Files
Bubberstation/code/modules/power/port_gen.dm
SyncIt21 2d41569c65 Flatpacker & machine frame enhancements (#91752)
## About The Pull Request

**1. Makes the machine creation process from both efficient.**
The machine frame no longer creates & deletes the machines old component
parts before moving in the new parts. It instead now passes its parts
directly to the circuit boards `apply_default_parts()` meaning the old
parts are never created and the new ones get applied directly. This also
mean it does not have to again call `RefreshParts()` as the machines
`Initialize()` proc will do that for us by default so the performance is
just faster now.
Flatpack box also benefits from this and it will need it as stated below

- Fixes #86514. As the circuit board is passed to the machine's
`Initialize()` proc during reconstruction so it sets it's
`all_products_free` from the board both during mapload & when player
constructed from either machine frame & flatpack

**2. Flatpack enhancements** 
- The flatpack box now passes its stored circuit board into the machine
meaning any changes made like with a screw driver or such are preserved
in the newly created machine rather than the board getting deleted & the
machine creating the default board
- Flatpacker now accept custom component parts that replaces its stored
circuit board default parts. This implements

https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973
meaning instead of the vendor created from the flatpacker starting out
empty it now accepts the refill canister and will package both of them
together. Then during deployment that stored canister is stored back in
the vendor meaning instead of starting out empty you get to carry over
all your previous stock

Depends on https://github.com/tgstation/tgstation/pull/91512 because of
named arg conflict. Keep this drafted till that gets merged

## Changelog
🆑
qol: flatpacker now accepts custom component parts(like vendor refill
canister) along with the circuit board so you can carry over your
previous stock during deployment rather than starting out empty
fix: flatpack boxes now passes its stored circuit board into the machine
thus preserving its properties instead of creating a default board in
the machine
fix: vending machines reconstructed on station from circuits loaded off
station(having free products) will continue to sell free products
code: machine construction via flatpacker/machine frame is faster
performance wise
/🆑
2025-07-11 08:58:11 +02:00

283 lines
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//Baseline portable generator. Has all the default handling. Not intended to be used on its own (since it generates unlimited power).
/obj/machinery/power/port_gen
name = "portable generator"
desc = "A portable generator for emergency backup power."
icon = 'icons/obj/machines/engine/other.dmi'
icon_state = "portgen0_0"
base_icon_state = "portgen0"
density = TRUE
anchored = FALSE
use_power = NO_POWER_USE
var/active = FALSE
var/power_gen = 5 KILO JOULES
var/power_output = 1
var/consumption = 0
var/datum/looping_sound/generator/soundloop
interaction_flags_atom = INTERACT_ATOM_ATTACK_HAND | INTERACT_ATOM_UI_INTERACT | INTERACT_ATOM_REQUIRES_ANCHORED
/obj/machinery/power/port_gen/Initialize(mapload)
. = ..()
soundloop = new(src, active)
/obj/machinery/power/port_gen/Destroy()
QDEL_NULL(soundloop)
return ..()
/obj/machinery/power/port_gen/should_have_node()
return anchored
/obj/machinery/power/port_gen/connect_to_network()
if(!anchored)
return FALSE
. = ..()
/obj/machinery/power/port_gen/proc/HasFuel() //Placeholder for fuel check.
return TRUE
/obj/machinery/power/port_gen/proc/UseFuel() //Placeholder for fuel use.
return
/obj/machinery/power/port_gen/proc/DropFuel()
return
/obj/machinery/power/port_gen/proc/handleInactive()
return
/obj/machinery/power/port_gen/proc/TogglePower()
if(active)
active = FALSE
update_appearance()
soundloop.stop()
else if(HasFuel())
active = TRUE
START_PROCESSING(SSmachines, src)
update_appearance()
soundloop.start()
/obj/machinery/power/port_gen/update_icon_state()
icon_state = "[base_icon_state]_[active]"
return ..()
/obj/machinery/power/port_gen/process()
if(active)
if(!HasFuel() || !anchored)
TogglePower()
return
if(powernet)
add_avail(power_to_energy(power_gen * power_output))
UseFuel()
else
handleInactive()
/obj/machinery/power/port_gen/examine(mob/user)
. = ..()
. += "It is[!active?"n't":""] running."
/////////////////
// P.A.C.M.A.N //
/////////////////
/obj/machinery/power/port_gen/pacman
name = "\improper P.A.C.M.A.N.-type portable generator"
circuit = /obj/item/circuitboard/machine/pacman
power_gen = 10 KILO JOULES
var/sheets = 0
var/max_sheets = 50
var/sheet_name = ""
var/sheet_path = /obj/item/stack/sheet/mineral/plasma
var/sheet_left = 0 // How much is left of the sheet
var/time_per_sheet = 180
var/current_heat = 0
/obj/machinery/power/port_gen/pacman/Initialize(mapload)
. = ..()
if(anchored)
connect_to_network()
var/obj/S = sheet_path
sheet_name = initial(S.name)
/obj/machinery/power/port_gen/pacman/on_deconstruction(disassembled)
DropFuel()
return ..()
/obj/machinery/power/port_gen/pacman/on_construction(mob/user)
var/obj/item/circuitboard/machine/pacman/our_board = circuit
if(our_board.high_production_profile)
icon_state = "portgen1_0"
base_icon_state = "portgen1"
max_sheets = 20
time_per_sheet = 60
power_gen = 30 KILO JOULES
sheet_path = /obj/item/stack/sheet/mineral/uranium
/obj/machinery/power/port_gen/pacman/examine(mob/user)
. = ..()
. += span_notice("The generator has [sheets] units of [sheet_name] fuel left, producing [display_power(power_gen)].")
if(anchored)
. += span_notice("It is anchored to the ground.")
/obj/machinery/power/port_gen/pacman/HasFuel()
if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left)
return TRUE
return FALSE
/obj/machinery/power/port_gen/pacman/DropFuel()
if(sheets)
new sheet_path(drop_location(), sheets)
sheets = 0
/obj/machinery/power/port_gen/pacman/UseFuel()
var/needed_sheets = 1 / (time_per_sheet / power_output)
var/temp = min(needed_sheets, sheet_left)
needed_sheets -= temp
sheet_left -= temp
sheets -= round(needed_sheets)
needed_sheets -= round(needed_sheets)
if (sheet_left <= 0 && sheets > 0)
sheet_left = 1 - needed_sheets
sheets--
var/lower_limit = 56 + power_output * 10
var/upper_limit = 76 + power_output * 10
var/bias = 0
if (power_output > 4)
upper_limit = 400
bias = power_output - 3
if (current_heat < lower_limit)
current_heat += 3
else
current_heat += rand(-7 + bias, 7 + bias)
if (current_heat < lower_limit)
current_heat = lower_limit
if (current_heat > upper_limit)
current_heat = upper_limit
if (current_heat > 300)
overheat()
qdel(src)
/obj/machinery/power/port_gen/pacman/handleInactive()
current_heat = max(current_heat - 2, 0)
if(current_heat == 0)
STOP_PROCESSING(SSmachines, src)
/obj/machinery/power/port_gen/pacman/proc/overheat()
explosion(src, devastation_range = 2, heavy_impact_range = 5, light_impact_range = 2, flash_range = -1)
/obj/machinery/power/port_gen/pacman/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return //no need to process if we didn't change anything.
if(anchorvalue)
connect_to_network()
else
disconnect_from_network()
/obj/machinery/power/port_gen/pacman/attackby(obj/item/O, mob/user, list/modifiers, list/attack_modifiers)
if(istype(O, sheet_path))
var/obj/item/stack/addstack = O
var/amount = min((max_sheets - sheets), addstack.amount)
if(amount < 1)
to_chat(user, span_notice("\The [src] is full!"))
return
to_chat(user, span_notice("You add [amount] sheets to \the [src]."))
sheets += amount
addstack.use(amount)
return
else if(!active)
if(O.tool_behaviour == TOOL_WRENCH)
if(!anchored && !isinspace())
set_anchored(TRUE)
to_chat(user, span_notice("You secure the generator to the floor."))
else if(anchored)
set_anchored(FALSE)
to_chat(user, span_notice("You unsecure the generator from the floor."))
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
return
else if(O.tool_behaviour == TOOL_SCREWDRIVER)
toggle_panel_open()
O.play_tool_sound(src)
if(panel_open)
to_chat(user, span_notice("You open the access panel."))
else
to_chat(user, span_notice("You close the access panel."))
return
else if(default_deconstruction_crowbar(O))
return
return ..()
/obj/machinery/power/port_gen/pacman/emag_act(mob/user, obj/item/card/emag/emag_card)
if(obj_flags & EMAGGED)
return FALSE
obj_flags |= EMAGGED
balloon_alert(user, "maximum power output unlocked")
emp_act(EMP_HEAVY)
return TRUE
/obj/machinery/power/port_gen/pacman/attack_ai(mob/user)
interact(user)
/obj/machinery/power/port_gen/pacman/attack_paw(mob/user, list/modifiers)
interact(user)
/obj/machinery/power/port_gen/pacman/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PortableGenerator", name)
ui.open()
/obj/machinery/power/port_gen/pacman/ui_data()
var/data = list()
data["active"] = active
data["sheet_name"] = capitalize(sheet_name)
data["sheets"] = sheets
data["stack_percent"] = round(sheet_left * 100, 0.1)
data["anchored"] = anchored
data["connected"] = (powernet == null ? 0 : 1)
data["ready_to_boot"] = anchored && HasFuel()
data["power_generated"] = display_power(power_gen, convert = FALSE)
data["power_output"] = display_power(power_gen * power_output, convert = FALSE)
data["power_available"] = (powernet == null ? 0 : display_power(avail()))
data["current_heat"] = current_heat
. = data
/obj/machinery/power/port_gen/pacman/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("toggle_power")
TogglePower()
. = TRUE
if("eject")
if(!active)
DropFuel()
. = TRUE
if("lower_power")
if (power_output > 1)
power_output--
. = TRUE
if("higher_power")
if (power_output < 4 || (obj_flags & EMAGGED))
power_output++
. = TRUE
/obj/machinery/power/port_gen/pacman/super
icon_state = "portgen1_0"
base_icon_state = "portgen1"
max_sheets = 20
time_per_sheet = 60
power_gen = 30 KILO JOULES
sheet_path = /obj/item/stack/sheet/mineral/uranium
/obj/machinery/power/port_gen/pacman/pre_loaded
sheets = 15