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* Getting thrown into things actually hurts now * add the blob one too dingus * more changes consoles windows ect * fucking hell one sec * now up to date * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * early returns * rename of proc --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
187 lines
5.1 KiB
Plaintext
187 lines
5.1 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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idle_power_consumption = 300
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active_power_consumption = 300
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max_integrity = 200
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integrity_failure = 100
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 40, ACID = 20)
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var/obj/item/circuitboard/circuit = null //if circuit==null, computer can't disassembly
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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 = 1
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var/light_power_on = 0.7
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/// Are we in the middle of a flicker event?
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var/flickering = FALSE
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/// Are we forcing the icon to be represented in a no-power state?
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var/force_no_power_icon_state = FALSE
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/obj/machinery/computer/Initialize()
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. = ..()
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power_change()
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update_icon()
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/obj/machinery/computer/process()
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if(stat & (NOPOWER|BROKEN))
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return FALSE
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return TRUE
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/obj/machinery/computer/extinguish_light(force = FALSE)
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set_light(0)
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underlays.Cut()
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visible_message("<span class='danger'>[src] grows dim, its screen barely readable.</span>")
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/*
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* Reimp, flash the screen on and off repeatedly.
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*/
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/obj/machinery/computer/flicker()
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if(flickering)
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return FALSE
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if(stat & (BROKEN|NOPOWER))
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return FALSE
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flickering = TRUE
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INVOKE_ASYNC(src, TYPE_PROC_REF(/obj/machinery/computer, flicker_event))
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return TRUE
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/*
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* Proc to be called by invoke_async in the above flicker() proc.
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*/
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/obj/machinery/computer/proc/flicker_event()
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var/amount = rand(5, 15)
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for(var/i in 1 to amount)
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force_no_power_icon_state = TRUE
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update_icon()
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sleep(rand(1, 3))
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force_no_power_icon_state = FALSE
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update_icon()
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sleep(rand(1, 10))
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update_icon()
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flickering = FALSE
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/obj/machinery/computer/update_overlays()
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. = ..()
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underlays.Cut()
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if((stat & NOPOWER) || force_no_power_icon_state)
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if(icon_keyboard)
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. += "[icon_keyboard]_off"
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return
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// This whole block lets screens and keyboards 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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. += "[overlay_state]"
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if(!(stat & BROKEN) && light)
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underlays += emissive_appearance(icon, "[icon_state]_lightmask")
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if(icon_keyboard)
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. += "[icon_keyboard]"
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underlays += emissive_appearance(icon, "[icon_keyboard]_lightmask")
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/obj/machinery/computer/power_change()
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. = ..() //we don't check parent return due to this also being contigent on the BROKEN stat flag
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if((stat & (BROKEN|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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if(.)
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update_icon()
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/obj/machinery/computer/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(stat & BROKEN)
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playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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else
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playsound(src.loc, 'sound/effects/glasshit.ogg', 75, TRUE)
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if(BURN)
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playsound(src.loc, 'sound/items/welder.ogg', 100, TRUE)
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/obj/machinery/computer/obj_break(damage_flag)
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if(circuit && !(flags & NODECONSTRUCT)) //no circuit, no breaking
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if(!(stat & BROKEN))
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playsound(loc, 'sound/effects/glassbr3.ogg', 100, TRUE)
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stat |= BROKEN
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update_icon()
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set_light(0)
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/obj/machinery/computer/emp_act(severity)
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..()
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switch(severity)
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if(1)
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if(prob(50))
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obj_break(ENERGY)
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if(2)
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if(prob(10))
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obj_break(ENERGY)
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/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
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on_deconstruction()
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if(!(flags & NODECONSTRUCT))
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if(circuit) //no circuit, no computer frame
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var/obj/structure/computerframe/A = new /obj/structure/computerframe(loc)
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var/obj/item/circuitboard/M = new circuit(A)
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A.name += " ([M.board_name])"
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A.setDir(dir)
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A.circuit = M
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A.anchored = TRUE
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if(stat & BROKEN)
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if(user)
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to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
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else
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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new /obj/item/shard(drop_location())
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new /obj/item/shard(drop_location())
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A.state = 4
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else
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if(user)
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to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
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A.state = 5
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A.update_icon()
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for(var/obj/C in src)
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C.forceMove(loc)
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qdel(src)
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/obj/machinery/computer/proc/set_broken()
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if(!(resistance_flags & INDESTRUCTIBLE))
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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/attack_ghost(mob/user)
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return attack_hand(user)
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/obj/machinery/computer/attack_hand(mob/user)
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/* Observers can view computers, but not actually use them via Topic*/
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if(isobserver(user))
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return FALSE
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return ..()
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/obj/machinery/computer/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_start_check(src, user, 0))
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return
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if(circuit && !(flags & NODECONSTRUCT))
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if(I.use_tool(src, user, 20, volume = I.tool_volume))
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deconstruct(TRUE, user)
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/obj/machinery/computer/hit_by_thrown_carbon(mob/living/carbon/human/C, datum/thrownthing/throwingdatum, damage, mob_hurt, self_hurt)
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if(!self_hurt && prob(50 * (damage / 15)))
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obj_break(MELEE)
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take_damage(damage, BRUTE)
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self_hurt = TRUE
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return ..()
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