/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.")