// Powersink - used to drain station power /obj/item/device/powersink name = "power sink" desc = "A nulling power sink which drains energy from electrical systems." icon_state = "powersink0" item_state = "powersink0" w_class = ITEMSIZE_LARGE flags = CONDUCT throwforce = 5 throw_speed = 1 throw_range = 2 matter = list(DEFAULT_WALL_MATERIAL = 750) origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5) var/drain_rate = 1500000 // amount of power to drain per tick var/apc_drain_rate = 5000 // Max. amount drained from single APC. In Watts. var/dissipation_rate = 20000 // Passive dissipation of drained power. In Watts. var/power_drained = 0 // Amount of power drained. var/max_power = 8e8 // Detonation point. Roughly 18 minutes with default setup. var/mode = 0 // 0 = off, 1=clamped (off), 2=operating var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs. var/datum/powernet/PN // Our powernet var/obj/structure/cable/attached // the attached cable /obj/item/device/powersink/Destroy() STOP_PROCESSING(SSprocessing, src) processing_power_items -= src return ..() /obj/item/device/powersink/attackby(var/obj/item/I, var/mob/user) if(I.isscrewdriver()) if(mode == 0) var/turf/T = loc if(isturf(T) && !!T.is_plating()) attached = locate() in T if(!attached) to_chat(user, "No exposed cable here to attach to.") return else anchored = 1 mode = 1 visible_message("\The [user] attaches \the [src] to the cable!") return else to_chat(user, "\The [src] must be placed over an exposed cable to attach to it.") return else if (mode == 2) STOP_PROCESSING(SSprocessing, src) processing_power_items.Remove(src) anchored = 0 mode = 0 visible_message("\The [user] detaches \the [src] from the cable!") set_light(0) icon_state = "powersink0" item_state = "powersink0" return else ..() /obj/item/device/powersink/attack_ai() return /obj/item/device/powersink/attack_hand(var/mob/user) switch(mode) if(0) ..() if(1) visible_message("\The [user] activates \the [src]!") mode = 2 icon_state = "powersink1" item_state = "powersink1" START_PROCESSING(SSprocessing, src) processing_power_items += src if(2) //This switch option wasn't originally included. It exists now. --NeoFite visible_message("\The [user] deactivates \the [src]!") mode = 1 set_light(0) icon_state = "powersink0" item_state = "powersink0" STOP_PROCESSING(SSprocessing, src) processing_power_items -= src /obj/item/device/powersink/pwr_drain() if(!attached) return 0 if(drained_this_tick) return 1 drained_this_tick = 1 var/drained = 0 if(!PN) return 1 set_light(12) PN.trigger_warning() // found a powernet, so drain up to max power from it drained = PN.draw_power(drain_rate) // if tried to drain more than available on powernet // now look for APCs and drain their cells if(drained < drain_rate) for(var/obj/machinery/power/terminal/T in PN.nodes) // Enough power drained this tick, no need to torture more APCs if(drained >= drain_rate) break if(istype(T.master, /obj/machinery/power/apc)) var/obj/machinery/power/apc/A = T.master if(A.operating && A.cell) var/cur_charge = A.cell.charge / CELLRATE var/drain_val = min(apc_drain_rate, cur_charge) A.cell.use(drain_val * CELLRATE) drained += drain_val power_drained += drained return 1 /obj/item/device/powersink/process() drained_this_tick = 0 power_drained -= min(dissipation_rate, power_drained) if(attached && attached.powernet) PN = attached.powernet else PN = null if(power_drained > max_power * 0.98) // Lower the screeching period. It was pretty long during testing. playsound(src, 'sound/effects/screech.ogg', 100, 1, 1) if(power_drained >= max_power) handle_overload() qdel(src) return /obj/item/device/powersink/proc/handle_overload() if (QDELETED(src)) return // No attached node, or no powernet. if (!PN) explosion(src.loc, 0, 1, 3, 6) return // Propagate the power surge through the powernet nodes. for (var/A in PN.nodes) if (!A || A == src) continue var/dist = get_dist(src, A) if (dist < 1) dist = 1 // For later calculations. else if (dist > 24) continue // Out of range. // Map it to a range of [3, 1] for severity. dist = round(MAP(dist, 1, 28, 3, 1)) // Check for terminals and affect their master nodes. Also add a special // case for APCs whereby their lights are popped or flicked. if (istype(A, /obj/machinery/power/terminal)) var/obj/machinery/power/terminal/T = A if (istype(T.master, /obj/machinery/power/apc)) var/obj/machinery/power/apc/AP = T.master if (dist > 1) AP.overload_lighting(100, TRUE) else AP.flicker_all() else if (T.master) T.master.emp_act(dist) var/atom/aa = A aa.emp_act(dist) if (prob(15 * dist)) explosion(aa.loc, 0, 0, 3, 4) // Also destroy the source. explosion(src.loc, 0, 0, 1, 2)