Files
Bubberstation/code/modules/power/singularity/field_generator.dm
Couls c0e46fabf7 Standardize Welder Fuel Usage (#76021)
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel

After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.

resolves #55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
2023-06-19 23:01:10 -07:00

423 lines
13 KiB
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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
can_atmos_pass = ATMOS_PASS_YES
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor_type = /datum/armor/field_generator
///Amount of energy stored, used for visual overlays (over 9000?)
var/power_level = 0
///Current power mode of the machine, between FG_OFFLINE, FG_CHARGING, FG_ONLINE
var/active = FG_OFFLINE
/// Current amount of power
var/power = 20
///Current state of the machine, between FG_UNSECURED, FG_SECURED, FG_WELDED
var/state = FG_UNSECURED
///Timer between 0 and 3 before the field gets made
var/warming_up = 0
///List of every containment fields connected to this generator
var/list/obj/machinery/field/containment/fields = list()
///List of every field generators connected to this one
var/list/obj/machinery/field/generator/connected_gens = list()
///Check for asynk cleanups for this and the connected gens
var/clean_up = FALSE
/datum/armor/field_generator
melee = 25
bullet = 10
laser = 100
energy = 100
fire = 50
acid = 70
bomb = 100 //Explosive resistance only protects the turfs behind itself from the epicenter.
/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(mapload)
AddElement(/datum/element/blocks_explosives)
. = ..()
AddElement(/datum/element/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
RegisterSignal(src, COMSIG_ATOM_SINGULARITY_TRY_MOVE, PROC_REF(block_singularity_if_active))
/obj/machinery/field/generator/anchored/Initialize(mapload)
. = ..()
set_anchored(TRUE)
/obj/machinery/field/generator/process()
if(active == FG_ONLINE)
calc_power()
/obj/machinery/field/generator/interact(mob/user)
if(state != FG_WELDED)
to_chat(user, span_warning("[src] needs to be firmly secured to the floor first!"))
return
if(get_dist(src, user) > 1)//Need to actually touch the thing to turn it on
return
if(active >= FG_CHARGING)
to_chat(user, span_warning("You are unable to turn off [src] once it is online!"))
return TRUE
user.visible_message(
span_notice("[user] turns on [src]."),
span_notice("You turn on [src]."),
span_hear("You hear heavy droning."))
turn_on()
investigate_log("activated by [key_name(user)].", INVESTIGATE_ENGINE)
add_fingerprint(user)
/obj/machinery/field/generator/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return
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_warning("Turn \the [src] off first!"))
return FAILED_UNFASTEN
else if(state == FG_WELDED)
if(!silent)
to_chat(user, span_warning("[src] is welded to the floor!"))
return FAILED_UNFASTEN
return ..()
/obj/machinery/field/generator/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/field/generator/welder_act(mob/living/user, obj/item/welder)
. = ..()
if(active)
to_chat(user, span_warning("[src] needs to be off!"))
return TRUE
switch(state)
if(FG_UNSECURED)
to_chat(user, span_warning("[src] needs to be wrenched to the floor!"))
if(FG_SECURED)
if(!welder.tool_start_check(user, amount=1))
return TRUE
user.visible_message(
span_notice("[user] starts to weld [src] to the floor."),
span_notice("You start to weld \the [src] to the floor..."),
span_hear("You hear welding."))
if(welder.use_tool(src, user, 20, volume=50) && state == FG_SECURED)
state = FG_WELDED
to_chat(user, span_notice("You weld the field generator to the floor."))
if(FG_WELDED)
if(!welder.tool_start_check(user, amount=1))
return TRUE
user.visible_message(
span_notice("[user] starts to cut [src] free from the floor."),
span_notice("You start to cut \the [src] free from the floor..."),
span_hear("You hear welding."))
if(welder.use_tool(src, user, 20, volume=50) && state == FG_WELDED)
state = FG_SECURED
to_chat(user, span_notice("You cut \the [src] free from the floor."))
return TRUE
/obj/machinery/field/generator/attack_animal(mob/living/simple_animal/user, list/modifiers)
if(user.environment_smash == ENVIRONMENT_SMASH_RWALLS && active == FG_OFFLINE && state != FG_UNSECURED)
set_anchored(FALSE)
user.visible_message(span_warning("[user] rips [src] free from its moorings!"))
else
..()
if(!anchored)
step(src, get_dir(user, src))
/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
if(active)
return FALSE
else
return ..()
/obj/machinery/field/generator/bullet_act(obj/projectile/considered_bullet)
if(considered_bullet.armor_flag != BULLET)
power = min(power + considered_bullet.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_appearance()
/obj/machinery/field/generator/proc/turn_off()
active = FG_OFFLINE
can_atmos_pass = ATMOS_PASS_YES
air_update_turf(TRUE, FALSE)
INVOKE_ASYNC(src, PROC_REF(cleanup))
addtimer(CALLBACK(src, PROC_REF(cool_down)), 5 SECONDS)
/obj/machinery/field/generator/proc/cool_down()
if(active || warming_up <= 0)
return
warming_up--
update_appearance()
if(warming_up > 0)
addtimer(CALLBACK(src, PROC_REF(cool_down)), 5 SECONDS)
/obj/machinery/field/generator/proc/turn_on()
active = FG_CHARGING
addtimer(CALLBACK(src, PROC_REF(warm_up)), 5 SECONDS)
/obj/machinery/field/generator/proc/warm_up()
if(!active)
return
warming_up++
update_appearance()
if(warming_up >= 3)
start_fields()
else
addtimer(CALLBACK(src, PROC_REF(warm_up)), 5 SECONDS)
/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 * 0.5, 1)))
check_power_level()
return TRUE
else
visible_message(span_danger("The [name] shuts down!"), span_hear("You hear something shutting down."))
turn_off()
investigate_log("ran out of power and DEACTIVATED.", INVESTIGATE_ENGINE)
power = 0
check_power_level()
return FALSE
//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/other_generator = null, obj/machinery/field/generator/last = null)
if((other_generator && (other_generator == src)) || (failsafe >= 8))//Loopin, set fail
return FALSE
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return TRUE
//Need more power
draw -= power
power = 0
for(var/connected_generator in connected_gens)
var/obj/machinery/field/generator/considered_generator = connected_generator
if(considered_generator == last)//We just asked you
continue
if(other_generator)//Another gen is askin for power and we dont have it
if(considered_generator.draw_power(draw, failsafe, other_generator, src))//Can you take the load
return TRUE
return FALSE
//We are askin another for power
if(considered_generator.draw_power(draw, failsafe, src, src))
return TRUE
return FALSE
/obj/machinery/field/generator/proc/start_fields()
if(state != FG_WELDED || !anchored)
turn_off()
return
move_resist = INFINITY
set_explosion_block(INFINITY)
can_atmos_pass = ATMOS_PASS_NO
air_update_turf(TRUE, TRUE)
addtimer(CALLBACK(src, PROC_REF(setup_field), 1), 1)
addtimer(CALLBACK(src, PROC_REF(setup_field), 2), 2)
addtimer(CALLBACK(src, PROC_REF(setup_field), 4), 3)
addtimer(CALLBACK(src, PROC_REF(setup_field), 8), 4)
addtimer(VARSET_CALLBACK(src, active, FG_ONLINE), 5)
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/current_turf = loc
if(!istype(current_turf))
return FALSE
var/obj/machinery/field/generator/found_generator = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return FALSE
for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
current_turf = get_step(current_turf, NSEW)
if(current_turf.density)//We cant shoot a field though this
return FALSE
found_generator = locate(/obj/machinery/field/generator) in current_turf
if(found_generator)
steps -= 1
if(!found_generator.active)
return FALSE
break
for(var/turf_content in current_turf.contents)
var/atom/found_atom = turf_content
if(ismob(found_atom))
continue
if(found_atom.density)
return FALSE
steps++
if(!found_generator)
return FALSE
current_turf = loc
for(var/dist in 0 to steps) // creates each field tile
var/field_dir = get_dir(current_turf, get_step(found_generator.loc, NSEW))
current_turf = get_step(current_turf, NSEW)
if(!locate(/obj/machinery/field/containment) in current_turf)
var/obj/machinery/field/containment/created_field = new(current_turf)
created_field.set_master(src,found_generator)
created_field.setDir(field_dir)
fields += created_field
found_generator.fields += created_field
for(var/mob/living/shocked_mob in current_turf)
created_field.on_entered(src, shocked_mob)
connected_gens |= found_generator
found_generator.connected_gens |= src
shield_floor(TRUE)
update_appearance()
/obj/machinery/field/generator/proc/cleanup()
clean_up = TRUE
for (var/field in fields)
qdel(field)
shield_floor(FALSE)
for(var/connected_generator in connected_gens)
var/obj/machinery/field/generator/considered_generator = connected_generator
considered_generator.connected_gens -= src
if(!considered_generator.clean_up)//Makes the other gens clean up as well
considered_generator.cleanup()
connected_gens -= considered_generator
clean_up = FALSE
update_appearance()
move_resist = initial(move_resist)
set_explosion_block(0)
/obj/machinery/field/generator/proc/shield_floor(create)
if(connected_gens.len < 2)
return
var/connected_gen_counter
for(connected_gen_counter = 1; connected_gen_counter < connected_gens.len, connected_gen_counter++)
var/list/connected_gen_list = ((connected_gens[connected_gen_counter].connected_gens & connected_gens[connected_gen_counter+1].connected_gens)^src)
if(!connected_gen_list.len)
return
var/obj/machinery/field/generator/considered_generator = connected_gen_list[1]
var/x_step
var/y_step
if(considered_generator.x > x && considered_generator.y > y)
for(x_step=x; x_step <= considered_generator.x; x_step++)
for(y_step=y; y_step <= considered_generator.y; y_step++)
place_floor(locate(x_step,y_step,z),create)
else if(considered_generator.x > x && considered_generator.y < y)
for(x_step=x; x_step <= considered_generator.x; x_step++)
for(y_step=y; y_step >= considered_generator.y; y_step--)
place_floor(locate(x_step,y_step,z),create)
else if(considered_generator.x < x && considered_generator.y > y)
for(x_step=x; x_step >= considered_generator.x; x_step--)
for(y_step=y; y_step <= considered_generator.y; y_step++)
place_floor(locate(x_step,y_step,z),create)
else
for(x_step=x; x_step >= considered_generator.x; x_step--)
for(y_step=y; y_step >= considered_generator.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/created_shield = locate(/obj/effect/shield) in Location
if(created_shield)
qdel(created_shield)
/obj/machinery/field/generator/proc/block_singularity_if_active()
SIGNAL_HANDLER
if (active)
return SINGULARITY_TRY_MOVE_BLOCK
/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