mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-20 22:16:51 +00:00
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
416 lines
13 KiB
Plaintext
416 lines
13 KiB
Plaintext
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/*
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field_generator power level display
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The icon used for the field_generator need to have 6 icon states
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named 'Field_Gen +p[num]' where 'num' ranges from 1 to 6
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The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
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The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
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no power level overlay is currently in the overlays list.
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-Aygar
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*/
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#define field_generator_max_power 250
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#define FG_OFFLINE 0
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#define FG_CHARGING 1
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#define FG_ONLINE 2
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//field generator construction defines
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#define FG_UNSECURED 0
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#define FG_SECURED 1
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#define FG_WELDED 2
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/obj/machinery/field/generator
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name = "field generator"
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desc = "A large thermal battery that projects a high amount of energy when powered."
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icon = 'icons/obj/machines/field_generator.dmi'
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icon_state = "Field_Gen"
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anchored = FALSE
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density = TRUE
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use_power = NO_POWER_USE
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max_integrity = 500
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can_atmos_pass = ATMOS_PASS_YES
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//100% immune to lasers and energy projectiles since it absorbs their energy.
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armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 50, ACID = 70)
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///Amount of energy stored, used for visual overlays (over 9000?)
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var/power_level = 0
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///Current power mode of the machine, between FG_OFFLINE, FG_CHARGING, FG_ONLINE
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var/active = FG_OFFLINE
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/// Current amount of power
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var/power = 20
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///Current state of the machine, between FG_UNSECURED, FG_SECURED, FG_WELDED
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var/state = FG_UNSECURED
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///Timer between 0 and 3 before the field gets made
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var/warming_up = 0
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///List of every containment fields connected to this generator
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var/list/obj/machinery/field/containment/fields
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///List of every field generators connected to this one
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var/list/obj/machinery/field/generator/connected_gens
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///Check for asynk cleanups for this and the connected gens
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var/clean_up = FALSE
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/obj/machinery/field/generator/update_overlays()
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. = ..()
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if(warming_up)
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. += "+a[warming_up]"
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if(LAZYLEN(fields))
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. += "+on"
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if(power_level)
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. += "+p[power_level]"
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/obj/machinery/field/generator/Initialize(mapload)
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. = ..()
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fields = list()
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connected_gens = list()
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RegisterSignal(src, COMSIG_ATOM_SINGULARITY_TRY_MOVE, .proc/block_singularity_if_active)
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/obj/machinery/field/generator/anchored/Initialize(mapload)
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. = ..()
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set_anchored(TRUE)
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/obj/machinery/field/generator/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
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/obj/machinery/field/generator/process()
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if(active == FG_ONLINE)
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calc_power()
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/obj/machinery/field/generator/interact(mob/user)
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if(state != FG_WELDED)
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to_chat(user, span_warning("[src] needs to be firmly secured to the floor first!"))
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return
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if(get_dist(src, user) > 1)//Need to actually touch the thing to turn it on
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return
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if(active >= FG_CHARGING)
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to_chat(user, span_warning("You are unable to turn off [src] once it is online!"))
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return TRUE
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user.visible_message(
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span_notice("[user] turns on [src]."),
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span_notice("You turn on [src]."),
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span_hear("You hear heavy droning."))
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turn_on()
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investigate_log("<font color='green'>activated</font> by [key_name(user)].", INVESTIGATE_SINGULO)
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add_fingerprint(user)
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/obj/machinery/field/generator/set_anchored(anchorvalue)
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. = ..()
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if(isnull(.))
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return
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if(active)
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turn_off()
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state = anchorvalue ? FG_SECURED : FG_UNSECURED
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/obj/machinery/field/generator/can_be_unfasten_wrench(mob/user, silent)
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if(active)
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if(!silent)
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to_chat(user, span_warning("Turn \the [src] off first!"))
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return FAILED_UNFASTEN
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else if(state == FG_WELDED)
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if(!silent)
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to_chat(user, span_warning("[src] is welded to the floor!"))
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return FAILED_UNFASTEN
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return ..()
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/obj/machinery/field/generator/wrench_act(mob/living/user, obj/item/wrench)
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..()
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default_unfasten_wrench(user, wrench)
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return TRUE
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/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/welder)
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. = ..()
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if(active)
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to_chat(user, span_warning("[src] needs to be off!"))
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return TRUE
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switch(state)
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if(FG_UNSECURED)
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to_chat(user, span_warning("[src] needs to be wrenched to the floor!"))
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if(FG_SECURED)
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if(!welder.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message(
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span_notice("[user] starts to weld [src] to the floor."),
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span_notice("You start to weld \the [src] to the floor..."),
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span_hear("You hear welding."))
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if(welder.use_tool(src, user, 20, volume=50) && state == FG_SECURED)
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state = FG_WELDED
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to_chat(user, span_notice("You weld the field generator to the floor."))
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if(FG_WELDED)
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if(!welder.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message(
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span_notice("[user] starts to cut [src] free from the floor."),
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span_notice("You start to cut \the [src] free from the floor..."),
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span_hear("You hear welding."))
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if(welder.use_tool(src, user, 20, volume=50) && state == FG_WELDED)
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state = FG_SECURED
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to_chat(user, span_notice("You cut \the [src] free from the floor."))
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return TRUE
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/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/user, list/modifiers)
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if(user.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
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set_anchored(FALSE)
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user.visible_message(span_warning("[user] rips [src] free from its moorings!"))
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else
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..()
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if(!anchored)
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step(src, get_dir(user, src))
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/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
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if(active)
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return FALSE
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else
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return ..()
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/obj/machinery/field/generator/bullet_act(obj/projectile/considered_bullet)
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if(considered_bullet.flag != BULLET)
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power = min(power + considered_bullet.damage, field_generator_max_power)
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check_power_level()
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. = ..()
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/obj/machinery/field/generator/Destroy()
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cleanup()
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return ..()
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/**
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*The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
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*The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
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*no power level overlay is currently in the overlays list.
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*/
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/obj/machinery/field/generator/proc/check_power_level()
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var/new_level = round(6 * power / field_generator_max_power)
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if(new_level != power_level)
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power_level = new_level
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update_appearance()
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/obj/machinery/field/generator/proc/turn_off()
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active = FG_OFFLINE
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can_atmos_pass = ATMOS_PASS_YES
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air_update_turf(TRUE, FALSE)
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INVOKE_ASYNC(src, .proc/cleanup)
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addtimer(CALLBACK(src, .proc/cool_down), 5 SECONDS)
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/obj/machinery/field/generator/proc/cool_down()
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if(active || warming_up <= 0)
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return
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warming_up--
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update_appearance()
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if(warming_up > 0)
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addtimer(CALLBACK(src, .proc/cool_down), 5 SECONDS)
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/obj/machinery/field/generator/proc/turn_on()
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active = FG_CHARGING
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addtimer(CALLBACK(src, .proc/warm_up), 5 SECONDS)
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/obj/machinery/field/generator/proc/warm_up()
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if(!active)
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return
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warming_up++
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update_appearance()
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if(warming_up >= 3)
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start_fields()
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else
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addtimer(CALLBACK(src, .proc/warm_up), 5 SECONDS)
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/obj/machinery/field/generator/proc/calc_power(set_power_draw)
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var/power_draw = 2 + fields.len
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if(set_power_draw)
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power_draw = set_power_draw
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if(draw_power(round(power_draw * 0.5, 1)))
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check_power_level()
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return TRUE
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else
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visible_message(span_danger("The [name] shuts down!"), span_hear("You hear something shutting down."))
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turn_off()
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investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
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power = 0
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check_power_level()
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return FALSE
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//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
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/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = FALSE, obj/machinery/field/generator/other_generator = null, obj/machinery/field/generator/last = null)
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if((other_generator && (other_generator == src)) || (failsafe >= 8))//Loopin, set fail
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return FALSE
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else
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failsafe++
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if(power >= draw)//We have enough power
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power -= draw
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return TRUE
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//Need more power
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draw -= power
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power = 0
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for(var/connected_generator in connected_gens)
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var/obj/machinery/field/generator/considered_generator = connected_generator
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if(considered_generator == last)//We just asked you
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continue
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if(other_generator)//Another gen is askin for power and we dont have it
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if(considered_generator.draw_power(draw, failsafe, other_generator, src))//Can you take the load
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return TRUE
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return FALSE
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//We are askin another for power
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if(considered_generator.draw_power(draw, failsafe, src, src))
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return TRUE
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return FALSE
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/obj/machinery/field/generator/proc/start_fields()
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if(state != FG_WELDED || !anchored)
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turn_off()
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return
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move_resist = INFINITY
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can_atmos_pass = ATMOS_PASS_NO
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air_update_turf(TRUE, TRUE)
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addtimer(CALLBACK(src, .proc/setup_field, 1), 1)
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addtimer(CALLBACK(src, .proc/setup_field, 2), 2)
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addtimer(CALLBACK(src, .proc/setup_field, 4), 3)
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addtimer(CALLBACK(src, .proc/setup_field, 8), 4)
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addtimer(VARSET_CALLBACK(src, active, FG_ONLINE), 5)
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/obj/machinery/field/generator/proc/setup_field(NSEW)
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var/turf/current_turf = loc
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if(!istype(current_turf))
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return FALSE
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var/obj/machinery/field/generator/found_generator = null
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return FALSE
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for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
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current_turf = get_step(current_turf, NSEW)
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if(current_turf.density)//We cant shoot a field though this
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return FALSE
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found_generator = locate(/obj/machinery/field/generator) in current_turf
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if(found_generator)
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steps -= 1
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if(!found_generator.active)
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return FALSE
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break
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for(var/turf_content in current_turf.contents)
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var/atom/found_atom = turf_content
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if(ismob(found_atom))
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continue
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if(found_atom.density)
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return FALSE
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steps++
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if(!found_generator)
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return FALSE
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current_turf = loc
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for(var/dist in 0 to steps) // creates each field tile
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var/field_dir = get_dir(current_turf, get_step(found_generator.loc, NSEW))
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current_turf = get_step(current_turf, NSEW)
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if(!locate(/obj/machinery/field/containment) in current_turf)
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var/obj/machinery/field/containment/created_field = new(current_turf)
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created_field.set_master(src,found_generator)
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created_field.setDir(field_dir)
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fields += created_field
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found_generator.fields += created_field
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for(var/mob/living/shocked_mob in current_turf)
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created_field.on_entered(src, shocked_mob)
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connected_gens |= found_generator
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found_generator.connected_gens |= src
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shield_floor(TRUE)
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update_appearance()
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/obj/machinery/field/generator/proc/cleanup()
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clean_up = TRUE
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for (var/field in fields)
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qdel(field)
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shield_floor(FALSE)
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for(var/connected_generator in connected_gens)
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var/obj/machinery/field/generator/considered_generator = connected_generator
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considered_generator.connected_gens -= src
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if(!considered_generator.clean_up)//Makes the other gens clean up as well
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considered_generator.cleanup()
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connected_gens -= considered_generator
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clean_up = FALSE
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update_appearance()
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move_resist = initial(move_resist)
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/obj/machinery/field/generator/proc/shield_floor(create)
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if(connected_gens.len < 2)
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return
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var/connected_gen_counter
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for(connected_gen_counter = 1; connected_gen_counter < connected_gens.len, connected_gen_counter++)
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var/list/connected_gen_list = ((connected_gens[connected_gen_counter].connected_gens & connected_gens[connected_gen_counter+1].connected_gens)^src)
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if(!connected_gen_list.len)
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return
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var/obj/machinery/field/generator/considered_generator = connected_gen_list[1]
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var/x_step
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var/y_step
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if(considered_generator.x > x && considered_generator.y > y)
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for(x_step=x; x_step <= considered_generator.x; x_step++)
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for(y_step=y; y_step <= considered_generator.y; y_step++)
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place_floor(locate(x_step,y_step,z),create)
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else if(considered_generator.x > x && considered_generator.y < y)
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for(x_step=x; x_step <= considered_generator.x; x_step++)
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for(y_step=y; y_step >= considered_generator.y; y_step--)
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place_floor(locate(x_step,y_step,z),create)
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else if(considered_generator.x < x && considered_generator.y > y)
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for(x_step=x; x_step >= considered_generator.x; x_step--)
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for(y_step=y; y_step <= considered_generator.y; y_step++)
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place_floor(locate(x_step,y_step,z),create)
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else
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for(x_step=x; x_step >= considered_generator.x; x_step--)
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for(y_step=y; y_step >= considered_generator.y; y_step--)
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place_floor(locate(x_step,y_step,z),create)
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/obj/machinery/field/generator/proc/place_floor(Location,create)
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if(create && !locate(/obj/effect/shield) in Location)
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new/obj/effect/shield(Location)
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else if(!create)
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var/obj/effect/shield/created_shield = locate(/obj/effect/shield) in Location
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if(created_shield)
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qdel(created_shield)
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/obj/machinery/field/generator/proc/block_singularity_if_active()
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SIGNAL_HANDLER
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if (active)
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return SINGULARITY_TRY_MOVE_BLOCK
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/obj/machinery/field/generator/shock(mob/living/user)
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if(fields.len)
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..()
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/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
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if(fields.len)
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..()
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#undef FG_UNSECURED
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#undef FG_SECURED
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#undef FG_WELDED
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#undef FG_OFFLINE
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#undef FG_CHARGING
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#undef FG_ONLINE
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