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*TABLEPASS was already totally obsolete. FPRINT was used, but it was on virtually everything anyway. Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense. If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
137 lines
3.6 KiB
Plaintext
137 lines
3.6 KiB
Plaintext
// Powersink - used to drain station power
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/obj/item/device/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = 4.0
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flags = CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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m_amt = 750
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origin_tech = "powerstorage=3;syndicate=5"
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var/drain_rate = 600000 // amount of power to drain per tick
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var/power_drained = 0 // has drained this much power
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var/max_power = 1e8 // maximum power that can be drained before exploding
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/const/DISCONNECTED = 0
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var/const/CLAMPED_OFF = 1
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var/const/OPERATING = 2
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var/obj/structure/cable/attached // the attached cable
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/obj/item/device/powersink/update_icon()
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icon_state = "powersink[mode == OPERATING]"
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/obj/item/device/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)
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processing_objects.Remove(src)
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anchored = 0
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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)
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processing_objects.Remove(src)
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anchored = 1
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if(OPERATING)
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if(!attached)
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return
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processing_objects.Add(src)
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anchored = 1
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mode = value
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update_icon()
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SetLuminosity(0)
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/obj/item/device/powersink/attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(mode == DISCONNECTED)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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user << "No exposed cable here to attach to."
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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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"You attach \the [src] to the cable.",
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"You hear some wires being connected to something.")
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else
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user << "Device must be placed over an exposed cable to attach to it."
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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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"You detach \the [src] from the cable.",
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"You hear some wires being disconnected from something.")
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else
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..()
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/obj/item/device/powersink/attack_paw()
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return
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/obj/item/device/powersink/attack_ai()
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return
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/obj/item/device/powersink/attack_hand(var/mob/user)
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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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"You activate \the [src]!",
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"You hear a click.")
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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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"You deactivate \the [src]!",
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"You hear a click.")
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set_mode(CLAMPED_OFF)
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/obj/item/device/powersink/process()
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if(!attached)
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set_mode(DISCONNECTED)
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return
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var/datum/powernet/PN = attached.get_powernet()
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if(PN)
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SetLuminosity(5)
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// found a powernet, so drain up to max power from it
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var/drained = min ( drain_rate, PN.avail )
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PN.newload += drained
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power_drained += drained
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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A.cell.charge = max(0, A.cell.charge - 50)
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power_drained += 50
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if(power_drained > max_power * 0.95)
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playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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processing_objects.Remove(src)
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explosion(src.loc, 3,6,9,12)
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del(src)
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