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Fixes #39976 A good number of things were missing various parts of the logging (going to GLOB.bombers, not going to client logs, not logging to game, ect), or doing incorrect things like passing admin verbs to saved logs. Unified all the necessary actions under a single proc log_bomber() which handles everything in most use cases. This way the log isn't all jumbled up with inconsistent messages, everything's one format so you can quickly find what you need to bwoink the right person.
97 lines
3.3 KiB
Plaintext
97 lines
3.3 KiB
Plaintext
// Radioisotope Thermoelectric Generator (RTG)
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// Simple power generator that would replace "magic SMES" on various derelicts.
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/obj/machinery/power/rtg
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name = "radioisotope thermoelectric generator"
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desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades."
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icon = 'icons/obj/power.dmi'
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icon_state = "rtg"
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density = TRUE
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use_power = NO_POWER_USE
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circuit = /obj/item/circuitboard/machine/rtg
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// You can buckle someone to RTG, then open its panel. Fun stuff.
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can_buckle = TRUE
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buckle_lying = FALSE
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buckle_requires_restraints = TRUE
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var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
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var/irradiate = TRUE // RTGs irradiate surroundings, but only when panel is open.
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/obj/machinery/power/rtg/Initialize()
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. = ..()
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connect_to_network()
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/obj/machinery/power/rtg/process()
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..()
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add_avail(power_gen)
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if(panel_open && irradiate)
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radiation_pulse(src, 60)
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/obj/machinery/power/rtg/RefreshParts()
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var/part_level = 0
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for(var/obj/item/stock_parts/SP in component_parts)
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part_level += SP.rating
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power_gen = initial(power_gen) * part_level
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/obj/machinery/power/rtg/attackby(obj/item/I, mob/user, params)
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if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-open", initial(icon_state), I))
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return
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else if(default_deconstruction_crowbar(I))
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return
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return ..()
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/obj/machinery/power/rtg/advanced
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desc = "An advanced RTG capable of moderating isotope decay, increasing power output but reducing lifetime. It uses plasma-fueled radiation collectors to increase output even further."
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power_gen = 1250 // 2500 on T1, 10000 on T4.
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circuit = /obj/item/circuitboard/machine/rtg/advanced
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// Void Core, power source for Abductor ships and bases.
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// Provides a lot of power, but tends to explode when mistreated.
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/obj/machinery/power/rtg/abductor
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name = "Void Core"
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icon = 'icons/obj/abductor.dmi'
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icon_state = "core"
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desc = "An alien power source that produces energy seemingly out of nowhere."
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circuit = /obj/item/circuitboard/machine/abductor/core
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power_gen = 20000 // 280 000 at T1, 400 000 at T4. Starts at T4.
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irradiate = FALSE // Green energy!
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can_buckle = FALSE
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pixel_y = 7
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var/going_kaboom = FALSE // Is it about to explode?
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/obj/machinery/power/rtg/abductor/proc/overload()
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if(going_kaboom)
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return
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going_kaboom = TRUE
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visible_message("<span class='danger'>\The [src] lets out an shower of sparks as it starts to lose stability!</span>",\
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"<span class='italics'>You hear a loud electrical crack!</span>")
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playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 5, power_gen * 0.05)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, get_turf(src), 2, 3, 4, 8), 100) // Not a normal explosion.
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/obj/machinery/power/rtg/abductor/bullet_act(obj/item/projectile/Proj)
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..()
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if(!going_kaboom && istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
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log_bomber(Proj.firer, "triggered a", src, "explosion via projectile")
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overload()
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/obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B)
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overload()
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/obj/machinery/power/rtg/abductor/ex_act()
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if(going_kaboom)
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qdel(src)
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else
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overload()
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/obj/machinery/power/rtg/abductor/fire_act(exposed_temperature, exposed_volume)
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overload()
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/obj/machinery/power/rtg/abductor/tesla_act()
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..() //extend the zap
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overload()
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