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Bubberstation/code/modules/power/singularity/field_generator.dm
2020-07-16 03:02:40 +03:00

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/*
field_generator power level display
The icon used for the field_generator need to have 6 icon states
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 6
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
#define field_generator_max_power 250
#define FG_OFFLINE 0
#define FG_CHARGING 1
#define FG_ONLINE 2
//field generator construction defines
#define FG_UNSECURED 0
#define FG_SECURED 1
#define FG_WELDED 2
/obj/machinery/field/generator
name = "field generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
icon = 'icons/obj/machines/field_generator.dmi'
icon_state = "Field_Gen"
anchored = FALSE
density = TRUE
use_power = NO_POWER_USE
max_integrity = 500
CanAtmosPass = ATMOS_PASS_YES
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
var/state = FG_UNSECURED
var/warming_up = 0
var/list/obj/machinery/field/containment/fields
var/list/obj/machinery/field/generator/connected_gens
var/clean_up = 0
/obj/machinery/field/generator/update_overlays()
. = ..()
if(warming_up)
. += "+a[warming_up]"
if(LAZYLEN(fields))
. += "+on"
if(power_level)
. += "+p[power_level]"
/obj/machinery/field/generator/Initialize()
. = ..()
fields = list()
connected_gens = list()
/obj/machinery/field/generator/anchored/Initialize()
. = ..()
setAnchored(TRUE)
/obj/machinery/field/generator/ComponentInitialize()
. = ..()
AddComponent(/datum/component/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/interact(mob/user)
if(state == FG_WELDED)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(active >= FG_CHARGING)
to_chat(user, "<span class='warning'>You are unable to turn off [src] once it is online!</span>")
return 1
else
user.visible_message("<span class='notice'>[user] turns on [src].</span>", \
"<span class='notice'>You turn on [src].</span>", \
"<span class='hear'>You hear heavy droning.</span>")
turn_on()
investigate_log("<font color='green'>activated</font> by [key_name(user)].", INVESTIGATE_SINGULO)
add_fingerprint(user)
else
to_chat(user, "<span class='warning'>[src] needs to be firmly secured to the floor first!</span>")
/obj/machinery/field/generator/setAnchored(anchorvalue)
. = ..()
if(active)
turn_off()
state = anchorvalue ? FG_SECURED : FG_UNSECURED
/obj/machinery/field/generator/can_be_unfasten_wrench(mob/user, silent)
if(active)
if(!silent)
to_chat(user, "<span class='warning'>Turn \the [src] off first!</span>")
return FAILED_UNFASTEN
else if(state == FG_WELDED)
if(!silent)
to_chat(user, "<span class='warning'>[src] is welded to the floor!</span>")
return FAILED_UNFASTEN
return ..()
/obj/machinery/field/generator/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/I)
. = ..()
if(active)
to_chat(user, "<span class='warning'>[src] needs to be off!</span>")
return TRUE
switch(state)
if(FG_UNSECURED)
to_chat(user, "<span class='warning'>[src] needs to be wrenched to the floor!</span>")
if(FG_SECURED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts to weld [src] to the floor.</span>", \
"<span class='notice'>You start to weld \the [src] to the floor...</span>", \
"<span class='hear'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_SECURED)
state = FG_WELDED
to_chat(user, "<span class='notice'>You weld the field generator to the floor.</span>")
if(FG_WELDED)
if(!I.tool_start_check(user, amount=0))
return TRUE
user.visible_message("<span class='notice'>[user] starts to cut [src] free from the floor.</span>", \
"<span class='notice'>You start to cut \the [src] free from the floor...</span>", \
"<span class='hear'>You hear welding.</span>")
if(I.use_tool(src, user, 20, volume=50) && state == FG_WELDED)
state = FG_SECURED
to_chat(user, "<span class='notice'>You cut \the [src] free from the floor.</span>")
return TRUE
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/M)
if(M.environment_smash & ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
setAnchored(FALSE)
M.visible_message("<span class='warning'>[M] rips [src] free from its moorings!</span>")
else
..()
if(!anchored)
step(src, get_dir(M, src))
/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
if(active)
return 0
else
..()
/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
if(Proj.flag != "bullet")
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
. = ..()
/obj/machinery/field/generator/Destroy()
cleanup()
return ..()
/*
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
*/
/obj/machinery/field/generator/proc/check_power_level()
var/new_level = round(6 * power / field_generator_max_power)
if(new_level != power_level)
power_level = new_level
update_icon()
/obj/machinery/field/generator/proc/turn_off()
active = FG_OFFLINE
CanAtmosPass = ATMOS_PASS_YES
air_update_turf(TRUE)
INVOKE_ASYNC(src, .proc/cleanup)
addtimer(CALLBACK(src, .proc/cool_down), 50)
/obj/machinery/field/generator/proc/cool_down()
if(active || warming_up <= 0)
return
warming_up--
update_icon()
if(warming_up > 0)
addtimer(CALLBACK(src, .proc/cool_down), 50)
/obj/machinery/field/generator/proc/turn_on()
active = FG_CHARGING
addtimer(CALLBACK(src, .proc/warm_up), 50)
/obj/machinery/field/generator/proc/warm_up()
if(!active)
return
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
else
addtimer(CALLBACK(src, .proc/warm_up), 50)
/obj/machinery/field/generator/proc/calc_power(set_power_draw)
var/power_draw = 2 + fields.len
if(set_power_draw)
power_draw = set_power_draw
if(draw_power(round(power_draw/2,1)))
check_power_level()
return 1
else
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='hear'>You hear something shutting down.</span>")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
power = 0
check_power_level()
return 0
//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
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return 1
else//Need more power
draw -= power
power = 0
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
if(FG == last)//We just asked you
continue
if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1
else
return 0
else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src))
return 1
else
return 0
/obj/machinery/field/generator/proc/start_fields()
if(state != FG_WELDED || !anchored)
turn_off()
return
move_resist = INFINITY
CanAtmosPass = ATMOS_PASS_NO
air_update_turf(TRUE)
addtimer(CALLBACK(src, .proc/setup_field, 1), 1)
addtimer(CALLBACK(src, .proc/setup_field, 2), 2)
addtimer(CALLBACK(src, .proc/setup_field, 4), 3)
addtimer(CALLBACK(src, .proc/setup_field, 8), 4)
addtimer(VARSET_CALLBACK(src, active, FG_ONLINE), 5)
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/T = loc
if(!istype(T))
return 0
var/obj/machinery/field/generator/G = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return 0
for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0
G = locate(/obj/machinery/field/generator) in T
if(G)
steps -= 1
if(!G.active)
return 0
break
for(var/TC in T.contents)
var/atom/A = TC
if(ismob(A))
continue
if(A.density)
return 0
steps++
if(!G)
return 0
T = loc
for(var/dist in 0 to steps) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/field/containment) in T)
var/obj/machinery/field/containment/CF = new(T)
CF.set_master(src,G)
CF.setDir(field_dir)
fields += CF
G.fields += CF
for(var/mob/living/L in T)
CF.Crossed(L)
connected_gens |= G
G.connected_gens |= src
shield_floor(TRUE)
update_icon()
/obj/machinery/field/generator/proc/cleanup()
clean_up = 1
for (var/F in fields)
qdel(F)
shield_floor(FALSE)
for(var/CG in connected_gens)
var/obj/machinery/field/generator/FG = CG
FG.connected_gens -= src
if(!FG.clean_up)//Makes the other gens clean up as well
FG.cleanup()
connected_gens -= FG
clean_up = 0
update_icon()
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing.
//I want to avoid using global variables.
INVOKE_ASYNC(src, .proc/notify_admins)
move_resist = initial(move_resist)
/obj/machinery/field/generator/proc/shield_floor(create)
if(connected_gens.len < 2)
return
var/CGcounter
for(CGcounter = 1; CGcounter < connected_gens.len, CGcounter++)
var/list/CGList = ((connected_gens[CGcounter].connected_gens & connected_gens[CGcounter+1].connected_gens)^src)
if(!CGList.len)
return
var/obj/machinery/field/generator/CG = CGList[1]
var/x_step
var/y_step
if(CG.x > x && CG.y > y)
for(x_step=x; x_step <= CG.x; x_step++)
for(y_step=y; y_step <= CG.y; y_step++)
place_floor(locate(x_step,y_step,z),create)
else if(CG.x > x && CG.y < y)
for(x_step=x; x_step <= CG.x; x_step++)
for(y_step=y; y_step >= CG.y; y_step--)
place_floor(locate(x_step,y_step,z),create)
else if(CG.x < x && CG.y > y)
for(x_step=x; x_step >= CG.x; x_step--)
for(y_step=y; y_step <= CG.y; y_step++)
place_floor(locate(x_step,y_step,z),create)
else
for(x_step=x; x_step >= CG.x; x_step--)
for(y_step=y; y_step >= CG.y; y_step--)
place_floor(locate(x_step,y_step,z),create)
/obj/machinery/field/generator/proc/place_floor(Location,create)
if(create && !locate(/obj/effect/shield) in Location)
new/obj/effect/shield(Location)
else if(!create)
var/obj/effect/shield/S=locate(/obj/effect/shield) in Location
if(S)
qdel(S)
/obj/machinery/field/generator/proc/notify_admins()
var/temp = TRUE //stops spam
for(var/obj/singularity/O in GLOB.singularities)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = FALSE
var/turf/T = get_turf(src)
message_admins("A singulo exists and a containment field has failed at [ADMIN_VERBOSEJMP(T)].")
investigate_log("has <font color='red'>failed</font> whilst a singulo exists at [AREACOORD(T)].", INVESTIGATE_SINGULO)
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)
O.last_warning = world.time
/obj/machinery/field/generator/shock(mob/living/user)
if(fields.len)
..()
/obj/machinery/field/generator/bump_field(atom/movable/AM as mob|obj)
if(fields.len)
..()
#undef FG_UNSECURED
#undef FG_SECURED
#undef FG_WELDED
#undef FG_OFFLINE
#undef FG_CHARGING
#undef FG_ONLINE