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Aurora.3/code/modules/power/smes_construction.dm
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KanoandGitHub aec06bc427 Adds an interactive away site: Outpost Nemora PART I (#20993)
## About PR

Adds an interactive away site. Full of evil, traps, point-defense horde
cleaning and story. This is part 1 of the changes. Currently incomplete
on some mechanics mostly pertaining north-east section of the ruin but I
believe this has enough content as is and a good step for the next
changes to come!


## Detailed Changelog
<details><summary>Contains spoilers, click to expand!</summary>
<p>

- `A revivable mob type`. If this mob wasn't burned or deleted by any
means within a 3 minutes period, it will revive.
- `Abominations`, a subtype of revivable mob. This type can spawn with a
chance to split into smaller creatures in death, if someone approaches
close enough. These mobs are also able to mimic appearance of humans,
being completely pacifist until it reaches to its unsuspecting prey or
gets attacked before it could.
- `Mob tracking console`, tracks any mobs/objects that exists in the
same Z level as the console itself, and included in a global list.
Displays its data in a TGUI screen.
- `Rigged (trapped) vents`, if it detects a player passing by within 1
tile radius from an unwelded rigged vent, it'll spawn up to 2 mobs. The
chances of triggering varies on following coniditons: running (100%),
walking (medium chance), throwing items near it (very small chance).
- `Storytelling holopads`, core logic is ported from Paradise Station,
made by Qwertytoforty. I did minimal modifications to make it work with
our codebase and do some additional things.
- `Footprint mapping helper`, allows mapping footprints of any type.
- `A light fixture subtype`, has a 50-50 chance to spawn as broken or
functional after Initialize.
- `An extraction mini game`, special to this ruin. It entails finding 5
canisters scattered randomly in the ruin and killing every creature
that's lurking around. If these conditions are met players are required
to hold off an extraction device and protect it from the waves of
creatures, while swapping said canisters. Modified from phoron deposit
ruin.

</p>
</details> 

---

### What's the overall story this ruin tries to convey, and where it's
allowed to spawn at?

This isn't final and a subject open for change where deemed fit. This
ruin is a remnant dating back to pre-Interstellar War. Solarian Alliance
Science Facility (SSF) Nemora, is a failed experiment/expedition
co-conducted by Department of Colonization. I believe it'd make sense to
find this ruin in the old Solarian frontiers far from the Core Worlds,
even so if the sector in question was colonized, nothing would've
stopped a department of a desperate nation in search for their gold in
blind hope. But not too close to an inhabited space.

***This needs to be evaluated by a lore nerd!***
**Possible Sectors:** 
- Valley Hale
- Badlands
- Weeping Stars
- Light's Edge
- Lemurian Sea (still up in the air for this one, but I like to think
Solarian suveyors took a swing at it at the time)
- All Crescent Expanse Sectors (east, west, far).

<details><summary>Details on story. I'd advise to skip this bit to not
spoil the experience if you're not reviewing this PR. Spoilers alert,
click to expand!</summary>
<p>

Shortly before the Second Great Depression, when the upcoming crisis had
begun to be felt within the nation's departments, some surveyors from
the Department of Colonization encountered an anomolous signal,
incalculable energy levels in deep space. When they decided to
investigate its source, small expedition teams went missing after a
while.

This drew the attention of the department, as seeing multiple expedition
teams went radio silent. A third-party incursion was suspected here,
pirates or worse. This led to the deployment of sufficiently armed Navy
corvettes to the last known coordinates of the expedition.

To no avail, all that was found was the vacant shuttles of the
surveyors, drifting in orbit around an anomolous asteroid. This gave
room for further discussion in the smaller parts of relevant
departments, after hearing what the inital expedition members had left
behind. The department conceded to pursue this further, funding a
thorough investigation to unearth what was hidden and to see if this was
a threat to demolish or an unexpected resource to exploit.

In time, an outpost was constructed and a researcher, eminent in their
field was commissioned to oversee operations on behalf of the
department. A majority of the attempts didn't go far enough beyond to
bear any fruit. As the progress was too slow and unsatisfactory in the
eyes of funders, this led to a review of the project and therefore
forced Nemora's hand to commence an experimental approach, which proved
a success, _so to say_.

Following this incident, the outpost crumbled under the weight of the
crises that had befallen it. All subsequent requests and communications
fell on the deaf ears of the nation in the midst of a large scale
economic crisis, forced Nemora to join the caravan of "low priority"
demands along with many other pressing nation affairs. In the end, the
facility remained forgotten, burried beneath the many rubble inflicted
by the inevitable storm of change Spur has known, Interstellar War. But
this may yet change, now the same Spur has turned their gaze back to
those uncharted heights, in a desperate attempt to exhaust what is
little known.

</p>
</details> 

---

### What does "interactive" part entail exactly?

This ruin contains some coded elements (traps, objectives, consequences
of some choices made), attempting to imitate a gameplay loop what a
player would expect from an admin controlled event. While this may not
go further than some coded/scripted events, I think this ruin has some
fun content for security/engineering/medical departments.

Currently this PR contains some core functionality for actual "choices
matter™" stuff for part 2 (if this gets approved).

Also most of the functions used in this ruin was made so it could be
used in any maps.

## Images

this:
https://discord.com/channels/157516682288562176/1162868440814600232/1393057047443931197

and this:
https://discord.com/channels/157516682288562176/1162868440814600232/1395312791925166160

<img width="4736" height="6144" alt="image"
src="https://github.com/user-attachments/assets/9526d40d-4da3-44b6-9220-80cf48ff2c72"
/>

## Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| /environmental_storytelling_holopad | Qwertytoforty (Paradise Station)
| CC BY-SA 3.0 |
| icons/obj/structure/bluespace_portal.dmi | Paradise Station | CC BY-SA
3.0 |
| icons/obj/structure/urban/bunk_beds.dmi | TGMC | CC BY-SA 3.0 |
| hospitalcurtain in icons/obj/structure/urban/tailoring.dmi | TGMC | CC
BY-SA 3.0 |
| roadbarrierwood in icons/obj/barricades.dmi | TGMC | CC BY-SA 3.0 |
| icons/obj/flora/rocks_brown.dmi and icons/obj/flora/rocks_grey.dmi |
TGMC | CC BY-SA 3.0 |
| the_thing and the_thing_chitin in icons/mob/npc/human.dmi | TG | CC
BY-SA 3.0 |
| sound/music/quarantined_outpost.ogg | Betrayer by Karl Casey --
https://karlcasey.bandcamp.com/track/betrayer | CC BY 3.0
| sound/effects/earthquake_rumble.ogg | Digging.wav by prozaciswack --
https://freesound.org/s/82722 | CC0 1.0 |
| sound/effects/robot_talk_1.ogg & sound/effects/robot_talk_2.ogg |
Robot Talk SFX by TheEndOfACycle -- https://freesound.org/s/674306/ |
CC0 1.0 |
| sound/effects/light_heavy_on.ogg | Light - Heavy lights turned on by
TILIADESIGN -- https://freesound.org/s/486536/ | CC0 1.0 |
2025-10-19 10:21:12 +00:00

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20 KiB
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/**
* BUILDABLE SMES (Superconducting Magnetic Energy Storage) UNIT
* AKA PSUs- both 'SMES unit' and 'PSU' will be used interchangeably in documentation and in-game.
*
* PSUs are linked by the RCON System, allowing for remote management of all linked
* It also supports RCON System which allows you to operate it remotely, if properly set.
*
* This is subtype of SMES that should be normally used. It can be constructed, deconstructed and hacked.
*/
/// MAGNETIC COILS - These things actually store and transmit power within the SMES. Different types have different properties
/obj/item/smes_coil
name = "superconductive magnetic coil"
desc = "Standard superconductive magnetic coil with balanced capacity and I/O rating."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "smes_coil"
/// It's LARGE (backpack sized)
w_class = WEIGHT_CLASS_BULKY
var/ChargeCapacity = 2500000
var/IOCapacity = 500000
/obj/item/smes_coil/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
if(is_adjacent)
. += "The label reads: Only certified professionals are allowed to handle and install this component."
. += "Charge capacity: [ChargeCapacity/1000000] MJ."
. += "Input/Output rating: [IOCapacity/1000] kW."
// 20% Charge Capacity, 60% I/O Capacity. Used for substation/outpost SMESs.
/obj/item/smes_coil/weak
name = "basic superconductive magnetic coil"
desc = "Cheaper model of the standard superconductive magnetic coil. Its capacity and I/O rating are considerably lower."
icon_state = "smes_coil_weak"
ChargeCapacity = 500000
IOCapacity = 300000
// 1000% Charge Capacity, 20% I/O Capacity
/obj/item/smes_coil/super_capacity
name = "superconductive capacitance coil"
desc = "Specialised version of the standard superconductive magnetic coil. It has significantly stronger containment field, allowing for immense power storage. However its I/O rating is much lower."
icon_state = "smes_coil_capacitance"
ChargeCapacity = 25000000
IOCapacity = 100000
// 10% Charge Capacity, 400% I/O Capacity. Technically turns SMES into large super capacitor.Ideal for shields.
/obj/item/smes_coil/super_io
name = "superconductive transmission coil"
desc = "Specialised version of the standard superconductive magnetic coil. While it's almost useless for power storage it can rapidly transfer power, making it useful in systems that require large throughput."
icon_state = "smes_coil_transmission"
ChargeCapacity = 250000
IOCapacity = 2000000
// SMES SUBTYPES - THESE ARE MAPPED IN AND CONTAIN DIFFERENT TYPES OF COILS
// These are used on individual outposts as backup should power line be cut, or engineering outpost lost power.
// 1M Charge, 150K I/O
/obj/machinery/power/smes/buildable/outpost_substation/Initialize()
. = ..()
component_parts += new /obj/item/smes_coil/weak(src)
// This one is pre-installed on engineering shuttle. Allows rapid charging/discharging for easier transport of power to outpost
// 11M Charge, 2.5M I/O
/obj/machinery/power/smes/buildable/power_shuttle/Initialize()
. = ..()
component_parts += new /obj/item/smes_coil/super_io(src)
component_parts += new /obj/item/smes_coil/super_io(src)
component_parts += new /obj/item/smes_coil(src)
/obj/machinery/power/smes/buildable/main_engine
cur_coils = 4
input_attempt = TRUE
input_level = 1000000
output_attempt = TRUE
output_level = 1000000
charge =1.5e+7
/// For the substation SMES around the Horizon.
/obj/machinery/power/smes/buildable/substation
input_level = 250000
output_level = 240000
// Telecomms substation. Based on shuttle settings; those boxes are power-hungry.
/obj/machinery/power/smes/buildable/telecomms/Initialize()
. = ..()
component_parts += new /obj/item/smes_coil/super_io(src)
input_attempt = TRUE
output_attempt = TRUE
input_level = 2000000
output_level = 2000000
charge = 5.55e+007
// The Horizon's shuttles want something with decent capacity to sustain themselves and enough transmission to meet their energy needs.
/obj/machinery/power/smes/buildable/horizon_shuttle/Initialize()
. = ..()
component_parts += new /obj/item/smes_coil/super_io(src)
component_parts += new /obj/item/smes_coil/super_capacity(src)
component_parts += new /obj/item/smes_coil/super_capacity(src)
input_attempt = TRUE
output_attempt = TRUE
input_level = 2700000
output_level = 2700000
charge = 5.55e+007
//Identical to the horizon_shuttle for now as we try to work out specifics
/obj/machinery/power/smes/buildable/third_party_shuttle/Initialize()
. = ..()
component_parts += new /obj/item/smes_coil/super_io(src)
component_parts += new /obj/item/smes_coil/super_capacity(src)
component_parts += new /obj/item/smes_coil/super_capacity(src)
input_attempt = TRUE
output_attempt = TRUE
input_level = 2700000
output_level = 2700000
charge = 5.55e+007
/obj/machinery/power/smes/buildable/third_party_shuttle/empty/Initialize()
. = ..()
charge = 0
/obj/machinery/power/smes/buildable/third_party_shuttle/low_charge/Initialize()
. = ..()
output_level = 0
charge = 10.55e+005
//for third parties that have their solars autostart, It's slightly upgraded for them
/obj/machinery/power/smes/buildable/autosolars/Initialize()
. = ..()
component_parts += new /obj/item/smes_coil/super_io(src)
component_parts += new /obj/item/smes_coil/super_capacity(src)
component_parts += new /obj/item/smes_coil/super_capacity(src)
input_attempt = TRUE
output_attempt = TRUE
input_level = 2700000
output_level = 2700000
charge = 3.02024e+006
// END SMES SUBTYPES
// SMES itself
/obj/machinery/power/smes/buildable
/// 20 MJ capacity, 8 MW input/output when fully upgraded /w default coils
max_coils = 8
/// Current amount of installed coils
var/cur_coils = 1
/// If 0 modifications can be done without discharging the SMES, at risk of critical failure.
var/safeties_enabled = 1
/// If 1 critical failure has occured and SMES explosion is imminent.
var/failing = 0
var/datum/wires/smes/wires
/// Cut to quickly discharge, at cost of "minor" electrical issues in output powernet.
var/grounding = 1
/// Cut to disable AI and remote control.
var/RCon = 1
/// RCON tag, change to show it on SMES Remote control console.
var/RCon_tag = "NO_TAG"
charge = 0
should_be_mapped = 1
component_types = list(
/obj/item/stack/cable_coil,
/obj/item/circuitboard/smes
)
/obj/machinery/power/smes/buildable/Destroy()
qdel(wires)
wires = null
return ..()
/obj/machinery/power/smes/buildable/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
. = ..()
if(. != BULLET_ACT_HIT)
return .
visible_message(SPAN_WARNING("\The [src] is hit by \the [hitting_projectile]!"))
health_check(hitting_projectile.damage)
/obj/machinery/power/smes/buildable/proc/health_check(var/health_reduction = 0)
health -= health_reduction
if(health < 0)
visible_message(SPAN_DANGER("\The [src] blows apart!"))
for(var/thing in component_parts)
var/obj/O = thing
if(prob(40))
O.forceMove(loc)
O.throw_at_random(FALSE, 3, THROWNOBJ_KNOCKBACK_SPEED)
else
qdel(O)
explosion(loc, 1, 2, 4, 8) //copied from the catastrophic failure code
qdel(src)
else if(is_badly_damaged() && !busted)
busted = TRUE
open_hatch = TRUE
visible_message(SPAN_DANGER("\The [src]'s maintenance hatch [open_hatch ? "releases a torrent of sparks" : "blows open with a flurry of sparks"]!"))
// Proc: process()
// Parameters: None
// Description: Uses parent process, but if grounding wire is cut causes sparks to fly around.
// This also causes the SMES to quickly discharge, and has small chance of damaging output APCs.
/obj/machinery/power/smes/buildable/process()
if(!grounding && (Percentage() > 5))
spark(src, 5, GLOB.alldirs)
charge -= (output_level_max * SMESRATE)
if(prob(1)) // Small chance of overload occuring since grounding is disabled.
apcs_overload(5,10,20)
..()
// Proc: attack_ai()
// Parameters: None
// Description: AI requires the RCON wire to be intact to operate the SMES.
/obj/machinery/power/smes/buildable/attack_ai(mob/user)
if(!ai_can_interact(user))
return
if(RCon)
..()
else // RCON wire cut
to_chat(usr, SPAN_WARNING("Connection error: Destination Unreachable."))
// Cyborgs standing next to the SMES can play with the wiring.
if(istype(usr, /mob/living/silicon/robot) && Adjacent(usr) && open_hatch)
wires.interact(usr)
// Proc: Initialize()
// Parameters: 2 (dir - direction machine should face, install_coils - if coils should be spawned)
// Description: Adds standard components for this SMES, and forces recalculation of properties.
/obj/machinery/power/smes/buildable/Initialize(mapload, dir)
wires = new /datum/wires/smes(src)
..()
LAZYINITLIST(component_parts) // Parent machinery call won't initialize this list if this is a newly constructed SMES.
for (var/i in 1 to cur_coils)
component_parts += new /obj/item/smes_coil(src)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/power/smes/buildable/LateInitialize()
. = ..()
recalc_coils()
// Proc: attack_hand()
// Parameters: None
// Description: Opens the UI as usual, and if cover is removed opens the wiring panel.
/obj/machinery/power/smes/buildable/attack_hand()
..()
if(open_hatch)
wires.interact(usr)
// Proc: recalc_coils()
// Parameters: None
// Description: Updates properties (IO, capacity, etc.) of this SMES by checking internal components.
/obj/machinery/power/smes/buildable/proc/recalc_coils()
if ((cur_coils <= max_coils) && (cur_coils >= 1))
capacity = 0
input_level_max = 0
output_level_max = 0
for(var/obj/item/smes_coil/C in component_parts)
capacity += C.ChargeCapacity
input_level_max += C.IOCapacity
output_level_max += C.IOCapacity
charge = between(0, charge, capacity)
return 1
else
return 0
// Proc: total_system_failure()
// Parameters: 2 (intensity - how strong the failure is, user - person which caused the failure)
// Description: Checks the sensors for alerts. If change (alerts cleared or detected) occurs, calls for icon update.
/obj/machinery/power/smes/buildable/proc/total_system_failure(var/intensity = 0, var/mob/user as mob)
// SMESs store very large amount of power. If someone screws up (ie: Disables safeties and attempts to modify the SMES) very bad things happen.
// Bad things are based on charge percentage.
// Possible effects:
// Sparks - Lets out few sparks, mostly fire hazard if phoron present. Otherwise purely aesthetic.
// Shock - Depending on intensity harms the user. Insultated Gloves protect against weaker shocks, but strong shock bypasses them.
// EMP Pulse - Lets out EMP pulse discharge which screws up nearby electronics.
// Light Overload - X% chance to overload each lighting circuit in connected powernet. APC based.
// APC Failure - X% chance to destroy APC causing very weak explosion too. Won't cause hull breach or serious harm.
// SMES Explosion - X% chance to destroy the SMES, in moderate explosion. May cause small hull breach.
if (!intensity)
return
var/mob/living/carbon/human/h_user = null
if (!istype(user, /mob/living/carbon/human))
return
else
h_user = user
// Preparations
// Check if user has protected gloves.
var/user_protected = 0
if(h_user.gloves)
var/obj/item/clothing/gloves/G = h_user.gloves
if(G.siemens_coefficient == 0)
user_protected = 1
log_game("SMES FAILURE: <b>[src.x]X [src.y]Y [src.z]Z</b> User: [usr.ckey], Intensity: [intensity]/100")
message_admins("SMES FAILURE: <b>[src.x]X [src.y]Y [src.z]Z</b> User: [usr.ckey], Intensity: [intensity]/100 - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>")
switch (intensity)
if (0 to 15)
// Small overcharge
// Sparks, Weak shock
small_spark.queue() // This belongs to the parent SMES type.
if (user_protected && prob(80))
to_chat(h_user, "Small electrical arc almost burns your hand. Luckily you had your gloves on!")
else
to_chat(h_user, "Small electrical arc sparks and burns your hand as you touch the [src]!")
h_user.adjustFireLoss(rand(5,10))
h_user.Paralyse(2)
charge = 0
if (16 to 35)
// Medium overcharge
// Sparks, Medium shock, Weak EMP
big_spark.queue()
if (user_protected && prob(25))
to_chat(h_user, "Medium electrical arc sparks and almost burns your hand. Luckily you had your gloves on!")
else
to_chat(h_user, "Medium electrical sparks as you touch the [src], severely burning your hand!")
h_user.adjustFireLoss(rand(10,25))
h_user.Paralyse(5)
spawn(0)
empulse(src.loc, 2, 4)
apcs_overload(0, 5, 10)
charge = 0
if (36 to 60)
// Strong overcharge
// Sparks, Strong shock, Strong EMP, 10% light overload. 1% APC failure
big_spark.queue()
big_spark.queue()
if (user_protected)
to_chat(h_user, "Strong electrical arc sparks between you and [src], ignoring your gloves and burning your hand!")
h_user.adjustFireLoss(rand(25,60))
h_user.Paralyse(8)
else
to_chat(h_user, "Strong electrical arc sparks between you and [src], knocking you out for a while!")
h_user.adjustFireLoss(rand(35,75))
h_user.Paralyse(12)
spawn(0)
empulse(src.loc, 8, 16)
charge = 0
apcs_overload(1, 10, 20)
energy_fail(10)
src.ping("Caution. Output regulators malfunction. Uncontrolled discharge detected.")
if (61 to INFINITY)
// Massive overcharge
// Sparks, Near - instantkill shock, Strong EMP, 25% light overload, 5% APC failure. 50% of SMES explosion. This is bad.
big_spark.queue()
big_spark.queue()
to_chat(h_user, "A massive electrical arc sparks between you and \the [src]. The last thing that goes through your mind is \"Oh shit...\".")
// Remember, we have few gigajoules of electricity here.. Turn them into crispy toast.
h_user.adjustFireLoss(rand(150,195))
h_user.Paralyse(25)
spawn(0)
empulse(src.loc, 32, 64)
charge = 0
apcs_overload(5, 25, 100)
energy_fail(30)
src.ping("Caution. Output regulators malfunction. Significant uncontrolled discharge detected.")
if (prob(50))
// Added admin-notifications so they can stop it when griffed.
log_game("SMES explosion imminent.")
message_admins("SMES explosion imminent.")
src.ping("DANGER! Magnetic containment field unstable! Containment field failure imminent!")
failing = 1
// 30 - 60 seconds and then BAM!
spawn(rand(300,600))
if(!failing) // Admin can manually set this var back to 0 to stop overload, for use when griffed.
update_icon()
src.ping("Magnetic containment stabilised.")
return
src.ping("DANGER! Magnetic containment field failure in 3 ... 2 ... 1 ...")
explosion(src.loc,1,2,4,8)
// Not sure if this is necessary, but just in case the SMES *somehow* survived..
qdel(src)
// Proc: apcs_overload()
// Parameters: 3 (failure_chance - chance to actually break the APC, overload_chance - Chance of breaking lights, reboot_chance - Chance of temporarily disabling the APC)
// Description: Damages output powernet by power surge. Destroys few APCs and lights, depending on parameters.
/obj/machinery/power/smes/buildable/proc/apcs_overload(var/failure_chance, var/overload_chance, var/reboot_chance)
if (!src.powernet)
return
for(var/obj/machinery/power/terminal/T in src.powernet.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if (prob(overload_chance))
A.overload_lighting()
if (prob(failure_chance))
A.set_broken()
if(prob(reboot_chance))
A.energy_fail(rand(30,60))
// Proc: update_icon()
// Parameters: None
// Description: Allows us to use special icon overlay for critical SMESs
/obj/machinery/power/smes/buildable/update_icon()
if(failing)
ClearOverlays()
AddOverlays("smes-crit")
AddOverlays("smes-crit_screen")
else
..()
// Proc: attackby()
// Description: Handles tool interaction. Allows deconstruction/upgrading/fixing.
/obj/machinery/power/smes/buildable/attackby(obj/item/attacking_item, mob/user)
// No more disassembling of overloaded SMESs. You broke it, now enjoy the consequences.
if (failing)
to_chat(user, SPAN_WARNING("The [src]'s screen is flashing with alerts. It seems to be overloaded! Touching it now is probably not a good idea."))
return
// If parent returned 1:
// - Hatch is open, so we can modify the SMES
// - No action was taken in parent function (terminal de/construction atm).
if (..())
if(attacking_item.iswelder())
if(health == initial(health))
to_chat(user, SPAN_WARNING("\The [src] is already repaired."))
return
var/obj/item/weldingtool/WT = attacking_item
if(!WT.welding)
to_chat(user, SPAN_WARNING("\The [src] isn't lit."))
return
if(WT.get_fuel() < 2)
to_chat(user, SPAN_WARNING("You don't have enough fuel to repair \the [src]."))
return
if(WT.use_tool(src, user, 50, volume = 50) && WT.use(2, user))
health = min(health + 100, initial(health))
to_chat(user, SPAN_NOTICE("You repair \the [src], it is now [round((health / initial(health)) * 100)]% repaired."))
if(health == initial(health))
busted = FALSE
return
// Multitool - change RCON tag
if(attacking_item.ismultitool())
var/newtag = input(user, "Enter new RCON tag. Use \"NO_TAG\" to disable RCON or leave empty to cancel.", "SMES RCON system") as text
if(newtag)
RCon_tag = newtag
to_chat(user, SPAN_NOTICE("You changed the RCON tag to: [newtag]"))
if(RCon_tag != "NO_TAG")
SSmachinery.build_rcon_lists()
return
// Charged above 1% and safeties are enabled.
if((charge > (capacity/100)) && safeties_enabled)
to_chat(user, SPAN_WARNING("Safety circuit of [src] is preventing modifications while it's charged!"))
return
if (output_attempt || input_attempt)
to_chat(user, SPAN_WARNING("Turn off the [src] first!"))
return
// Probability of failure if safety circuit is disabled (in %)
var/failure_probability = round((charge / capacity) * 100)
// If failure probability is below 5% it's usually safe to do modifications
if (failure_probability < 5)
failure_probability = 0
// Crowbar - Disassemble the SMES.
if(attacking_item.iscrowbar())
if (terminal)
to_chat(user, SPAN_WARNING("You have to disassemble the terminal first!"))
return
attacking_item.play_tool_sound(get_turf(src), 50)
to_chat(user, SPAN_WARNING("You begin to disassemble the [src]!"))
if (do_after(usr, 100 * cur_coils, src, DO_REPAIR_CONSTRUCT)) // More coils = takes longer to disassemble. It's complex so largest one with 5 coils will take 50s
if (failure_probability && prob(failure_probability))
total_system_failure(failure_probability, user)
return
to_chat(usr, SPAN_WARNING("You have disassembled the SMES cell!"))
var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
M.state = 2
M.icon_state = "box_1"
for(var/obj/I in component_parts)
I.forceMove(src.loc)
component_parts -= I
qdel(src)
return
// Superconducting Magnetic Coil - Upgrade the SMES
else if(istype(attacking_item, /obj/item/smes_coil))
if (cur_coils < max_coils)
if (failure_probability && prob(failure_probability))
total_system_failure(failure_probability, user)
return
to_chat(usr, "You install the coil into the SMES unit!")
user.drop_from_inventory(attacking_item,src)
cur_coils ++
component_parts += attacking_item
recalc_coils()
else
to_chat(usr, SPAN_WARNING("You can't insert more coils to this SMES unit!"))
// Proc: toggle_input()
// Parameters: None
// Description: Switches the input on/off depending on previous setting
/obj/machinery/power/smes/buildable/proc/toggle_input()
inputting(!input_attempt)
update_icon()
// Proc: toggle_output()
// Parameters: None
// Description: Switches the output on/off depending on previous setting
/obj/machinery/power/smes/buildable/proc/toggle_output()
outputting(!output_attempt)
update_icon()
// Proc: set_input()
// Parameters: 1 (new_input - New input value in Watts)
// Description: Sets input setting on this SMES. Trims it if limits are exceeded.
/obj/machinery/power/smes/buildable/proc/set_input(var/new_input = 0)
input_level = between(0, new_input, input_level_max)
update_icon()
// Proc: set_output()
// Parameters: 1 (new_output - New output value in Watts)
// Description: Sets output setting on this SMES. Trims it if limits are exceeded.
/obj/machinery/power/smes/buildable/proc/set_output(var/new_output = 0)
output_level = between(0, new_output, output_level_max)
update_icon()