mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-01 12:31:32 +00:00
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else. Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter. Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
98 lines
3.4 KiB
Plaintext
98 lines
3.4 KiB
Plaintext
// 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 = 0
|
|
buckle_requires_restraints = TRUE
|
|
|
|
var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
|
|
|
|
/obj/machinery/power/rtg/Initialize(mapload)
|
|
. = ..()
|
|
connect_to_network()
|
|
|
|
/obj/machinery/power/rtg/process()
|
|
..()
|
|
add_avail(power_gen)
|
|
|
|
/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/examine(mob/user)
|
|
. = ..()
|
|
if(in_range(user, src) || isobserver(user))
|
|
. += span_notice("The status display reads: Power generation now at <b>[power_gen*0.001]</b>kW.")
|
|
|
|
/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.
|
|
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_danger("\The [src] lets out a shower of sparks as it starts to lose stability!"),\
|
|
span_hear("You hear a loud electrical crack!"))
|
|
playsound(src.loc, 'sound/magic/lightningshock.ogg', 100, TRUE, extrarange = 5)
|
|
tesla_zap(src, 5, power_gen * 0.05)
|
|
addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, src, 2, 3, 4, null, 8), 10 SECONDS) // Not a normal explosion.
|
|
|
|
/obj/machinery/power/rtg/abductor/bullet_act(obj/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/zap_act(power, zap_flags)
|
|
. = ..() //extend the zap
|
|
if(zap_flags & ZAP_MACHINE_EXPLOSIVE)
|
|
overload()
|