mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 10:02:28 +00:00
* 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
236 lines
7.9 KiB
Plaintext
236 lines
7.9 KiB
Plaintext
#define EMITTER_DAMAGE_POWER_TRANSFER 450 //used to transfer power to containment field generators
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/obj/machinery/power/emitter
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name = "emitter"
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desc = "It is a heavy duty industrial laser."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter"
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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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var/id = null
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use_power = 0 //uses powernet power, not APC power
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active_power_usage = 30000 //30 kW laser. I guess that means 30 kJ per shot.
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var/active = 0
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var/powered = 0
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var/fire_delay = 100
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var/max_burst_delay = 100
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var/min_burst_delay = 20
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var/burst_shots = 3
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var/last_shot = 0
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var/shot_number = 0
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var/state = 0
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var/locked = 0
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var/_wifi_id
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var/datum/wifi/receiver/button/emitter/wifi_receiver
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var/datum/effect_system/sparks/spark_system
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/obj/machinery/power/emitter/Destroy()
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QDEL_NULL(spark_system)
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return ..()
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/obj/machinery/power/emitter/verb/rotate()
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set name = "Rotate"
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set category = "Object"
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set src in oview(1)
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if (src.anchored || usr:stat)
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usr << "It is fastened to the floor!"
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return 0
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src.set_dir(turn(src.dir, 90))
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return 1
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/obj/machinery/power/emitter/Initialize()
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. = ..()
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spark_system = bind_spark(src, 5, alldirs)
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if(state == 2 && anchored)
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connect_to_network()
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if(_wifi_id)
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wifi_receiver = new(_wifi_id, src)
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/obj/machinery/power/emitter/Destroy()
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message_admins("Emitter deleted at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Emitter deleted at ([x],[y],[z])")
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investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
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qdel(wifi_receiver)
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qdel(spark_system)
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wifi_receiver = null
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return ..()
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/obj/machinery/power/emitter/update_icon()
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if (active && powernet && avail(active_power_usage))
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icon_state = "emitter_+a"
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else
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icon_state = "emitter"
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/obj/machinery/power/emitter/attack_hand(mob/user as mob)
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src.add_fingerprint(user)
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activate(user)
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/obj/machinery/power/emitter/proc/activate(mob/user as mob)
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if(state == 2)
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if(!powernet)
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user << "\The [src] isn't connected to a wire."
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return 1
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if(!src.locked)
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if(src.active==1)
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src.active = 0
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user << "You turn off [src]."
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message_admins("Emitter turned off by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Emitter turned off by [user.ckey]([user]) in ([x],[y],[z])",ckey=key_name(user))
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investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
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else
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src.active = 1
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user << "You turn on [src]."
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src.shot_number = 0
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src.fire_delay = 100
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message_admins("Emitter turned on by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
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log_game("Emitter turned on by [user.ckey]([user]) in ([x],[y],[z])",ckey=key_name(user))
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investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
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update_icon()
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else
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user << "<span class='warning'>The controls are locked!</span>"
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else
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user << "<span class='warning'>\The [src] needs to be firmly secured to the floor first.</span>"
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return 1
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/obj/machinery/power/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
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// add_load(1000)
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/* if((severity == 1)&&prob(1)&&prob(1))
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if(src.active)
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src.active = 0
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src.use_power = 1 */
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return 1
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/obj/machinery/power/emitter/process()
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if(stat & (BROKEN))
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return
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if(src.state != 2 || (!powernet && active_power_usage))
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src.active = 0
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update_icon()
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return
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if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
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var/actual_load = draw_power(active_power_usage)
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if(actual_load >= active_power_usage) //does the laser have enough power to shoot?
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if(!powered)
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powered = 1
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update_icon()
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investigate_log("regained power and turned <font color='green'>on</font>","singulo")
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else
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if(powered)
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powered = 0
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update_icon()
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investigate_log("lost power and turned <font color='red'>off</font>","singulo")
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return
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src.last_shot = world.time
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if(src.shot_number < burst_shots)
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src.fire_delay = 2
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src.shot_number ++
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else
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src.fire_delay = rand(min_burst_delay, max_burst_delay)
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src.shot_number = 0
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//need to calculate the power per shot as the emitter doesn't fire continuously.
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var/burst_time = (min_burst_delay + max_burst_delay)/2 + 2*(burst_shots-1)
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var/power_per_shot = active_power_usage * (burst_time/10) / burst_shots
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playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
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if(prob(35))
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spark_system.queue()
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var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
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A.damage = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
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A.launch( get_step(src.loc, src.dir) )
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/obj/machinery/power/emitter/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/wrench))
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if(active)
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user << "Turn off [src] first."
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return
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switch(state)
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if(0)
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state = 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear a ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear a ratchet")
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src.anchored = 0
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if(2)
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user << "<span class='warning'>\The [src] needs to be unwelded from the floor.</span>"
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return
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(active)
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user << "Turn off [src] first."
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return
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switch(state)
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if(0)
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user << "<span class='warning'>\The [src] needs to be wrenched to the floor.</span>"
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if(1)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld [src] to the floor.", \
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"You start to weld [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 2
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user << "You weld [src] to the floor."
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connect_to_network()
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else
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user << "<span class='warning'>You need more welding fuel to complete this task.</span>"
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if(2)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut [src] free from the floor.", \
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"You start to cut [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 1
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user << "You cut [src] free from the floor."
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disconnect_from_network()
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else
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user << "<span class='warning'>You need more welding fuel to complete this task.</span>"
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return
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if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
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if(emagged)
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user << "<span class='warning'>The lock seems to be broken.</span>"
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return
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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 << "<span class='warning'>The controls can only be locked when [src] is online.</span>"
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else
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user << "<span class='warning'>Access denied.</span>"
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return
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..()
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return
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/obj/machinery/power/emitter/emag_act(var/remaining_charges, var/mob/user)
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if(!emagged)
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locked = 0
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emagged = 1
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user.visible_message("[user.name] emags [src].","<span class='warning'>You short out the lock.</span>")
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return 1
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