mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-22 13:27:36 +01:00
5277251959
For a robust crafting system, I need a new materials framework. For a new materials framework, I need to clean up reagents. To clean up reagents, I need to pare down foods from reagent holders. To pare down foods from reagent holders, I need to port edibility components. To port edibility components, I need to port processing components. To port processing components, I need to port tool behaviors. This is all back-end code, no new features or functionality from this.
366 lines
12 KiB
Plaintext
366 lines
12 KiB
Plaintext
/obj/machinery/power/am_control_unit
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name = "antimatter control unit"
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desc = "The control unit for an antimatter reactor. Probably safe."
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icon = 'icons/obj/machinery/new_ame.dmi'
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icon_state = "control"
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var/icon_mod = "on" // on, critical, or fuck
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anchored = FALSE
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density = TRUE
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use_power = POWER_USE_IDLE
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idle_power_usage = 100
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active_power_usage = 1000
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var/list/obj/machinery/am_shielding/linked_shielding
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var/list/obj/machinery/am_shielding/linked_cores
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var/obj/item/am_containment/fueljar
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var/update_shield_icons = FALSE
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var/stability = 100
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var/exploding = FALSE
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var/exploded = FALSE
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var/active = FALSE //On or not
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var/fuel_injection = 2 //How much fuel to inject
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var/shield_icon_delay = FALSE //delays resetting for a short time
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var/reported_core_efficiency = 0
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var/power_cycle = 0
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var/power_cycle_delay = 4 //How many ticks till produce_power is called
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var/stored_core_stability = 0
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var/stored_core_stability_delay = 0
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var/stored_power = 0 //Power to deploy per tick
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/obj/machinery/power/am_control_unit/assembly_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(!anchored)
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. += "First secure the control unit to the ground with some <b>bolts</b>."
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else
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. += "Arrange the reactor sections nearby and activate them."
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. += "Reactor sections can only be activated if they are near the control unit, but otherwise are not restricted in how they must be placed."
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/obj/machinery/power/am_control_unit/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "The antimatter engine will quickly destabilize if the fuel injection rate is set too high, causing a large explosion."
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/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just del on the others
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.control_unit = null
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qdel(AMS)
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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AMS.control_unit = null
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qdel(AMS)
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QDEL_NULL(fueljar)
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return ..()
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/obj/machinery/power/am_control_unit/process()
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if(exploding && !exploded)
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message_admins("AME explosion at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) - Last touched by [fingerprintslast]",0,1)
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exploded=1
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explosion(get_turf(src),8,10,12,15)
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if(src)
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qdel(src)
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if(update_shield_icons && !shield_icon_delay)
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check_shield_icons()
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update_shield_icons = 0
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if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
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return
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if(!fueljar)//No fuel but we are on, shutdown
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toggle_power()
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//Angry buzz or such here
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return
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check_core_stability()
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add_avail(stored_power)
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power_cycle++
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if(power_cycle >= power_cycle_delay)
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produce_power()
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power_cycle = 0
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/obj/machinery/power/am_control_unit/proc/produce_power()
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playsound(get_turf(src), 'sound/effects/air_seal.ogg', 25, TRUE)
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for(var/thing in linked_cores)
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flick("core2", thing)
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if(reported_core_efficiency <= 0)
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return FALSE //Something is wrong
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var/core_damage = 0
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var/fuel = fueljar.usefuel(fuel_injection)
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stored_power = fuel * AM_POWER_FACTOR
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// Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
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if(fuel > (2 * reported_core_efficiency)) //More fuel has been put in than the current cores can deal with
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if(prob(50))
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core_damage = 1 //Small chance of damage
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if((fuel - reported_core_efficiency) > 5)
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core_damage = 5 //Now its really starting to overload the cores
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if((fuel - reported_core_efficiency) > 10)
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core_damage = 20 //Welp now you did it, they wont stand much of this
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if(core_damage == 0)
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return
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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AMS.stability -= core_damage
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AMS.check_stability(TRUE)
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playsound(get_turf(src), 'sound/effects/bang.ogg', 50, 1)
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/obj/machinery/power/am_control_unit/emp_act(severity)
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. = ..()
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switch(severity)
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if(EMP_HEAVY)
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if(active)
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toggle_power()
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stability -= rand(15, 30)
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if(EMP_LIGHT)
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if(active)
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toggle_power()
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stability -= rand(10, 20)
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check_stability()
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/obj/machinery/power/am_control_unit/ex_act(severity)
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switch(severity)
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if(1.0)
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stability -= 60
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if(2.0)
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stability -= 40
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if(3.0)
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stability -= 20
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check_stability()
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/obj/machinery/power/am_control_unit/power_change()
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..()
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if(stat & NOPOWER && active)
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toggle_power()
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/obj/machinery/power/am_control_unit/update_icon()
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if(active)
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icon_state = "control_[icon_mod]"
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else
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icon_state = "control"
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/obj/machinery/power/am_control_unit/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.tool_behaviour == TOOL_WRENCH)
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if(!anchored)
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attacking_item.play_tool_sound(get_turf(src), 75)
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user.visible_message("<b>[user.name]</b> secures \the [src] to the floor.", \
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SPAN_NOTICE("You secure the anchor bolts to the floor."), \
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SPAN_NOTICE("You hear a ratcheting noise."))
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anchored = TRUE
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update_shield_icons = 2
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check_shield_icons()
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connect_to_network()
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else if(!LAZYLEN(linked_shielding))
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attacking_item.play_tool_sound(get_turf(src), 75)
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user.visible_message("<b>[user]</b> unsecures \the [src].", \
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SPAN_NOTICE("You remove the anchor bolts."), \
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SPAN_NOTICE("You hear a ratcheting noise."))
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anchored = FALSE
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disconnect_from_network()
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else
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to_chat(user, SPAN_WARNING("Once bolted and linked to a shielding unit it \the [src] is unable to be moved!"))
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return
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if(istype(attacking_item, /obj/item/am_containment))
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if(fueljar)
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to_chat(user, SPAN_WARNING("There is already \a [fueljar] loaded!"))
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return
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fueljar = attacking_item
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user.drop_from_inventory(attacking_item, src)
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message_admins("AME loaded with fuel by [user.real_name] ([user.key]) at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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user.visible_message("<b>[user]</b> loads \the [attacking_item] into \the [src].",
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SPAN_NOTICE("You load \the [attacking_item] into \the [src]."),
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SPAN_NOTICE("You hear a thunk."))
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return
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if(attacking_item.force >= 20)
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user.do_attack_animation(src, attacking_item)
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stability -= attacking_item.force / 2
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check_stability()
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return ..()
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/obj/machinery/power/am_control_unit/attack_hand(mob/user)
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if(anchored)
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interact(user)
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/obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
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if(!istype(AMS))
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return FALSE
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if(!anchored)
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return FALSE
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if(!AMS_linking && !AMS.link_control(src))
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return FALSE
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LAZYDISTINCTADD(linked_shielding, AMS)
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update_shield_icons = 1
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return TRUE
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/obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
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if(!istype(AMS))
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return FALSE
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LAZYREMOVE(linked_shielding, AMS)
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update_shield_icons = 2
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if(active)
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toggle_power()
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return TRUE
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/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
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if(stability <= 0)
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qdel(src)
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/obj/machinery/power/am_control_unit/toggle_power()
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active = !active
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if(active)
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update_use_power(POWER_USE_ACTIVE)
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visible_message(SPAN_NOTICE("\The [src] starts up."))
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else
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update_use_power(POWER_USE_IDLE)
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visible_message(SPAN_NOTICE("\The [src] shuts down."))
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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AMS.update_icon()
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update_icon()
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/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
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if(shield_icon_delay)
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return
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shield_icon_delay = TRUE
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if(update_shield_icons == 2)//2 means to clear everything and rebuild
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for(var/obj/machinery/am_shielding/neighbor in cardinalrange(loc))
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if(!neighbor.control_unit)
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LAZYADD(linked_shielding, neighbor)
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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if(AMS.processing)
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AMS.shutdown_core()
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AMS.control_unit = null
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addtimer(CALLBACK(src, PROC_REF(ams_do_scan), AMS), 1 SECOND)
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LAZYCLEARLIST(linked_shielding)
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else
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.update_icon()
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addtimer(CALLBACK(src, PROC_REF(clear_shield_icon_delay)), 2 SECONDS)
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/obj/machinery/power/am_control_unit/proc/ams_do_scan(var/obj/machinery/am_shielding/AMS)
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AMS.controllerscan()
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AMS.assimilate()
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/obj/machinery/power/am_control_unit/proc/clear_shield_icon_delay()
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shield_icon_delay = FALSE
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/obj/machinery/power/am_control_unit/proc/check_core_stability()
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if(!LAZYLEN(linked_cores))
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return
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stored_core_stability = 0
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for(var/thing in linked_cores)
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var/obj/machinery/am_shielding/AMS = thing
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if(QDELETED(AMS))
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continue
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stored_core_stability += AMS.stability
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stored_core_stability /= LAZYLEN(linked_cores)
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switch(stored_core_stability)
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if(0 to 24)
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icon_mod = "fuck"
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if(25 to 49)
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icon_mod = "critical"
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if(50 to INFINITY)
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icon_mod = "on"
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update_icon()
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/obj/machinery/power/am_control_unit/interact(mob/user)
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if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
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if(!issilicon(user))
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user.unset_machine()
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user << browse(null, "window=AMcontrol")
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return
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return ui_interact(user)
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/obj/machinery/power/am_control_unit/ui_interact(mob/user, ui_key = "main")
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if(!user)
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return
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var/list/fueljar_data = null
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if(fueljar)
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fueljar_data = list(
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"fuel" = fueljar.fuel,
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"fuel_max" = initial(fueljar.fuel),
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"injecting" = fuel_injection
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)
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var/list/data = list(
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"active" = active,
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"linked_shields" = LAZYLEN(linked_shielding),
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"linked_cores" = LAZYLEN(linked_cores),
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"efficiency" = reported_core_efficiency,
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"stability" = stored_core_stability,
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"stored_power" = stored_power,
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"fueljar" = fueljar_data,
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"siliconUser" = issilicon(user)
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)
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var/datum/nanoui/ui = SSnanoui.get_open_ui(user, src, ui_key)
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if (!ui)
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// the ui does not exist, so we'll create a new one
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ui = new(user, src, ui_key, "ame.tmpl", "Antimatter Control Unit", 500, data["siliconUser"] ? 465 : 390)
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// When the UI is first opened this is the data it will use
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ui.set_initial_data(data)
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ui.open()
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// Auto update every Master Controller tick
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ui.set_auto_update(TRUE)
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else
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// The UI is already open so push the new data to it
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ui.push_data(data)
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/obj/machinery/power/am_control_unit/Topic(href, href_list)
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if(..())
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return TRUE
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if(href_list["close"])
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if(usr.machine == src)
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usr.unset_machine()
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return TRUE
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//Ignore input if we are broken or guy is not touching us, AI can control from a ways away
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if(stat & (BROKEN|NOPOWER))
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usr.unset_machine()
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usr << browse(null, "window=AMcontrol")
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return
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if(href_list["close"])
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usr << browse(null, "window=AMcontrol")
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usr.unset_machine()
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return
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if(href_list["togglestatus"])
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toggle_power()
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message_admins("AME toggled [active?"on":"off"] by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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return TRUE
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if(href_list["refreshicons"])
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update_shield_icons = 2 // Fuck it
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return TRUE
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if(href_list["ejectjar"])
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if(fueljar)
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message_admins("AME fuel jar ejected by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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fueljar.forceMove(src.loc)
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fueljar = null
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//fueljar.control_unit = null currently it does not care where it is
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//update_icon() when we have the icon for it
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return TRUE
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if(href_list["set_strength"])
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var/newval = input("Enter new injection strength") as num|null
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if(isnull(newval))
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return
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fuel_injection = newval
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fuel_injection = max(1, fuel_injection)
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message_admins("AME injection strength set to [fuel_injection] by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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return TRUE
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if(href_list["refreshstability"])
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check_core_stability()
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return TRUE
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updateDialog()
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return TRUE
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