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Bubberstation/code/modules/power/power.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

538 lines
18 KiB
Plaintext

//////////////////////////////
// POWER MACHINERY BASE CLASS
//////////////////////////////
/////////////////////////////
// Definitions
/////////////////////////////
/obj/machinery/power
name = null
icon = 'icons/obj/machines/engine/other.dmi'
anchored = TRUE
obj_flags = CAN_BE_HIT
use_power = NO_POWER_USE
idle_power_usage = 0
active_power_usage = 0
///The powernet our machine is connected to.
var/datum/powernet/powernet
///Cable layer to which the machine is connected.
var/cable_layer = CABLE_LAYER_2
///Can the cable_layer be tweked with a multi tool
var/can_change_cable_layer = FALSE
/obj/machinery/power/Initialize(mapload)
. = ..()
if(isturf(loc))
var/turf/turf_loc = loc
turf_loc.add_blueprints_preround(src)
/obj/machinery/power/Destroy()
disconnect_from_network()
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(update_cable_icons_on_turf), get_turf(src)), 0.3 SECONDS)
return ..()
///////////////////////////////
// General procedures
//////////////////////////////
// common helper procs for all power machines
// All power generation handled in add_avail()
// Machines should use add_load(), surplus(), avail()
// Non-machines should use add_delayedload(), delayed_surplus(), newavail()
//override this if the machine needs special functionality for making wire nodes appear, ie emitters, generators, etc.
/obj/machinery/power/proc/should_have_node()
return FALSE
/obj/machinery/power/examine(mob/user)
. = ..()
if(can_change_cable_layer)
if(!QDELETED(powernet))
. += span_notice("It's operating on the [LOWER_TEXT(GLOB.cable_layer_to_name["[cable_layer]"])].")
else
. += span_warning("It's disconnected from the [LOWER_TEXT(GLOB.cable_layer_to_name["[cable_layer]"])].")
. += span_notice("Its power line can be changed with a [EXAMINE_HINT("multitool")].")
/obj/machinery/power/multitool_act(mob/living/user, obj/item/tool)
if(can_change_cable_layer)
return cable_layer_act(user, tool)
/obj/machinery/power/multitool_act_secondary(mob/living/user, obj/item/tool)
return multitool_act(user, tool)
/// Called on multitool_act when we can change cable layers, override to add more conditions
/obj/machinery/power/proc/cable_layer_act(mob/living/user, obj/item/tool)
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice) || QDELETED(src) || QDELETED(user) || QDELETED(tool) || !user.Adjacent(src) || !user.is_holding(tool))
return ITEM_INTERACT_BLOCKING
cable_layer = GLOB.cable_name_to_layer[choice]
balloon_alert(user, "now operating on the [choice]")
return ITEM_INTERACT_SUCCESS
/obj/machinery/power/proc/add_avail(amount)
if(powernet)
powernet.newavail += amount
return TRUE
else
return FALSE
/obj/machinery/power/proc/add_load(amount)
if(powernet)
powernet.load += amount
/obj/machinery/power/proc/surplus()
if(powernet)
return clamp(powernet.avail-powernet.load, 0, powernet.avail)
else
return 0
/obj/machinery/power/proc/avail(amount)
if(powernet)
return amount ? powernet.avail >= amount : powernet.avail
else
return 0
/obj/machinery/power/proc/add_delayedload(amount)
if(powernet)
powernet.delayedload += amount
/obj/machinery/power/proc/delayed_surplus()
if(powernet)
return clamp(powernet.newavail - powernet.delayedload, 0, powernet.newavail)
else
return 0
/obj/machinery/power/proc/newavail()
if(powernet)
return powernet.newavail
else
return 0
/obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl.
return
// returns true if the area has power on given channel (or doesn't require power).
// defaults to power_channel
/obj/machinery/proc/powered(chan = power_channel, ignore_use_power = FALSE)
if(!use_power && !ignore_use_power)
return TRUE
var/area/A = get_area(src) // make sure it's in an area
if(!A)
return FALSE // if not, then not powered
return A.powered(chan) // return power status of the area
/**
* Returns the available energy from the apc's cell and grid that can be used.
* Args:
* - consider_cell: Whether to count the energy from the APC's cell or not.
* Returns: The available energy the machine can access from the APC.
*/
/obj/machinery/proc/available_energy(consider_cell = TRUE)
var/area/home = get_area(src)
if(isnull(home))
return FALSE
if(!home.requires_power)
return INFINITY
var/obj/machinery/power/apc/local_apc = home.apc
if(isnull(local_apc))
return FALSE
return consider_cell ? local_apc.available_energy() : local_apc.surplus()
/**
* Draws energy from the APC. Will use excess energy from the APC's connected grid,
* then use energy from the APC's cell if there wasn't enough energy from the grid, unless ignore_apc is true.
* Args:
* - amount: The amount of energy to use.
* - channel: The power channel to use.
* - ignore_apc: If true, do not consider the APC's cell when demanding energy.
* - force: If true and if there isn't enough energy, consume the remaining energy. Returns 0 if false and there isn't enough energy.
* Returns: The amount of energy used.
*/
/obj/machinery/proc/use_energy(amount, channel = power_channel, ignore_apc = FALSE, force = TRUE)
if(amount <= 0) //just in case
return FALSE
var/area/home = get_area(src)
if(isnull(home))
return FALSE //apparently space isn't an area
if(!home.requires_power)
return amount //Shuttles get free power, don't ask why
var/obj/machinery/power/apc/local_apc = home.apc
if(isnull(local_apc) || !local_apc.operating)
return FALSE
// Surplus from the grid.
var/surplus = local_apc.surplus()
var/grid_used = min(surplus, amount)
var/apc_used = 0
if((amount > grid_used) && !ignore_apc && !QDELETED(local_apc.cell)) // Use from the APC's cell if there isn't enough energy from the grid.
apc_used = local_apc.cell.use(amount - grid_used, force = force)
if(!force && (amount < grid_used + apc_used)) // If we aren't forcing it and there isn't enough energy to supply demand, return nothing.
return FALSE
// Use the grid's and APC's energy.
amount = grid_used + apc_used
local_apc.add_load(grid_used JOULES)
home.use_energy(amount JOULES, channel)
return amount
/**
* An alternative to 'use_power', this proc directly costs the APC in direct charge, as opposed to prioritising the grid.
* Args:
* - amount: How much energy the APC's cell is to be costed.
* - force: If true, consumes the remaining energy of the cell if there isn't enough energy to supply the demand.
* Returns: The amount of energy that got used by the cell.
*/
/obj/machinery/proc/directly_use_energy(amount, force = FALSE)
var/area/my_area = get_area(src)
if(isnull(my_area))
stack_trace("machinery is somehow not in an area, nullspace?")
return FALSE
if(!my_area.requires_power)
return amount
var/obj/machinery/power/apc/my_apc = my_area.apc
if(isnull(my_apc) || !my_apc.operating || QDELETED(my_apc.cell))
return FALSE
return my_apc.cell.use(amount, force = force)
/**
* Attempts to draw power directly from the APC's Powernet rather than the APC's battery. For high-draw machines, like the cell charger
*
* Checks the surplus power on the APC's powernet, and compares to the requested amount. If the requested amount is available, this proc
* will add the amount to the APC's usage and return that amount. Otherwise, this proc will return FALSE.
* If the take_any var arg is set to true, this proc will use and return any surplus that is under the requested amount, assuming that
* the surplus is above zero.
* Args:
* - amount, the amount of power requested from the powernet. In joules.
* - take_any, a bool of whether any amount of power is acceptable, instead of all or nothing. Defaults to FALSE
*/
/obj/machinery/proc/use_power_from_net(amount, take_any = FALSE)
if(amount <= 0) //just in case
return FALSE
var/area/home = get_area(src)
if(!home)
return FALSE //apparently space isn't an area
if(!home.requires_power)
return amount //Shuttles get free power, don't ask why
var/obj/machinery/power/apc/local_apc = home.apc
if(isnull(local_apc) || !local_apc.operating)
return FALSE
var/surplus = local_apc.surplus()
if(surplus <= 0) //I don't know if powernet surplus can ever end up negative, but I'm just gonna failsafe it
return FALSE
if(surplus < amount)
if(!take_any)
return FALSE
amount = surplus
local_apc.add_load(amount)
return amount
/**
* Draws power from the apc's powernet and cell to charge a power cell.
* Args:
* - amount: The amount of energy given to the cell.
* - cell: The cell to charge.
* - grid_only: If true, only draw from the grid and ignore the APC's cell.
* - channel: The power channel to use.
* Returns: The amount of energy the cell received.
*/
/obj/machinery/proc/charge_cell(amount, obj/item/stock_parts/power_store/cell, grid_only = FALSE, channel = AREA_USAGE_EQUIP)
var/demand = use_energy(min(amount, cell.used_charge()), channel = channel, ignore_apc = grid_only)
var/power_given = cell.give(demand)
return power_given
/obj/machinery/proc/addStaticPower(value, powerchannel)
var/area/A = get_area(src)
A?.addStaticPower(value, powerchannel)
/obj/machinery/proc/removeStaticPower(value, powerchannel)
addStaticPower(-value, powerchannel)
/**
* Called whenever the power settings of the containing area change
*
* by default, check equipment channel & set flag, can override if needed
*
* Returns TRUE if the NOPOWER flag was toggled
*/
/obj/machinery/proc/power_change()
SIGNAL_HANDLER
SHOULD_CALL_PARENT(TRUE)
if(machine_stat & BROKEN)
update_appearance()
return
var/initial_stat = machine_stat
if(powered(power_channel))
set_machine_stat(machine_stat & ~NOPOWER)
if(initial_stat & NOPOWER)
SEND_SIGNAL(src, COMSIG_MACHINERY_POWER_RESTORED)
. = TRUE
else
set_machine_stat(machine_stat | NOPOWER)
if(!(initial_stat & NOPOWER))
SEND_SIGNAL(src, COMSIG_MACHINERY_POWER_LOST)
. = TRUE
if(appearance_power_state != (machine_stat & NOPOWER))
update_appearance()
// Saves like 300ms of init by not duping calls in the above proc
/obj/machinery/update_appearance(updates)
. = ..()
appearance_power_state = machine_stat & NOPOWER
// connect the machine to a powernet if a node cable or a terminal is present on the turf
/obj/machinery/power/proc/connect_to_network()
var/turf/T = src.loc
if(!T || !istype(T))
return FALSE
var/obj/structure/cable/C = T.get_cable_node(cable_layer) //check if we have a node cable on the machine turf, the first found is picked
if(!C || !C.powernet)
var/obj/machinery/power/terminal/term = locate(/obj/machinery/power/terminal) in T
if(!term || !term.powernet)
return FALSE
else
term.powernet.add_machine(src)
return TRUE
C.powernet.add_machine(src)
return TRUE
// remove and disconnect the machine from its current powernet
/obj/machinery/power/proc/disconnect_from_network()
if(!powernet)
return FALSE
powernet.remove_machine(src)
return TRUE
// attach a wire to a power machine - leads from the turf you are standing on
//almost never called, overwritten by all power machines but terminal and generator
/obj/machinery/power/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
var/turf/T = user.loc
if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE || !isfloorturf(T))
return
if(get_dist(src, user) > 1)
return
coil.place_turf(T, user)
else
return ..()
///////////////////////////////////////////
// Powernet handling helpers
//////////////////////////////////////////
//returns all the cables WITHOUT a powernet in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_connections()
. = list()
var/turf/T
for(var/card in GLOB.cardinals)
T = get_step(loc,card)
for(var/obj/structure/cable/C in T)
if(C.powernet)
continue
. += C
return .
//returns all the cables in neighbors turfs,
//pointing towards the turf the machine is located at
/obj/machinery/power/proc/get_marked_connections()
. = list()
var/turf/T
for(var/card in GLOB.cardinals)
T = get_step(loc,card)
for(var/obj/structure/cable/C in T)
. += C
return .
//returns all the NODES (O-X) cables WITHOUT a powernet in the turf the machine is located at
/obj/machinery/power/proc/get_indirect_connections()
. = list()
for(var/obj/structure/cable/C in loc)
if(C.powernet)
continue
. += C
return .
/proc/update_cable_icons_on_turf(turf/T)
for(var/obj/structure/cable/C in T.contents)
C.update_appearance()
///////////////////////////////////////////
// GLOBAL PROCS for powernets handling
//////////////////////////////////////////
///remove the old powernet and replace it with a new one throughout the network.
/proc/propagate_network(obj/structure/cable/C, datum/powernet/PN, skip_assigned_powernets = FALSE)
var/list/found_machines = list()
var/list/cables = list()
var/index = 1
var/obj/structure/cable/working_cable
cables[C] = TRUE //associated list for performance reasons
while(index <= length(cables))
working_cable = cables[index]
index++
var/list/connections = working_cable.get_cable_connections(skip_assigned_powernets)
for(var/obj/structure/cable/cable_entry in connections)
if(!cables[cable_entry]) //Since it's an associated list, we can just do an access and check it's null before adding; prevents duplicate entries
cables[cable_entry] = TRUE
for(var/obj/structure/cable/cable_entry in cables)
PN.add_cable(cable_entry)
found_machines += cable_entry.get_machine_connections(skip_assigned_powernets)
//now that the powernet is set, connect found machines to it
for(var/obj/machinery/power/PM in found_machines)
if(!PM.connect_to_network()) //couldn't find a node on its turf...
PM.disconnect_from_network() //... so disconnect if already on a powernet
//Merge two powernets, the bigger (in cable length term) absorbing the other
/proc/merge_powernets(datum/powernet/net1, datum/powernet/net2)
if(!net1 || !net2) //if one of the powernet doesn't exist, return
return
if(net1 == net2) //don't merge same powernets
return
//We assume net1 is larger. If net2 is in fact larger we are just going to make them switch places to reduce on code.
if(net1.cables.len < net2.cables.len) //net2 is larger than net1. Let's switch them around
var/temp = net1
net1 = net2
net2 = temp
//merge net2 into net1
for(var/obj/structure/cable/Cable in net2.cables) //merge cables
net1.add_cable(Cable)
for(var/obj/machinery/power/Node in net2.nodes) //merge power machines
if(!Node.connect_to_network())
Node.disconnect_from_network() //if somehow we can't connect the machine to the new powernet, disconnect it from the old nonetheless
return net1
/// Extracts the powernet and cell of the provided power source
/proc/get_powernet_info_from_source(power_source)
var/area/source_area
if (isarea(power_source))
source_area = power_source
power_source = source_area.apc
else if (istype(power_source, /obj/structure/cable))
var/obj/structure/cable/Cable = power_source
power_source = Cable.powernet
var/datum/powernet/PN
var/obj/item/stock_parts/power_store/cell
if (istype(power_source, /datum/powernet))
PN = power_source
else if (istype(power_source, /obj/item/stock_parts/power_store))
cell = power_source
else if (istype(power_source, /obj/machinery/power/apc))
var/obj/machinery/power/apc/apc = power_source
cell = apc.cell
if (apc.terminal)
PN = apc.terminal.powernet
else
return FALSE
if (!cell && !PN)
return
return list("powernet" = PN, "cell" = cell)
//Determines how strong could be shock, deals damage to mob, uses power.
//M is a mob who touched wire/whatever
//power_source is a source of electricity, can be power cell, area, apc, cable, powernet or null
//source is an object caused electrocuting (airlock, grille, etc)
//siemens_coeff - layman's terms, conductivity
//dist_check - set to only shock mobs within 1 of source (vendors, airlocks, etc.)
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/victim, power_source, obj/source, siemens_coeff = 1, dist_check = FALSE)
if(!istype(victim) || ismecha(victim.loc))
return FALSE //feckin mechs are dumb
if(dist_check)
if(!in_range(source, victim))
return FALSE
if(victim.wearing_shock_proof_gloves())
SEND_SIGNAL(victim, COMSIG_LIVING_SHOCK_PREVENTED, power_source, source, siemens_coeff, dist_check)
return FALSE //to avoid spamming with insulated gloves on
var/list/powernet_info = get_powernet_info_from_source(power_source)
if (!powernet_info)
return FALSE
var/datum/powernet/PN = powernet_info["powernet"]
var/obj/item/stock_parts/power_store/cell = powernet_info["cell"]
var/PN_damage = 0
var/cell_damage = 0
if (PN)
PN_damage = PN.get_electrocute_damage()
if (cell)
cell_damage = cell.get_electrocute_damage()
var/shock_damage = 0
if (PN_damage >= cell_damage)
power_source = PN
shock_damage = PN_damage
else
power_source = cell
shock_damage = cell_damage
var/drained_hp = victim.electrocute_act(shock_damage, source, siemens_coeff) //zzzzzzap!
log_combat(source, victim, "electrocuted")
var/drained_energy = drained_hp*20
if (isarea(power_source))
var/area/source_area = power_source
source_area.apc?.terminal?.use_energy(drained_energy)
else if (istype(power_source, /datum/powernet))
PN.delayedload += (min(drained_energy, max(PN.newavail - PN.delayedload, 0)))
else if (istype(power_source, /obj/item/stock_parts/power_store))
cell.use(drained_energy)
return drained_energy
////////////////////////////////////////////////
// Misc.
///////////////////////////////////////////////
// return a cable able connect to machinery on layer if there's one on the turf, null if there isn't one
/turf/proc/get_cable_node(cable_layer = CABLE_LAYER_ALL)
if(!can_have_cabling())
return null
for(var/obj/structure/cable/C in src)
if(C.cable_layer & cable_layer)
C.update_appearance() // I hate this. it's here because update_icon_state SCANS nearby turfs for objects to connect to. Wastes cpu time
return C
return null