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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 /🆑
423 lines
13 KiB
Plaintext
423 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_type = /datum/armor/field_generator
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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 = list()
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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 = list()
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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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/datum/armor/field_generator
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melee = 25
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bullet = 10
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laser = 100
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energy = 100
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fire = 50
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acid = 70
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bomb = 100 //Explosive resistance only protects the turfs behind itself from the epicenter.
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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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AddElement(/datum/element/blocks_explosives)
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. = ..()
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AddElement(/datum/element/empprotection, EMP_PROTECT_SELF | EMP_PROTECT_WIRES)
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RegisterSignal(src, COMSIG_ATOM_SINGULARITY_TRY_MOVE, PROC_REF(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/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("activated by [key_name(user)].", INVESTIGATE_ENGINE)
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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/tool)
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. = ..()
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default_unfasten_wrench(user, tool)
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return TOOL_ACT_TOOLTYPE_SUCCESS
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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=1))
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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=1))
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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.armor_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_REF(cleanup))
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addtimer(CALLBACK(src, PROC_REF(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_REF(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_REF(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_REF(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 DEACTIVATED.", INVESTIGATE_ENGINE)
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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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set_explosion_block(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_REF(setup_field), 1), 1)
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addtimer(CALLBACK(src, PROC_REF(setup_field), 2), 2)
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addtimer(CALLBACK(src, PROC_REF(setup_field), 4), 3)
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addtimer(CALLBACK(src, PROC_REF(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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set_explosion_block(0)
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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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