/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/brightness_on = 2 var/icon_keyboard = "generic_key" var/icon_screen = "generic" /obj/machinery/computer/New(location, obj/item/weapon/circuitboard/C) ..(location) if(C && istype(C)) circuit = C else if(circuit) circuit = new circuit(null) power_change() update_icon() /obj/machinery/computer/initialize() power_change() /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, target) if(target == src) qdel(src) return switch(severity) if(1.0) qdel(src) return if(2.0) if (prob(25)) qdel(src) return if (prob(50)) verbs.Cut() set_broken() if(3.0) if (prob(25)) verbs.Cut() 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)) verbs.Cut() set_broken() density = 0 /obj/machinery/computer/update_icon() overlays.Cut() if(stat & NOPOWER) overlays += "[icon_keyboard]_off" return overlays += icon_keyboard if(stat & BROKEN) overlays += "[icon_state]_broken" else overlays += icon_screen /obj/machinery/computer/power_change() ..() if(stat & NOPOWER) SetLuminosity(0) else SetLuminosity(brightness_on) update_icon() return /obj/machinery/computer/proc/set_broken() if(circuit) //no circuit, no breaking stat |= BROKEN update_icon() 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) user << "You start to disconnect the monitor..." if(do_after(user, 20)) var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc ) A.circuit = circuit A.anchored = 1 circuit = null for (var/obj/C in src) C.loc = src.loc if (src.stat & BROKEN) user << "The broken glass falls out." new /obj/item/weapon/shard( src.loc ) A.state = 3 A.icon_state = "3" else user << "You disconnect the monitor." A.state = 4 A.icon_state = "4" qdel(src) return /obj/machinery/computer/attack_hand(user) . = ..() return /obj/machinery/computer/attack_paw(mob/living/user) user.do_attack_animation(src) if(circuit) if(prob(10)) user.visible_message("[user.name] smashes the [src.name] with its paws.",\ "You smash the [src.name] with your paws.",\ "You hear a smashing sound.") set_broken() return user.visible_message("[user.name] smashes against the [src.name] with its paws.",\ "You smash against the [src.name] with your paws.",\ "You hear hear a clicking sound.") /obj/machinery/computer/attack_alien(mob/living/user) 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.")