Files
Bubberstation/code/modules/power/rtg.dm
ShizCalev b7739a4a23 Standardizes bomb logging (#40474)
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.
2018-10-01 15:03:00 +13:00

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// Radioisotope Thermoelectric Generator (RTG)
// Simple power generator that would replace "magic SMES" on various derelicts.
/obj/machinery/power/rtg
name = "radioisotope thermoelectric generator"
desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades."
icon = 'icons/obj/power.dmi'
icon_state = "rtg"
density = TRUE
use_power = NO_POWER_USE
circuit = /obj/item/circuitboard/machine/rtg
// You can buckle someone to RTG, then open its panel. Fun stuff.
can_buckle = TRUE
buckle_lying = FALSE
buckle_requires_restraints = TRUE
var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
var/irradiate = TRUE // RTGs irradiate surroundings, but only when panel is open.
/obj/machinery/power/rtg/Initialize()
. = ..()
connect_to_network()
/obj/machinery/power/rtg/process()
..()
add_avail(power_gen)
if(panel_open && irradiate)
radiation_pulse(src, 60)
/obj/machinery/power/rtg/RefreshParts()
var/part_level = 0
for(var/obj/item/stock_parts/SP in component_parts)
part_level += SP.rating
power_gen = initial(power_gen) * part_level
/obj/machinery/power/rtg/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-open", initial(icon_state), I))
return
else if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/power/rtg/advanced
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."
power_gen = 1250 // 2500 on T1, 10000 on T4.
circuit = /obj/item/circuitboard/machine/rtg/advanced
// Void Core, power source for Abductor ships and bases.
// Provides a lot of power, but tends to explode when mistreated.
/obj/machinery/power/rtg/abductor
name = "Void Core"
icon = 'icons/obj/abductor.dmi'
icon_state = "core"
desc = "An alien power source that produces energy seemingly out of nowhere."
circuit = /obj/item/circuitboard/machine/abductor/core
power_gen = 20000 // 280 000 at T1, 400 000 at T4. Starts at T4.
irradiate = FALSE // Green energy!
can_buckle = FALSE
pixel_y = 7
var/going_kaboom = FALSE // Is it about to explode?
/obj/machinery/power/rtg/abductor/proc/overload()
if(going_kaboom)
return
going_kaboom = TRUE
visible_message("<span class='danger'>\The [src] lets out an shower of sparks as it starts to lose stability!</span>",\
"<span class='italics'>You hear a loud electrical crack!</span>")
playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 5, power_gen * 0.05)
addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, get_turf(src), 2, 3, 4, 8), 100) // Not a normal explosion.
/obj/machinery/power/rtg/abductor/bullet_act(obj/item/projectile/Proj)
..()
if(!going_kaboom && istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
log_bomber(Proj.firer, "triggered a", src, "explosion via projectile")
overload()
/obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B)
overload()
/obj/machinery/power/rtg/abductor/ex_act()
if(going_kaboom)
qdel(src)
else
overload()
/obj/machinery/power/rtg/abductor/fire_act(exposed_temperature, exposed_volume)
overload()
/obj/machinery/power/rtg/abductor/tesla_act()
..() //extend the zap
overload()