Files
Bubberstation/code/game/objects/items/devices/powersink.dm
Redrover1760 b82028e30d Fixes Light Overload draining almost no power and Powersinks draining almost no APC charge. Also rebalances powersinks (#86048)
## About The Pull Request

Fixes #85779,
Fixes #86041
APCs use batteries instead of cells now, and overload and power sink APC
drain were made to scale off of cell capacity instead of battery
capacity. Power sinks were not adjusted at all to match the new power
changes.

## Why It's Good For The Game
## Changelog
🆑
fix: Fixed light overloads not draining significant amounts of energy.
fix: Power sinks now drain APCs at a significant rate instead of
glacially slow.
balance: Power sinks are adjusted to not explode within 30 seconds of
the average power output a station produces.
/🆑
2024-09-03 17:44:35 +02:00

210 lines
6.7 KiB
Plaintext

#define DISCONNECTED 0
#define CLAMPED_OFF 1
#define OPERATING 2
#define FRACTION_TO_RELEASE 25
#define ALERT 90
#define MINIMUM_HEAT 20000
// Powersink - used to drain station power
/obj/item/powersink
name = "power sink"
desc = "A power sink which drains energy from electrical systems and converts it to heat. Ensure short workloads and ample time to cool down if used in high energy systems."
icon = 'icons/obj/devices/syndie_gadget.dmi'
icon_state = "powersink0"
inhand_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_BULKY
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NO_PIXEL_RANDOM_DROP
throwforce = 5
throw_speed = 1
throw_range = 2
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT* 7.5)
var/max_heat = 100 * STANDARD_BATTERY_CHARGE // Maximum contained heat before exploding. Not actual temperature.
var/internal_heat = 0 // Contained heat, goes down every tick.
var/mode = DISCONNECTED // DISCONNECTED, CLAMPED_OFF, OPERATING
var/warning_given = FALSE //! Stop warning spam, only warn the admins/deadchat once that we are about to boom.
var/obj/structure/cable/attached
/obj/item/powersink/update_icon_state()
icon_state = "powersink[mode == OPERATING]"
return ..()
/obj/item/powersink/examine(mob/user)
. = ..()
if(mode)
. += "\The [src] is bolted to the floor."
if((in_range(user, src) || isobserver(user)) && internal_heat > max_heat * 0.5)
. += span_danger("[src] is warping the air above it. It must be very hot.")
/obj/item/powersink/set_anchored(anchorvalue)
. = ..()
set_density(anchorvalue)
/obj/item/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING && internal_heat < MINIMUM_HEAT)
STOP_PROCESSING(SSobj, src)
internal_heat = 0
set_anchored(FALSE)
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING && internal_heat < MINIMUM_HEAT)
STOP_PROCESSING(SSobj, src)
internal_heat = 0
set_anchored(TRUE)
if(OPERATING)
if(!attached)
return
START_PROCESSING(SSobj, src)
set_anchored(TRUE)
mode = value
update_appearance()
set_light(0)
/obj/item/powersink/wrench_act(mob/living/user, obj/item/tool)
. = TRUE
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && T.underfloor_accessibility >= UNDERFLOOR_INTERACTABLE)
attached = locate() in T
if(!attached)
to_chat(user, span_warning("\The [src] must be placed over an exposed, powered cable node!"))
else
set_mode(CLAMPED_OFF)
user.visible_message( \
"[user] attaches \the [src] to the cable.", \
span_notice("You bolt \the [src] into the floor and connect it to the cable."),
span_hear("You hear some wires being connected to something."))
else
to_chat(user, span_warning("\The [src] must be placed over an exposed, powered cable node!"))
else
set_mode(DISCONNECTED)
user.visible_message( \
"[user] detaches \the [src] from the cable.", \
span_notice("You unbolt \the [src] from the floor and detach it from the cable."),
span_hear("You hear some wires being disconnected from something."))
/obj/item/powersink/screwdriver_act(mob/living/user, obj/item/tool)
user.visible_message( \
"[user] messes with \the [src] for a bit.", \
span_notice("You can't fit the screwdriver into \the [src]'s bolts! Try using a wrench."))
return TRUE
/obj/item/powersink/attack_paw(mob/user, list/modifiers)
return
/obj/item/powersink/attack_ai()
return
/obj/item/powersink/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
span_notice("You activate \the [src]."),
span_hear("You hear a click."))
message_admins("Power sink activated by [ADMIN_LOOKUPFLW(user)] at [ADMIN_VERBOSEJMP(src)]")
user.log_message("activated a powersink", LOG_GAME)
notify_ghosts(
"[user] has activated a power sink!",
source = src,
header = "Shocking News!",
)
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
span_notice("You deactivate \the [src]."),
span_hear("You hear a click."))
user.log_message("deactivated the powersink", LOG_GAME)
set_mode(CLAMPED_OFF)
/// Removes internal heat and shares it with the atmosphere.
/obj/item/powersink/proc/release_heat()
var/turf/our_turf = get_turf(src)
var/temp_to_give = internal_heat / FRACTION_TO_RELEASE
internal_heat -= temp_to_give
var/datum/gas_mixture/environment = our_turf.return_air()
var/delta_temperature = temp_to_give / environment.heat_capacity()
if(delta_temperature)
environment.temperature += delta_temperature
air_update_turf(FALSE, FALSE)
if(warning_given && internal_heat < max_heat * 0.75)
warning_given = FALSE
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) has cooled down and will not explode.")
if(mode != OPERATING && internal_heat < MINIMUM_HEAT)
internal_heat = 0
STOP_PROCESSING(SSobj, src)
/// Drains power from the connected powernet, if any.
/obj/item/powersink/proc/drain_power()
var/datum/powernet/powernet = attached.powernet
var/drained = 0
set_light(5)
// Drain as much as we can from the powernet.
drained = attached.newavail()
attached.add_delayedload(drained)
// If tried to drain more than available on powernet, now look for APCs and drain their cells
for(var/obj/machinery/power/terminal/terminal in powernet.nodes)
if(istype(terminal.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/apc = terminal.master
if(apc.operating && apc.cell)
drained += 0.001 * apc.cell.use(0.1 * STANDARD_BATTERY_CHARGE, force = TRUE)
internal_heat += drained
/obj/item/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
release_heat()
if(mode != OPERATING)
return
drain_power()
if(internal_heat > max_heat * ALERT / 100)
if (!warning_given)
warning_given = TRUE
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) has reached [ALERT]% of max heat. Explosion imminent.")
notify_ghosts(
"[src] is about to reach critical heat capacity!",
source = src,
header = "Power Sunk",
)
playsound(src, 'sound/effects/screech.ogg', 100, TRUE, TRUE)
if(internal_heat >= max_heat)
STOP_PROCESSING(SSobj, src)
explosion(src, devastation_range = 4, heavy_impact_range = 8, light_impact_range = 16, flash_range = 32)
qdel(src)
#undef DISCONNECTED
#undef CLAMPED_OFF
#undef OPERATING
#undef FRACTION_TO_RELEASE
#undef ALERT
#undef MINIMUM_HEAT