/obj/machinery/computer name = "computer" icon = 'icons/obj/computer.dmi' icon_state = "computer" density = 1 anchored = 1.0 use_power = 1 idle_power_usage = 300 active_power_usage = 300 var/obj/item/weapon/circuitboard/circuit = null //if circuit==null, computer can't disassembly var/processing = 0 var/icon_keyboard = "generic_key" var/icon_screen = "generic" var/light_range_on = 2 var/light_power_on = 1 var/overlay_layer atom_say_verb = "beeps" /obj/machinery/computer/New() overlay_layer = layer ..() /obj/machinery/computer/initialize() ..() power_change() update_icon() /obj/machinery/computer/process() if(stat & (NOPOWER|BROKEN)) return 0 return 1 /obj/machinery/computer/emp_act(severity) if(prob(20/severity)) set_broken() ..() /obj/machinery/computer/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) if(prob(25)) qdel(src) return if(prob(50)) for(var/x in verbs) verbs -= x set_broken() if(3.0) if(prob(25)) for(var/x in verbs) verbs -= x set_broken() else return /obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj) if(prob(Proj.damage)) if((Proj.damage_type == BRUTE || Proj.damage_type == BURN)) set_broken() ..() /obj/machinery/computer/blob_act() if(prob(75)) for(var/x in verbs) verbs -= x set_broken() density = 0 /obj/machinery/computer/update_icon() overlays.Cut() if(stat & NOPOWER) if(icon_keyboard) overlays += image(icon,"[icon_keyboard]_off",overlay_layer) return if(stat & BROKEN) overlays += image(icon,"[icon_state]_broken",overlay_layer) else overlays += image(icon,icon_screen,overlay_layer) if(icon_keyboard) overlays += image(icon, icon_keyboard ,overlay_layer) /obj/machinery/computer/power_change() ..() update_icon() if((stat & (BROKEN|NOPOWER))) set_light(0) else set_light(light_range_on, light_power_on) /obj/machinery/computer/proc/set_broken() stat |= BROKEN update_icon() /obj/machinery/computer/proc/decode(text) // Adds line breaks text = replacetext(text, "\n", "
") return text /obj/machinery/computer/attack_ghost(user as mob) return src.attack_hand(user) /obj/machinery/computer/attack_hand(user as mob) /* Observers can view computers, but not actually use them via Topic*/ if(istype(user, /mob/dead/observer)) return 0 return ..() /obj/machinery/computer/attackby(I as obj, user as mob, params) if(istype(I, /obj/item/weapon/screwdriver) && circuit) playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1) if(do_after(user, 20, target = src)) var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) var/obj/item/weapon/circuitboard/M = new circuit( A ) A.circuit = M A.anchored = 1 for(var/obj/C in src) C.loc = src.loc if(src.stat & BROKEN) to_chat(user, "\blue The broken glass falls out.") new /obj/item/weapon/shard(loc) A.state = 3 A.icon_state = "3" else to_chat(user, "\blue You disconnect the monitor.") A.state = 4 A.icon_state = "4" qdel(src) else src.attack_hand(user) return /obj/machinery/computer/attack_alien(mob/living/user) if(isalien(user) && user.a_intent == I_HELP) var/mob/living/carbon/alien/humanoid/xeno = user if(xeno.has_fine_manipulation) return attack_hand(user) user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(src) if(circuit) if(prob(80)) user.visible_message("[user.name] smashes the [src.name] with its claws.",\ "You smash the [src.name] with your claws.",\ "You hear a smashing sound.") set_broken() return user.visible_message("[user.name] smashes against the [src.name] with its claws.",\ "You smash against the [src.name] with your claws.",\ "You hear a clicking sound.")