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About The Pull Request Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage. Also changes a couple of places where a list was picked from instead of using get_sfx internal calls This was done via regex: (playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1 (playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0 full sed commands: /(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE /(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE I'm not very good with regex and these could probably be optimized, but they worked. Why It's Good For The Game Code usability
102 lines
3.5 KiB
Plaintext
102 lines
3.5 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/examine(mob/user)
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. = ..()
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if(in_range(user, src) || isobserver(user))
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. += "<span class='notice'>The status display reads: Power generation now at <b>[power_gen*0.001]</b>kW.</span>"
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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 a 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, TRUE, 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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