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TimandGitHub 51f4127771 Add power efficiency when stasis bed stock parts are upgraded (#88555)
## About The Pull Request
Upgrading a stasis bed caused it to drain a massive amount of power
without ANY benefit.

The roundstart power draw is 300/3,000 when inactive/active. If you max
upgrade the stock parts it results in 2,100/21,000 power draw which is
insane since it does nothing! Seeing as how there is no other effects, I
just made the upgrades divide power (instead of multiply) resultings in
better efficiency.

Roundstart is still 300/3,000 but now at max upgrade it is 30/300.

## Why It's Good For The Game
Upgrading a machine should have some upside.
2024-12-21 18:23:38 -06:00

187 lines
5.9 KiB
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#define STASIS_TOGGLE_COOLDOWN 50
/obj/machinery/stasis
name = "lifeform stasis unit"
desc = "A not so comfortable looking bed with some nozzles at the top and bottom. It will keep someone in stasis."
icon = 'icons/obj/machines/stasis.dmi'
icon_state = "stasis"
base_icon_state = "stasis"
density = FALSE
obj_flags = BLOCKS_CONSTRUCTION
can_buckle = TRUE
buckle_lying = 90
buckle_dir = SOUTH
circuit = /obj/item/circuitboard/machine/stasis
fair_market_price = 10
payment_department = ACCOUNT_MED
interaction_flags_click = ALLOW_SILICON_REACH
use_power = IDLE_POWER_USE
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 3
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 3
var/stasis_enabled = TRUE
var/last_stasis_sound = FALSE
var/stasis_can_toggle = 0
var/mattress_state = "stasis_on"
var/obj/effect/overlay/vis/mattress_on
/obj/machinery/stasis/Initialize(mapload)
. = ..()
AddElement(/datum/element/elevation, pixel_shift = 6)
update_buckle_vars(dir)
/obj/machinery/stasis/RefreshParts()
. = ..()
var/energy_rating = 0
for(var/datum/stock_part/part in component_parts)
energy_rating += part.energy_rating()
for(var/obj/item/stock_parts/part in component_parts)
energy_rating += part.energy_rating
idle_power_usage = initial(idle_power_usage) / (energy_rating/2)
active_power_usage = initial(active_power_usage) / (energy_rating/2)
update_current_power_usage()
/obj/machinery/stasis/examine(mob/user)
. = ..()
. += span_notice("Alt-click to [stasis_enabled ? "turn off" : "turn on"] the machine.")
/obj/machinery/stasis/proc/play_power_sound()
var/_running = stasis_running()
if(last_stasis_sound != _running)
var/sound_freq = rand(5120, 8800)
if(_running)
playsound(src, 'sound/machines/synth/synth_yes.ogg', 50, TRUE, frequency = sound_freq)
else
playsound(src, 'sound/machines/synth/synth_no.ogg', 50, TRUE, frequency = sound_freq)
last_stasis_sound = _running
/obj/machinery/stasis/click_alt(mob/user)
if(world.time < stasis_can_toggle)
return CLICK_ACTION_BLOCKING
stasis_enabled = !stasis_enabled
stasis_can_toggle = world.time + STASIS_TOGGLE_COOLDOWN
playsound(src, 'sound/machines/click.ogg', 60, TRUE)
user.visible_message(span_notice("\The [src] [stasis_enabled ? "powers on" : "shuts down"]."), \
span_notice("You [stasis_enabled ? "power on" : "shut down"] \the [src]."), \
span_hear("You hear a nearby machine [stasis_enabled ? "power on" : "shut down"]."))
play_power_sound()
update_appearance()
return CLICK_ACTION_SUCCESS
/obj/machinery/stasis/Exited(atom/movable/gone, direction)
if(gone == occupant)
var/mob/living/L = gone
if(HAS_TRAIT(L, TRAIT_STASIS))
thaw_them(L)
return ..()
/obj/machinery/stasis/setDir(newdir)
. = ..()
update_buckle_vars(newdir)
/obj/machinery/stasis/proc/update_buckle_vars(newdir)
buckle_lying = newdir & NORTHEAST ? 270 : 90
/obj/machinery/stasis/proc/stasis_running()
return stasis_enabled && is_operational
/obj/machinery/stasis/update_icon_state()
if(machine_stat & BROKEN)
icon_state = "[base_icon_state]_broken"
return ..()
if(panel_open || machine_stat & MAINT)
icon_state = "[base_icon_state]_maintenance"
return ..()
icon_state = base_icon_state
return ..()
/obj/machinery/stasis/update_overlays()
. = ..()
if(!mattress_state)
return
var/_running = stasis_running()
if(!mattress_on)
mattress_on = SSvis_overlays.add_vis_overlay(src, icon, mattress_state, BELOW_OBJ_LAYER, plane, dir, alpha = 0, unique = TRUE)
else
vis_contents += mattress_on
if(managed_vis_overlays)
managed_vis_overlays += mattress_on
else
managed_vis_overlays = list(mattress_on)
if(mattress_on.alpha ? !_running : _running) //check the inverse of _running compared to truthy alpha, to see if they differ
var/new_alpha = _running ? 255 : 0
var/easing_direction = _running ? EASE_OUT : EASE_IN
animate(mattress_on, alpha = new_alpha, time = 50, easing = CUBIC_EASING|easing_direction)
/obj/machinery/stasis/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
if(same_z_layer)
return ..()
SET_PLANE(mattress_on, PLANE_TO_TRUE(mattress_on.plane), new_turf)
return ..()
/obj/machinery/stasis/atom_break(damage_flag)
. = ..()
if(.)
play_power_sound()
/obj/machinery/stasis/power_change()
. = ..()
play_power_sound()
/obj/machinery/stasis/proc/chill_out(mob/living/target)
if(target != occupant)
return
var/freq = rand(24750, 26550)
playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 2, frequency = freq)
target.apply_status_effect(/datum/status_effect/grouped/stasis, STASIS_MACHINE_EFFECT)
ADD_TRAIT(target, TRAIT_TUMOR_SUPPRESSED, TRAIT_GENERIC)
target.extinguish_mob()
update_use_power(ACTIVE_POWER_USE)
/obj/machinery/stasis/proc/thaw_them(mob/living/target)
target.remove_status_effect(/datum/status_effect/grouped/stasis, STASIS_MACHINE_EFFECT)
REMOVE_TRAIT(target, TRAIT_TUMOR_SUPPRESSED, TRAIT_GENERIC)
if(target == occupant)
update_use_power(IDLE_POWER_USE)
/obj/machinery/stasis/post_buckle_mob(mob/living/L)
if(!can_be_occupant(L))
return
set_occupant(L)
if(stasis_running() && check_nap_violations())
chill_out(L)
update_appearance()
/obj/machinery/stasis/post_unbuckle_mob(mob/living/L)
thaw_them(L)
if(L == occupant)
set_occupant(null)
update_appearance()
/obj/machinery/stasis/process()
if(!(occupant && isliving(occupant) && check_nap_violations()))
update_use_power(IDLE_POWER_USE)
return
var/mob/living/L_occupant = occupant
if(stasis_running())
if(!HAS_TRAIT(L_occupant, TRAIT_STASIS))
chill_out(L_occupant)
else if(HAS_TRAIT(L_occupant, TRAIT_STASIS))
thaw_them(L_occupant)
/obj/machinery/stasis/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
. |= default_deconstruction_screwdriver(user, "stasis_maintenance", "stasis", I)
update_appearance()
/obj/machinery/stasis/crowbar_act(mob/living/user, obj/item/I)
. = ..()
return default_deconstruction_crowbar(I) || .
/obj/machinery/stasis/nap_violation(mob/violator)
unbuckle_mob(violator, TRUE)
#undef STASIS_TOGGLE_COOLDOWN