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