return
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else
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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.
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var/obj/item/gripper/B = I //B, for Borg.
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if(!B.wrapped)
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to_chat(user, "\The [B] is not holding anything.")
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return
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else
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var/B_held = B.wrapped
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to_chat(user, "You use \the [B] to use \the [B_held] with \the [src].")
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playsound(src, clicksound, 100, 1, 0)
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return
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attack_hand(user)
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return
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/obj/machinery/computer/proc/climb_on()
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set name = "Climb structure"
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set desc = "Climbs onto a structure."
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set category = "Object"
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set src in oview(1)
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do_climb(usr)
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/obj/machinery/computer/MouseDrop_T(mob/target, mob/user)
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var/mob/living/H = user
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if(istype(H) && can_climb(H) && target == user)
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do_climb(target)
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else
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return ..()
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/obj/machinery/computer/proc/can_climb(var/mob/living/user, post_climb_check=0)
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if (!climbable || !can_touch(user) || (!post_climb_check && (user in climbers)))
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return 0
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if (!user.Adjacent(src))
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to_chat(user, span_danger("You can't climb there, the way is blocked."))
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return 0
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var/obj/occupied = turf_is_crowded()
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if(occupied)
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to_chat(user, span_danger("There's \a [occupied] in the way."))
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return 0
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return 1
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/obj/machinery/computer/proc/turf_is_crowded()
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var/turf/T = get_turf(src)
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if(!T || !istype(T))
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return "empty void"
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if(T.density)
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return T
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for(var/obj/O in T.contents)
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if(istype(O,/obj/machinery/computer))
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var/obj/machinery/computer/S = O
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if(S.climbable) continue
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if(O && O.density && !(O.flags & ON_BORDER)) //ON_BORDER structures are handled by the Adjacent() check.
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return O
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return 0
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/obj/machinery/computer/proc/do_climb(var/mob/living/user)
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if (!can_climb(user))
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return
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user.visible_message(span_warning("[user] starts climbing onto \the [src]!"))
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LAZYDISTINCTADD(climbers, user)
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if(!do_after(user,(issmall(user) ? climb_delay * 0.6 : climb_delay)))
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LAZYREMOVE(climbers, user)
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return
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if (!can_climb(user, post_climb_check=1))
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LAZYREMOVE(climbers, user)
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return
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user.forceMove(climb_to(user))
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if (get_turf(user) == get_turf(src))
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user.visible_message(span_warning("[user] climbs onto \the [src]!"))
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LAZYREMOVE(climbers, user)
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/obj/machinery/computer/proc/climb_to(var/mob/living/user)
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return get_turf(src)
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/obj/machinery/computer/proc/can_touch(var/mob/user)
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if (!user)
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return 0
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if(!Adjacent(user))
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return 0
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if (user.restrained() || user.buckled)
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to_chat(user, span_notice("You need your hands and legs free for this."))
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return 0
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if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened)
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return 0
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if (isAI(user))
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to_chat(user, span_notice("You need hands for this."))
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return 0
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return 1
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