mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-24 08:31:54 +00:00
415 lines
12 KiB
Plaintext
415 lines
12 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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CanAtmosPass = 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, "rad" = 0, "fire" = 50, "acid" = 70)
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var/power_level = 0
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var/active = FG_OFFLINE
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var/power = 20 // Current amount of power
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var/state = FG_UNSECURED
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var/warming_up = 0
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var/list/obj/machinery/field/containment/fields
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var/list/obj/machinery/field/generator/connected_gens
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var/clean_up = 0
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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()
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. = ..()
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fields = list()
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connected_gens = list()
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/obj/machinery/field/generator/anchored/Initialize()
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. = ..()
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setAnchored(TRUE)
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/obj/machinery/field/generator/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/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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if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
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if(active >= FG_CHARGING)
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to_chat(user, "<span class='warning'>You are unable to turn off [src] once it is online!</span>")
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return 1
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else
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user.visible_message("<span class='notice'>[user] turns on [src].</span>", \
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"<span class='notice'>You turn on [src].</span>", \
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"<span class='hear'>You hear heavy droning.</span>")
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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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else
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to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
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/obj/machinery/field/generator/setAnchored(anchorvalue)
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. = ..()
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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 class='warning'>Turn \the [src] off first!</span>")
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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 class='warning'>[src] is welded to the floor!</span>")
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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/I)
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..()
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default_unfasten_wrench(user, I)
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return TRUE
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/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/I)
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. = ..()
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if(active)
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to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
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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 class='warning'>[src] needs to be wrenched to the floor!</span>")
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if(FG_SECURED)
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message("<span class='notice'>[user] starts to weld [src] to the floor.</span>", \
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"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
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"<span class='hear'>You hear welding.</span>")
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if(I.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 class='notice'>You weld the field generator to the floor.</span>")
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if(FG_WELDED)
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message("<span class='notice'>[user] starts to cut [src] free from the floor.</span>", \
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"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
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"<span class='hear'>You hear welding.</span>")
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if(I.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 class='notice'>You cut \the [src] free from the floor.</span>")
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return TRUE
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/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
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if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
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setAnchored(FALSE)
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M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
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else
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..()
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if(!anchored)
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step(src, get_dir(M, 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 0
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else
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..()
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/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
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if(Proj.flag != "bullet")
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power = min(power + Proj.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_icon()
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/obj/machinery/field/generator/proc/turn_off()
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active = FG_OFFLINE
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CanAtmosPass = ATMOS_PASS_YES
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air_update_turf(TRUE)
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INVOKE_ASYNC(src, .proc/cleanup)
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addtimer(CALLBACK(src, .proc/cool_down), 50)
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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_icon()
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if(warming_up > 0)
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addtimer(CALLBACK(src, .proc/cool_down), 50)
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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), 50)
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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_icon()
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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), 50)
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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/2,1)))
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check_power_level()
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return 1
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else
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visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='hear'>You hear something shutting down.</span>")
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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 0
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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/G = null, obj/machinery/field/generator/last = null)
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if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
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return 0
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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 1
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else//Need more power
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draw -= power
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power = 0
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for(var/CG in connected_gens)
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var/obj/machinery/field/generator/FG = CG
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if(FG == last)//We just asked you
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continue
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if(G)//Another gen is askin for power and we dont have it
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if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
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return 1
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else
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return 0
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else//We are askin another for power
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if(FG.draw_power(draw,failsafe,src,src))
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return 1
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else
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return 0
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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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CanAtmosPass = ATMOS_PASS_NO
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air_update_turf(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/T = loc
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if(!istype(T))
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return 0
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var/obj/machinery/field/generator/G = null
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return 0
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for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
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T = get_step(T, NSEW)
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if(T.density)//We cant shoot a field though this
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return 0
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G = locate(/obj/machinery/field/generator) in T
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if(G)
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steps -= 1
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if(!G.active)
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return 0
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break
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for(var/TC in T.contents)
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var/atom/A = TC
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if(ismob(A))
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continue
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if(A.density)
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return 0
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steps++
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if(!G)
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return 0
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T = 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(T,get_step(G.loc, NSEW))
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T = get_step(T, NSEW)
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if(!locate(/obj/machinery/field/containment) in T)
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var/obj/machinery/field/containment/CF = new(T)
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CF.set_master(src,G)
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CF.setDir(field_dir)
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fields += CF
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G.fields += CF
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for(var/mob/living/L in T)
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CF.Crossed(L)
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connected_gens |= G
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G.connected_gens |= src
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shield_floor(TRUE)
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update_icon()
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/obj/machinery/field/generator/proc/cleanup()
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clean_up = 1
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for (var/F in fields)
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qdel(F)
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shield_floor(FALSE)
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for(var/CG in connected_gens)
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var/obj/machinery/field/generator/FG = CG
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FG.connected_gens -= src
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if(!FG.clean_up)//Makes the other gens clean up as well
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FG.cleanup()
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connected_gens -= FG
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clean_up = 0
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update_icon()
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//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
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//singulo eats the evidence". It's not fool-proof but better than nothing.
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//I want to avoid using global variables.
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INVOKE_ASYNC(src, .proc/notify_admins)
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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/CGcounter
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for(CGcounter = 1; CGcounter < connected_gens.len, CGcounter++)
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var/list/CGList = ((connected_gens[CGcounter].connected_gens & connected_gens[CGcounter+1].connected_gens)^src)
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if(!CGList.len)
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return
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var/obj/machinery/field/generator/CG = CGList[1]
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var/x_step
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var/y_step
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if(CG.x > x && CG.y > y)
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for(x_step=x; x_step <= CG.x; x_step++)
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for(y_step=y; y_step <= CG.y; y_step++)
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place_floor(locate(x_step,y_step,z),create)
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else if(CG.x > x && CG.y < y)
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for(x_step=x; x_step <= CG.x; x_step++)
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for(y_step=y; y_step >= CG.y; y_step--)
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place_floor(locate(x_step,y_step,z),create)
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else if(CG.x < x && CG.y > y)
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for(x_step=x; x_step >= CG.x; x_step--)
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for(y_step=y; y_step <= CG.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 >= CG.x; x_step--)
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for(y_step=y; y_step >= CG.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/S=locate(/obj/effect/shield) in Location
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if(S)
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qdel(S)
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/obj/machinery/field/generator/proc/notify_admins()
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var/temp = TRUE //stops spam
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for(var/obj/singularity/O in GLOB.singularities)
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if(O.last_warning && temp)
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if((world.time - O.last_warning) > 50) //to stop message-spam
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temp = FALSE
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var/turf/T = get_turf(src)
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message_admins("A singulo exists and a containment field has failed at [ADMIN_VERBOSEJMP(T)].")
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investigate_log("has <font color='red'>failed</font> whilst a singulo exists at [AREACOORD(T)].", INVESTIGATE_SINGULO)
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notify_ghosts("IT'S LOOSE", source = src, action = NOTIFY_ORBIT, flashwindow = FALSE, ghost_sound = 'sound/machines/warning-buzzer.ogg', header = "IT'S LOOSE", notify_volume = 75)
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O.last_warning = world.time
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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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