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Bubberstation/code/modules/holodeck/computer.dm
Pickle-Coding c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00

458 lines
17 KiB
Plaintext

/*
Map Template Holodeck
Holodeck finds the location of mapped_start_area and loads offline_program in it on LateInitialize. It then passes its program templates to Holodeck.js in the form of program_cache and emag_programs. when a user selects a program the
ui calls load_program() with the id of the selected program.
load_program() -> map_template/load() on map_template/holodeck.
holodeck map templates:
1. have an update_blacklist that doesnt allow placing on non holofloors (except for engine floors so you can repair it)
2. has should_place_on_top = FALSE, so that the baseturfs list doesnt pull a kilostation oom crash
3. has returns_created = TRUE, so that SSatoms gives the map template a list of spawned atoms
all the fancy flags and shit are added to holodeck objects in finish_spawn()
Easiest way to add new holodeck programs:
1. Define new map template datums in code/modules/holodeck/holodeck_map_templates, make sure they have the access flags
of the holodeck you want them to be able to load, for the onstation holodeck the flag is STATION_HOLODECK.
2. Create the new map templates in _maps/templates (remember theyre 9x10, and make sure they have area/noop or else it will fuck with linked)
all turfs in holodeck programs MUST be of type /turf/open/floor/holofloor, OR /turf/open/floor/engine, or they will block future programs!
Note: if youre looking at holodeck code because you want to see how returns_created is handled so that templates return a list of atoms
created from them: make sure you handle that list correctly! Either copy them by value and delete them or reference it and handle qdel'ing
and clear when youre done! if you dont i will use :newspaper2: on you
*/
#define HOLODECK_CD (2 SECONDS)
#define HOLODECK_DMG_CD (5 SECONDS)
/// typecache for turfs that should be considered ok during floorchecks.
/// A linked turf being anything not in this typecache will cause the holodeck to perform an emergency shutdown.
GLOBAL_LIST_INIT(typecache_holodeck_linked_floorcheck_ok, typecacheof(list(/turf/open/floor/holofloor, /turf/closed)))
/obj/machinery/computer/holodeck
name = "holodeck control console"
desc = "A computer used to control a nearby holodeck."
icon_screen = "holocontrol"
//new vars
///what area type this holodeck loads into. linked turns into the nearest instance of this area
var/area/mapped_start_area = /area/station/holodeck/rec_center
///the currently used map template
var/datum/map_template/holodeck/template
///bottom left corner of the loading room, used for placing
var/turf/bottom_left
///if TRUE the holodeck is busy spawning another simulation and should immediately stop loading the newest one
var/spawning_simulation = FALSE
//old vars
///the area that this holodeck loads templates into, used for power and deleting holo objects that leave it
var/area/station/holodeck/linked
///what program is loaded right now or is about to be loaded
var/program = "holodeck_offline"
var/last_program
///the default program loaded by this holodeck when spawned and when deactivated
var/offline_program = "holodeck_offline"
///stores all of the unrestricted holodeck map templates that this computer has access to
var/list/program_cache
///stores all of the restricted holodeck map templates that this computer has access to
var/list/emag_programs
///subtypes of this (but not this itself) are loadable programs
var/program_type = /datum/map_template/holodeck
///every holo object created by the holodeck goes in here to track it
var/list/spawned = list()
var/list/effects = list() //like above, but for holo effects
///special locs that can mess with derez'ing holo spawned objects
var/list/special_locs = list(
/obj/item/clothing/head/mob_holder,
)
///TRUE if the holodeck is using extra power because of a program, FALSE otherwise
var/active = FALSE
///increases the holodeck cooldown if TRUE, causing the holodeck to take longer to allow loading new programs
var/damaged = FALSE
//creates the timer that determines if another program can be manually loaded
COOLDOWN_DECLARE(holodeck_cooldown)
/obj/machinery/computer/holodeck/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
/obj/machinery/computer/holodeck/LateInitialize()//from here linked is populated and the program list is generated. its also set to load the offline program
linked = GLOB.areas_by_type[mapped_start_area]
if(!linked)
log_mapping("[src] at [AREACOORD(src)] has no matching holodeck area.")
qdel(src)
return
bottom_left = locate(linked.x, linked.y, src.z)
if(!bottom_left)
log_mapping("[src] at [AREACOORD(src)] has an invalid holodeck area.")
qdel(src)
return
var/area/computer_area = get_area(src)
if(istype(computer_area, /area/station/holodeck))
log_mapping("Holodeck computer cannot be in a holodeck, This would cause circular power dependency.")
qdel(src)
return
// the following is necessary for power reasons
if(!offline_program)
stack_trace("Holodeck console created without an offline program")
qdel(src)
return
linked.linked = src
var/area/my_area = get_area(src)
if(my_area)
linked.energy_usage = my_area.energy_usage
else
linked.energy_usage = list(AREA_USAGE_LEN)
COOLDOWN_START(src, holodeck_cooldown, HOLODECK_CD)
generate_program_list()
load_program(offline_program,TRUE)
///adds all programs that this holodeck has access to, and separates the restricted and unrestricted ones
/obj/machinery/computer/holodeck/proc/generate_program_list()
for(var/typekey in subtypesof(program_type))
var/datum/map_template/holodeck/program = typekey
var/list/info_this = list("id" = initial(program.template_id), "name" = initial(program.name))
if(initial(program.restricted))
LAZYADD(emag_programs, list(info_this))
else
LAZYADD(program_cache, list(info_this))
/obj/machinery/computer/holodeck/ui_interact(mob/user, datum/tgui/ui)
. = ..()
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Holodeck", name)
ui.open()
/obj/machinery/computer/holodeck/ui_data(mob/user)
var/list/data = list()
data["default_programs"] = program_cache
if(obj_flags & EMAGGED)
data["emagged"] = TRUE
data["emag_programs"] = emag_programs
data["program"] = program
data["can_toggle_safety"] = issilicon(user) || isAdminGhostAI(user)
return data
/obj/machinery/computer/holodeck/ui_act(action, params)
. = ..()
if(.)
return
. = TRUE
switch(action)
if("load_program")
var/program_to_load = params["id"]
var/list/checked = program_cache.Copy()
if (obj_flags & EMAGGED)
checked |= emag_programs
var/valid = FALSE //dont tell security about this
//checks if program_to_load is any one of the loadable programs, if it isnt then it rejects it
for(var/list/check_list as anything in checked)
if(check_list["id"] == program_to_load)
valid = TRUE
break
if(!valid)
return FALSE
//load the map_template that program_to_load represents
if(program_to_load)
load_program(program_to_load)
if("safety")
if (!(obj_flags & EMAGGED) && !issilicon(usr))
return
if((obj_flags & EMAGGED) && program)
emergency_shutdown()
nerf(obj_flags & EMAGGED,FALSE)
obj_flags ^= EMAGGED
say("Safeties reset. Restarting...")
usr.log_message("disabled Holodeck safeties.", LOG_GAME)
///this is what makes the holodeck not spawn anything on broken tiles (space and non engine plating / non holofloors)
/datum/map_template/holodeck/update_blacklist(turf/placement, list/input_blacklist)
for(var/turf/possible_blacklist as anything in get_affected_turfs(placement))
if (possible_blacklist.holodeck_compatible)
continue
input_blacklist[possible_blacklist] = TRUE
///loads the template whose id string it was given ("offline_program" loads datum/map_template/holodeck/offline)
/obj/machinery/computer/holodeck/proc/load_program(map_id, force = FALSE, add_delay = TRUE)
if (program == map_id)
return
if (!is_operational)//load_program is called once with a timer (in toggle_power) we dont want this to load anything if its off
map_id = offline_program
force = TRUE
if (!force && (!COOLDOWN_FINISHED(src, holodeck_cooldown) || spawning_simulation))
say("ERROR. Recalibrating projection apparatus.")
return
if(spawning_simulation)
return
if (add_delay)
COOLDOWN_START(src, holodeck_cooldown, (damaged ? HOLODECK_CD + HOLODECK_DMG_CD : HOLODECK_CD))
if (damaged && floorcheck())
damaged = FALSE
spawning_simulation = TRUE
active = (map_id != offline_program)
update_use_power(active + IDLE_POWER_USE)
program = map_id
clear_projection()
template = SSmapping.holodeck_templates[map_id]
template.load(bottom_left) //this is what actually loads the holodeck simulation into the map
if(template.restricted)
usr.log_message("loaded a restricted Holodeck program: [program].", LOG_GAME)
message_admins("[ADMIN_LOOKUPFLW(usr)] loaded a restricted Holodeck program: [program].")
spawned = template.created_atoms //populate the spawned list with the atoms belonging to the holodeck
if(istype(template, /datum/map_template/holodeck/thunderdome1218) && !SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM])
say("Special note from \"1218 AD\" developer: I see you too are interested in the REAL dark ages of humanity! I've made this program also unlock some interesting shuttle designs on any communication console around. Have fun!")
SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_MEDISIM] = TRUE
nerf(!(obj_flags & EMAGGED))
finish_spawn()
///To be used on destroy, mainly to prevent sleeping inside well, destroy. Missing a lot of the things contained in load_program
/obj/machinery/computer/holodeck/proc/reset_to_default()
if (program == offline_program)
return
program = offline_program
clear_projection()
template = SSmapping.holodeck_templates[offline_program]
INVOKE_ASYNC(template, TYPE_PROC_REF(/datum/map_template, load), bottom_left) //this is what actually loads the holodeck simulation into the map
/obj/machinery/computer/holodeck/proc/clear_projection()
//clear the items from the previous program
for(var/holo_atom in spawned)
derez(holo_atom)
for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
effects -= holo_effect
holo_effect.deactivate(src)
//makes sure that any time a holoturf is inside a baseturf list (e.g. if someone put a wall over it) its set to the OFFLINE turf
//so that you cant bring turfs from previous programs into other ones (like putting the plasma burn turf into lounge for example)
for(var/turf/closed/holo_turf in linked)
holo_turf.replace_baseturf(/turf/open/floor/holofloor, /turf/open/floor/holofloor/plating)
///finalizes objects in the spawned list
/obj/machinery/computer/holodeck/proc/finish_spawn()
for(var/atom/holo_atom as anything in spawned)
if(QDELETED(holo_atom))
spawned -= holo_atom
continue
finalize_spawned(holo_atom)
spawning_simulation = FALSE
/obj/machinery/computer/holodeck/proc/finalize_spawned(atom/holo_atom)
RegisterSignal(holo_atom, COMSIG_QDELETING, PROC_REF(remove_from_holo_lists))
holo_atom.flags_1 |= HOLOGRAM_1
if(isholoeffect(holo_atom))//activates holo effects and transfers them from the spawned list into the effects list
var/obj/effect/holodeck_effect/holo_effect = holo_atom
effects += holo_effect
spawned -= holo_effect
var/atom/holo_effect_product = holo_effect.activate(src)//change name
if(istype(holo_effect_product))
spawned += holo_effect_product // we want mobs or objects spawned via holoeffects to be tracked as objects
RegisterSignal(holo_effect_product, COMSIG_QDELETING, PROC_REF(remove_from_holo_lists))
if(islist(holo_effect_product))
for(var/atom/atom_product as anything in holo_effect_product)
spawned += atom_product
RegisterSignal(atom_product, COMSIG_QDELETING, PROC_REF(remove_from_holo_lists))
return
if(isobj(holo_atom))
var/obj/holo_object = holo_atom
holo_object.resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
if(isstructure(holo_object))
holo_object.obj_flags |= NO_DECONSTRUCTION
return
if(ismachinery(holo_object))
var/obj/machinery/holo_machine = holo_object
holo_machine.obj_flags |= NO_DECONSTRUCTION
holo_machine.power_change()
if(istype(holo_machine, /obj/machinery/button))
var/obj/machinery/button/holo_button = holo_machine
holo_button.setup_device()
/**
* A separate proc for objects that weren't loaded by the template nor spawned by holo effects
* yet need to be added to the list of spawned objects. (e.g. holographic fishes)
*/
/obj/machinery/computer/holodeck/proc/add_to_spawned(atom/holo_atom)
spawned |= holo_atom
if(!(obj_flags & EMAGGED) && isitem(holo_atom))
var/obj/item/to_be_nerfed = holo_atom
to_be_nerfed.damtype = STAMINA
finalize_spawned(holo_atom)
///this qdels holoitems that should no longer exist for whatever reason
/obj/machinery/computer/holodeck/proc/derez(atom/movable/holo_atom, silent = TRUE, forced = FALSE)
spawned -= holo_atom
if(!holo_atom)
return
UnregisterSignal(holo_atom, COMSIG_QDELETING)
var/turf/target_turf = get_turf(holo_atom)
for(var/atom/movable/atom_contents as anything in holo_atom) //make sure that things inside of a holoitem are moved outside before destroying it
if(atom_contents.flags_1 & HOLOGRAM_1) //hologram in hologram is fine
continue
atom_contents.forceMove(target_turf)
if(istype(holo_atom, /obj/item/clothing/under))
var/obj/item/clothing/under/holo_clothing = holo_atom
holo_clothing.dump_attachments()
if(!silent)
visible_message(span_notice("[holo_atom] fades away!"))
if(is_type_in_list(holo_atom.loc, special_locs))
qdel(holo_atom.loc)
qdel(holo_atom)
/obj/machinery/computer/holodeck/proc/remove_from_holo_lists(datum/to_remove, _forced)
SIGNAL_HANDLER
spawned -= to_remove
UnregisterSignal(to_remove, COMSIG_QDELETING)
/obj/machinery/computer/holodeck/process(seconds_per_tick)
if(damaged && SPT_PROB(5, seconds_per_tick))
for(var/turf/holo_turf in linked)
if(SPT_PROB(2.5, seconds_per_tick))
do_sparks(2, 1, holo_turf)
return
. = ..()
if(!. || program == offline_program)//we dont need to scan the holodeck if the holodeck is offline
return
if(!floorcheck()) //if any turfs in the floor of the holodeck are broken
emergency_shutdown()
damaged = TRUE
visible_message("The holodeck overloads!")
for(var/turf/holo_turf in linked)
if(prob(30))
do_sparks(2, 1, holo_turf)
SSexplosions.lowturf += holo_turf
holo_turf.hotspot_expose(1000,500,1)
if(!(obj_flags & EMAGGED))
for(var/item in spawned)
if(!(get_turf(item) in linked))
derez(item)
for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
holo_effect.tick()
update_mode_power_usage(ACTIVE_POWER_USE, active_power_usage + spawned.len * 3 + effects.len * 5)
/obj/machinery/computer/holodeck/proc/toggle_power(toggleOn = FALSE)
if(active == toggleOn)
return
if(toggleOn)
if(last_program && (last_program != offline_program))
addtimer(CALLBACK(src, PROC_REF(load_program), last_program, TRUE), 25)
active = TRUE
else
last_program = program
load_program(offline_program, TRUE)
active = FALSE
/obj/machinery/computer/holodeck/power_change()
. = ..()
INVOKE_ASYNC(src, PROC_REF(toggle_power), !machine_stat)
///shuts down the holodeck and force loads the offline_program
/obj/machinery/computer/holodeck/proc/emergency_shutdown()
last_program = program
active = FALSE
load_program(offline_program, TRUE)
///returns TRUE if all floors of the holodeck are present, returns FALSE if any are broken or removed
/obj/machinery/computer/holodeck/proc/floorcheck()
for(var/turf/holo_floor in linked)
if (is_type_in_typecache(holo_floor, GLOB.typecache_holodeck_linked_floorcheck_ok))
continue
return FALSE
return TRUE
///changes all weapons in the holodeck to do stamina damage if set
/obj/machinery/computer/holodeck/proc/nerf(nerf_this, is_loading = TRUE)
if (!nerf_this && is_loading)
return
for(var/obj/item/to_be_nerfed in spawned)
to_be_nerfed.damtype = nerf_this ? STAMINA : initial(to_be_nerfed.damtype)
for(var/obj/effect/holodeck_effect/holo_effect as anything in effects)
holo_effect.safety(nerf_this)
/obj/machinery/computer/holodeck/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
if(!LAZYLEN(emag_programs))
balloon_alert(user, "no card swipe port!")
return FALSE
playsound(src, SFX_SPARKS, 75, TRUE)
obj_flags |= EMAGGED
if (user)
balloon_alert(user, "safety protocols destroyed") // im gonna keep this once since this perfectly describes it, and the to_chat is just flavor
to_chat(user, span_warning("You vastly increase projector power and override the safety and security protocols."))
user.log_message("emagged the Holodeck Control Console.", LOG_GAME)
message_admins("[ADMIN_LOOKUPFLW(user)] emagged the Holodeck Control Console.")
say("Warning. Automatic shutoff and derezzing protocols have been corrupted. Please call Nanotrasen maintenance and do not use the simulator.")
nerf(!(obj_flags & EMAGGED),FALSE)
return TRUE
/obj/machinery/computer/holodeck/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
emergency_shutdown()
/obj/machinery/computer/holodeck/ex_act(severity, target)
emergency_shutdown()
return ..()
/obj/machinery/computer/holodeck/Destroy()
reset_to_default()
if(linked)
linked.linked = null
linked.energy_usage = list(AREA_USAGE_LEN)
return ..()
/obj/machinery/computer/holodeck/blob_act(obj/structure/blob/B)
emergency_shutdown()
return ..()
#undef HOLODECK_CD
#undef HOLODECK_DMG_CD