mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-24 09:02:27 +00:00
changes: Airlocks no longer tick (exceptions: firedoors, uranium airlocks) Airlock commands run before round-start are queued to run at round-start. Airlock commands that failed to run are scheduled to try again in 2 seconds with timers. Callbacks can now be registered with SSticker to run at round-start in a non-blocking way. Added a new subsystem (SSpower) for handling power-related functions. Currently doesn't do a whole lot, but this will likely eventually change. RCON functionality has been moved from SSmachinery to SSpower. The global cable list has been moved into SSpower. Powernet sensors no longer process purely to keep themselves in the global machines list, instead they are added to a list in SSpower. Power terminals no longer pointlessly tick. Removed some variables from SSticker that weren't used by anything. Holographic overlays such as those used by consoles are now cached. Xenoarcheology setup is now tick-checked. ZAS now uses post-fire timing. The req_access and req_one_access lists are no longer initialized by default on all /obj types. Openturfs will only emit starlight if they are bordering a non-openturf dynamically lit turf. Powernets are now stored in SSpower instead of being a global. The global mouse list is now stored in SSmob instead of being a global. Fixed some weirdness in APCs' Destroy() caused by a merge. SSwireless now pre-bakes to reduce round-start processing. SSwireless no longer uses processing queues.
157 lines
4.2 KiB
Plaintext
157 lines
4.2 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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var/global/list/rad_collectors = list()
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/obj/machinery/power/rad_collector
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name = "Radiation Collector Array"
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desc = "A device which uses Hawking Radiation and phoron to produce power."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "ca"
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anchored = 0
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density = 1
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req_access = list(access_engine_equip)
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// use_power = 0
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var/obj/item/weapon/tank/phoron/P = null
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var/last_power = 0
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var/last_power_new = 0
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var/active = 0
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var/locked = 0
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var/drainratio = 1
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/obj/machinery/power/rad_collector/New()
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..()
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rad_collectors += src
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/obj/machinery/power/rad_collector/Destroy()
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rad_collectors -= src
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return ..()
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/obj/machinery/power/rad_collector/process()
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//so that we don't zero out the meter if the SM is processed first.
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last_power = last_power_new
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last_power_new = 0
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if(P)
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if(P.air_contents.gas["phoron"] == 0)
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investigate_log("<font color='red'>out of fuel</font>.","singulo")
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eject()
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else
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P.air_contents.adjust_gas("phoron", -0.001*drainratio)
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return
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/obj/machinery/power/rad_collector/attack_hand(mob/user as mob)
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if(anchored)
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if(!src.locked)
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toggle_power()
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user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
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"You turn the [src.name] [active? "on":"off"].")
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investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.gas["phoron"]/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
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return
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else
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user << "\red The controls are locked!"
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return
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..()
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/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/tank/phoron))
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if(!src.anchored)
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user << "\red The [src] needs to be secured to the floor first."
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return 1
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if(src.P)
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user << "\red There's already a phoron tank loaded."
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return 1
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user.drop_item()
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src.P = W
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W.loc = src
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update_icons()
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return 1
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else if(istype(W, /obj/item/weapon/crowbar))
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if(P && !src.locked)
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eject()
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return 1
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else if(istype(W, /obj/item/weapon/wrench))
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if(P)
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user << "\blue Remove the phoron tank first."
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return 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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src.anchored = !src.anchored
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user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
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"You [anchored? "secure":"undo"] the external bolts.", \
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"You hear a ratchet")
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if(anchored)
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connect_to_network()
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else
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disconnect_from_network()
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return 1
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else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "\red The controls can only be locked when the [src] is active"
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else
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user << "\red Access denied!"
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return 1
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return ..()
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/obj/machinery/power/rad_collector/examine(mob/user)
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if (..(user, 3))
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user << "The meter indicates that \the [src] is collecting [last_power] W."
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return 1
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/obj/machinery/power/rad_collector/ex_act(severity)
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switch(severity)
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if(2, 3)
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eject()
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return ..()
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/obj/machinery/power/rad_collector/proc/eject()
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locked = 0
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var/obj/item/weapon/tank/phoron/Z = src.P
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if (!Z)
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return
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Z.loc = get_turf(src)
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Z.layer = initial(Z.layer)
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src.P = null
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if(active)
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toggle_power()
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else
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update_icons()
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/obj/machinery/power/rad_collector/proc/receive_pulse(var/pulse_strength)
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if(P && active)
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var/power_produced = 0
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power_produced = P.air_contents.gas["phoron"]*pulse_strength*20
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add_avail(power_produced)
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last_power_new = power_produced
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return
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return
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/obj/machinery/power/rad_collector/proc/update_icons()
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cut_overlays()
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if(P)
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add_overlay("ptank")
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if(stat & (NOPOWER|BROKEN))
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return
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if(active)
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add_overlay("on")
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/obj/machinery/power/rad_collector/proc/toggle_power()
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active = !active
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if(active)
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icon_state = "ca_on"
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flick("ca_active", src)
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else
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icon_state = "ca"
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flick("ca_deactive", src)
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update_icons()
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return
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