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/**
* Base /computer machinery type.
*
* Has the following responsibilities:
* * Smoothly connect to adjacent computers visually as needed.
* * Have default construction/deconstruction steps for computer instead of default for machine
* * Render screen overlay and a standard light source + emissive
*/
/obj/machinery/computer
name = "computer"
icon = 'icons/obj/computer.dmi'
icon_state = "computer"
/// allow clicking through computers because they are often used in a way that blocks a corner tile
pass_flags = /obj/machinery::pass_flags | ATOM_PASS_CLICK
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON
density = TRUE
anchored = TRUE
use_power = USE_POWER_IDLE
idle_power_usage = 300
active_power_usage = 300
depth_level = 8
depth_projected = TRUE
climb_allowed = TRUE
//blocks_emissive = EMISSIVE_BLOCK_NONE
var/processing = FALSE
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
var/light_range_on = 2
var/light_power_on = 1
var/overlay_layer
clicksound = "keyboard"
/obj/machinery/computer/Initialize(mapload)
overlay_layer = layer
. = ..()
power_change()
update_icon()
/obj/machinery/computer/process(delta_time)
if(machine_stat & (NOPOWER|BROKEN))
return FALSE
return TRUE
/obj/machinery/computer/emp_act(severity)
if(prob(20/severity))
set_broken()
..()
/obj/machinery/computer/update_icon()
cut_overlays()
. = ..()
make_legacy_overlays()
/obj/machinery/computer/proc/make_legacy_overlays()
var/list/to_add_overlays = list()
// Connecty //TODO: Use TG Smoothing.
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(machine_stat & NOPOWER)
to_add_overlays += "[icon_keyboard]_off"
else
to_add_overlays += icon_keyboard
// This whole block lets screens ignore lighting and be visible even in the darkest room
var/overlay_state = icon_screen
if(machine_stat & BROKEN)
overlay_state = "[icon_state]_broken"
else if(!(machine_stat & NOPOWER))
to_add_overlays += overlay_state
//. += emissive_appearance(icon, overlay_state)
add_overlay(to_add_overlays)
/obj/machinery/computer/power_change()
. = ..()
update_icon()
if(machine_stat & NOPOWER)
set_light(0)
playsound(src, 'sound/machines/terminal_off.ogg', 50, 1)
else
set_light(light_range_on, light_power_on)
playsound(src, 'sound/machines/terminal_on.ogg', 50, 1)
/obj/machinery/computer/drop_products(method, atom/where)
. = ..()
// todo: legacy-ish shitcode
if(machine_stat & BROKEN)
new /obj/item/material/shard(where)
/obj/machinery/computer/atom_break()
. = ..()
set_broken()
/obj/machinery/computer/proc/set_broken()
machine_stat |= BROKEN
update_icon()
/obj/machinery/computer/attackby(obj/item/I, mob/living/user, params, clickchain_flags, damage_multiplier)
if(computer_deconstruction_screwdriver(user, I))
return
return ..()