Files
Aurora.3/code/modules/power/cell.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

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// the power cell
// charge from 0 to 100%
// fits in APC to provide backup power
/obj/item/weapon/cell/Initialize()
. = ..()
charge = maxcharge
update_icon()
/obj/item/weapon/cell/Created()
//Newly built cells spawn with no charge to prevent power exploits
charge = 0
update_icon()
/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0)
if(drain_check)
return 1
if(charge <= 0)
return 0
var/cell_amt = power * CELLRATE
return use(cell_amt) / CELLRATE
/obj/item/weapon/cell/update_icon()
overlays.Cut()
if(charge < 0.01)
return
else if(charge/maxcharge >=0.995)
overlays += image('icons/obj/power.dmi', "cell-o2")
else
overlays += image('icons/obj/power.dmi', "cell-o1")
/obj/item/weapon/cell/proc/percent() // return % charge of cell
return 100.0*charge/maxcharge
/obj/item/weapon/cell/proc/fully_charged()
return (charge == maxcharge)
// checks if the power cell is able to provide the specified amount of charge
/obj/item/weapon/cell/proc/check_charge(var/amount)
return (charge >= amount)
// use power from a cell, returns the amount actually used
/obj/item/weapon/cell/proc/use(var/amount)
if (QDELING(src))
return 0
if(rigged && amount > 0)
explode()
return 0
var/used = min(charge, amount)
charge -= used
return used
// Checks if the specified amount can be provided. If it can, it removes the amount
// from the cell and returns 1. Otherwise does nothing and returns 0.
/obj/item/weapon/cell/proc/checked_use(var/amount)
if(!check_charge(amount))
return 0
use(amount)
return 1
// recharge the cell
/obj/item/weapon/cell/proc/give(var/amount)
if (QDELING(src))
return 0
if(rigged && amount > 0)
explode()
return 0
if(maxcharge < amount) return 0
var/amount_used = min(maxcharge-charge,amount)
charge += amount_used
return amount_used
/obj/item/weapon/cell/examine(mob/user)
if(get_dist(src, user) > 1)
return
if(maxcharge <= 2500)
user << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
else
user << "This power cell has an exciting chrome finish, as it is an uber-capacity cell type! It has a power rating of [maxcharge]!\nThe charge meter reads [round(src.percent() )]%."
/obj/item/weapon/cell/attackby(obj/item/W, mob/user)
..()
if(istype(W, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = W
user << "You inject the solution into the power cell."
if(S.reagents.has_reagent("phoron", 5))
rigged = 1
log_admin("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.",ckey=key_name(user))
message_admins("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
S.reagents.clear_reagents()
else if(istype(W, /obj/item/device/assembly_holder))
var/obj/item/device/assembly_holder/assembly = W
if (istype(assembly.a_left, /obj/item/device/assembly/signaler) && istype(assembly.a_right, /obj/item/device/assembly/signaler))
user.drop_item()
user.drop_from_inventory(src)
new /obj/item/device/radiojammer/improvised(assembly, src, user)
else
user << "<span class='notice'>You'd need both devices to be signallers for this to work.</span>"
/obj/item/weapon/cell/proc/explode()
var/turf/T = get_turf(src.loc)
/*
* 1000-cell explosion(T, -1, 0, 1, 1)
* 2500-cell explosion(T, -1, 0, 1, 1)
* 10000-cell explosion(T, -1, 1, 3, 3)
* 15000-cell explosion(T, -1, 2, 4, 4)
* */
if (charge==0)
return
var/devastation_range = -1 //round(charge/11000)
var/heavy_impact_range = round(sqrt(charge)/60)
var/light_impact_range = round(sqrt(charge)/30)
var/flash_range = light_impact_range
if (light_impact_range==0)
rigged = 0
corrupt()
return
//explosion(T, 0, 1, 2, 2)
log_admin("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
message_admins("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
qdel(src)
/obj/item/weapon/cell/proc/corrupt()
charge /= 2
maxcharge /= 2
if (prob(10))
rigged = 1 //broken batterys are dangerous
/obj/item/weapon/cell/emp_act(severity)
//remove this once emp changes on dev are merged in
if(isrobot(loc))
var/mob/living/silicon/robot/R = loc
severity *= R.cell_emp_mult
charge -= maxcharge / severity
if (charge < 0)
charge = 0
..()
/obj/item/weapon/cell/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if (prob(50))
corrupt()
if(3.0)
if (prob(25))
qdel(src)
return
if (prob(25))
corrupt()
return
/obj/item/weapon/cell/proc/get_electrocute_damage()
switch (charge)
/* if (9000 to INFINITY)
return min(rand(90,150),rand(90,150))
if (2500 to 9000-1)
return min(rand(70,145),rand(70,145))
if (1750 to 2500-1)
return min(rand(35,110),rand(35,110))
if (1500 to 1750-1)
return min(rand(30,100),rand(30,100))
if (750 to 1500-1)
return min(rand(25,90),rand(25,90))
if (250 to 750-1)
return min(rand(20,80),rand(20,80))
if (100 to 250-1)
return min(rand(20,65),rand(20,65))*/
if (1000000 to INFINITY)
return min(rand(50,160),rand(50,160))
if (200000 to 1000000-1)
return min(rand(25,80),rand(25,80))
if (100000 to 200000-1)//Ave powernet
return min(rand(20,60),rand(20,60))
if (50000 to 100000-1)
return min(rand(15,40),rand(15,40))
if (1000 to 50000-1)
return min(rand(10,20),rand(10,20))
else
return 0