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Aurora.3/code/game/objects/items/devices/powersink.dm
2020-03-18 20:19:11 +01:00

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// 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 = 4.0
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, "<span class='warning'>No exposed cable here to attach to.</span>")
return
else
anchored = 1
mode = 1
visible_message("<span class='notice'>\The [user] attaches \the [src] to the cable!</span>")
return
else
to_chat(user, "<span class='warning'>\The [src] must be placed over an exposed cable to attach to it.</span>")
return
else
if (mode == 2)
STOP_PROCESSING(SSprocessing, src)
processing_power_items.Remove(src)
anchored = 0
mode = 0
visible_message("<span class='notice'>\The [user] detaches \the [src] from the cable!</span>")
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("<span class='notice'>\The [user] activates \the [src]!</span>")
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("<span class='notice'>\The [user] deactivates \the [src]!</span>")
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)