Files
Aurora.3/code/game/objects/devices/powersink.dm
Superxpdude@gmail.com 81f43b1929 All Syndicate items have updated tech levels.
New Head of Staff PDAs and PDA cartridges.
Fixed the bug where laser guns could fire stun rounds.
Added the cyborg upload circuitboard to the RD console and Secure Tech Storage. Forgot to do that in r1748. Whoops.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1751 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-01 20:58:12 +00:00

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// Powersink - used to drain station power
/obj/item/device/powersink
desc = "A nulling power sink which drains energy from electrical systems."
name = "power sink"
icon_state = "powersink0"
item_state = "electronic"
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
m_amt = 750
w_amt = 750
origin_tech = "powerstorage=3;syndicate=5"
var/drain_rate = 600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 1e8 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/obj/cable/attached // the attached cable
attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "No exposed cable here to attach to."
return
else
anchored = 1
mode = 1
user << "You attach the device to the cable."
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] attaches the power sink to the cable."
return
else
user << "Device must be placed over an exposed cable to attach to it."
return
else
if (mode == 2)
processing_items.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
anchored = 0
mode = 0
user << "You detach the device from the cable."
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] detaches the power sink from the cable."
sd_SetLuminosity(0)
icon_state = "powersink0"
return
else
..()
attack_paw()
return
attack_ai()
return
attack_hand(var/mob/user)
switch(mode)
if(0)
..()
if(1)
user << "You activate the device!"
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] activates the power sink!"
mode = 2
icon_state = "powersink1"
processing_items.Add(src)
if(2) //This switch option wasn't originally included. It exists now. --NeoFite
user << "You deactivate the device!"
for(var/mob/M in viewers(user))
if(M == user) continue
M << "[user] deactivates the power sink!"
mode = 1
sd_SetLuminosity(0)
icon_state = "powersink0"
processing_items.Remove(src)
process()
if(attached)
var/datum/powernet/PN = attached.get_powernet()
if(PN)
if(!luminosity)
sd_SetLuminosity(12)
// found a powernet, so drain up to max power from it
var/drained = min ( drain_rate, PN.avail )
PN.newload += drained
power_drained += drained
// 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)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(power_drained > max_power * 0.95)
playsound(src, 'screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
processing_items.Remove(src)
explosion(src.loc, 3,6,9,12)
del(src)