mirror of
https://github.com/Aurorastation/Aurora.3.git
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Don't let the large file size scare you, it's just mostly splitting stuff into contained sprites and putting them in the correct place. Anyway, resprites most non-resprited devices in devices.dmi, and puts them in contained sprites. Also puts any related /obj/item/device into contained sprites too. That's basically the long and short of it.
195 lines
5.2 KiB
Plaintext
195 lines
5.2 KiB
Plaintext
// Powersink - used to drain station power
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/obj/item/device/powersink
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name = "power sink"
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desc = "A nulling power sink which drains energy from electrical systems."
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icon = 'icons/obj/item/device/powersink.dmi'
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icon_state = "powersink0"
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item_state = "powersink0"
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w_class = WEIGHT_CLASS_BULKY
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obj_flags = OBJ_FLAG_CONDUCTABLE
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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matter = list(DEFAULT_WALL_MATERIAL = 750)
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origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5)
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///Amount of power to drain per second, in watts
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var/drain_rate = 1.5 MEGA WATTS
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///Maximum amount of power to drain from a single APW, in watts
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var/apc_drain_rate = 50 KILO WATTS
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///Passive dissipation of drained power in Watts
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var/dissipation_rate = 20000
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///Amount of power drained, in watts
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var/power_drained = 04
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///Power at which the sink will explode (after having absorbed that), in watts
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var/max_power = 800 MEGA WATTS
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs.
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var/datum/powernet/PN // Our powernet
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var/obj/structure/cable/attached // the attached cable
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/obj/item/device/powersink/Destroy()
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PN = null
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attached = null
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return ..()
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/obj/item/device/powersink/attackby(obj/item/attacking_item, mob/user)
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if(attacking_item.isscrewdriver())
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if(mode == 0)
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var/turf/T = loc
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if(isturf(T) && !!T.is_plating())
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attached = locate() in T
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if(!attached)
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to_chat(user, SPAN_WARNING("No exposed cable here to attach to."))
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else
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anchored = 1
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mode = 1
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visible_message(SPAN_NOTICE("\The [user] attaches \the [src] to the cable!"))
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else
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to_chat(user, SPAN_WARNING("\The [src] must be placed over an exposed cable to attach to it."))
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return TRUE
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else
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if (mode == 2)
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STOP_PROCESSING(SSprocessing, src)
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anchored = 0
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mode = 0
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visible_message(SPAN_NOTICE("\The [user] detaches \the [src] from the cable!"))
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set_light(0)
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icon_state = "powersink0"
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item_state = "powersink0"
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return TRUE
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else
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return ..()
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/obj/item/device/powersink/attack_ai()
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return
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/obj/item/device/powersink/attack_hand(var/mob/user)
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switch(mode)
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if(0)
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..()
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if(1)
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visible_message(SPAN_NOTICE("\The [user] activates \the [src]!"))
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mode = 2
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icon_state = "powersink1"
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item_state = "powersink1"
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START_PROCESSING(SSprocessing, src)
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if(2) //This switch option wasn't originally included. It exists now. --NeoFite
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visible_message(SPAN_NOTICE("\The [user] deactivates \the [src]!"))
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mode = 1
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set_light(0)
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icon_state = "powersink0"
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item_state = "powersink0"
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STOP_PROCESSING(SSprocessing, src)
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/obj/item/device/powersink/proc/siphon_power(seconds_per_tick)
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if(!attached)
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return 0
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if(drained_this_tick)
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return 1
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drained_this_tick = 1
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var/drained = 0
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if(!PN)
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return 1
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set_light(12)
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PN.trigger_warning()
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// found a powernet, so drain up to max power from it
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drained = PN.draw_power(drain_rate * seconds_per_tick)
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate * seconds_per_tick)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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// Enough power drained this tick, no need to torture more APCs
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if(drained >= drain_rate * seconds_per_tick)
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break
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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var/cur_charge = A.cell.charge / CELLRATE
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var/drain_val = min(apc_drain_rate * seconds_per_tick, cur_charge)
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A.cell.use(drain_val * CELLRATE)
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drained += drain_val
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power_drained += drained
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return 1
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/obj/item/device/powersink/process(seconds_per_tick)
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drained_this_tick = 0
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power_drained -= min(dissipation_rate, power_drained)
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if(attached && attached.powernet)
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PN = attached.powernet
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else
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PN = null
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if(power_drained > max_power * 0.98) // Lower the screeching period. It was pretty long during testing.
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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handle_overload()
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qdel(src)
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return
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siphon_power(seconds_per_tick)
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/obj/item/device/powersink/proc/handle_overload()
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if (QDELETED(src))
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return
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// No attached node, or no powernet.
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if (!PN)
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explosion(src.loc, 0, 1, 3, 6)
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return
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// Propagate the power surge through the powernet nodes.
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for (var/A in PN.nodes)
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if (!A || A == src)
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continue
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var/dist = get_dist(src, A)
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if (dist < 1)
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dist = 1 // For later calculations.
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else if (dist > 24)
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continue // Out of range.
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// Map it to a range of [3, 1] for severity.
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dist = round(MAP(dist, 1, 28, 3, 1))
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// Check for terminals and affect their master nodes. Also add a special
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// case for APCs whereby their lights are popped or flicked.
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if (istype(A, /obj/machinery/power/terminal))
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var/obj/machinery/power/terminal/T = A
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if (istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/AP = T.master
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if (dist > 1)
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AP.overload_lighting(100, TRUE)
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else
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AP.flicker_all()
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else if (T.master)
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T.master.emp_act(EMP_LIGHT)
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var/atom/aa = A
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aa.emp_act(EMP_LIGHT)
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if (prob(15 * dist))
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explosion(aa.loc, 0, 0, 3, 4)
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// Also destroy the source.
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explosion(src.loc, 0, 0, 1, 2)
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