Files
Bubberstation/code/modules/holodeck/computer.dm
Useroth 59d74624b1 Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)

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.

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.

🆑
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>

* Corrects Suit Storage Unit charge rate  (#82192)

## About The Pull Request

Adjusts SSU charge rate according to the new conversion ratio. 

Betcha didn't know SSUs recharge suit and MOD cells? 

This number is actually supposed to be equal to the rate a recharger
station does it.
I don't know if we have some macro for it. 

## Changelog

🆑 Melbert
fix: Fixed Suit Storage Unit cell charging rate
/🆑

* Corrects EVA thermal regulator cell cost (#82195)

## About The Pull Request

Another unit not converted to watts / joules

## Changelog

🆑 Melbert
fix: Fixed space suit thermal regulators cell usage.
/🆑

* Fixing cell power usage (Part 1) (#82197)

## About The Pull Request
Yeah i am not about to create 30 different PR's to address 1 issue at a
time. The changes are small enough to be grouped together in bulk.

This fixes the following issues specified in #82196
- Borg & exosuit RCD (Fixes #82193)
- Motorized wheelchair
- Canister shielding
- Electrolyser
- Potato cell
- Space heater
- Microwave

## Changelog
🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 2) (#82198)

## About The Pull Request
Continuation of #82197.

Fixes these issues in #82196
- Cyborg self repair
- Cyborg lollipop dispenser
- Mauna mug
- Plasma cutter (Initial charge not the number of laser shots so partial
fix)

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 2). See PR 82198 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 3) (#82204)

## About The Pull Request
Continuation of #82198

Fixes these issues in #82196
- Borg hypo spray
- Borg projectile dampen
- Borg chameleon
- Firelance
- MODlink scryer
- Emergency light usage

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 3). See PR 82204 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205)

## About The Pull Request
Makes APC static power draw consume the remaining energy of the cell if
there's not enough energy.
## Why It's Good For The Game
Prevents a niche issue where an area composed entirely of static power
users with no dynamic users from running forever with no power supply.
## Changelog
🆑
fix: Fixes static power usage from being able to not draw power.
/🆑

* Fixes recharge stations charge rates (#82191)

## About The Pull Request
- Fixes #82190

Have to now use the assigned constants and not magic number `10000`.
Also stuff will take the exact charge needed without any wastage.

## Changelog
🆑
fix: recharge stations draw the same amount of power as before but
directly from grid(without using apc cell power) and won't waste any
excess power
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fixes space heater power usage (#82208)

## About The Pull Request

Related to https://github.com/tgstation/tgstation/issues/82196 fixes the
space heater power cell usage relating to power per tile heated.

Space heater calculates the amount of power required to heat a tile, but
only uses power at the end of the processing loop. Fixes so the power
consumption matches the calculated usage per tile.

Reverts changes to space heater power efficiency in
https://github.com/tgstation/tgstation/pull/82197 that causes the heater
to instantly drain the cell.

Fixes https://github.com/tgstation/tgstation/issues/82228

## Changelog

🆑 LT3
fix: Fixes Schrödinger's space heater, where a space heater both
consumes a power cell instantly while also not consuming power when
heating adjacent tiles
/🆑

* General maintenance for reagent grinder (#82161)

## About The Pull Request

**1. Qol**
  - Adds examines & screentips for screwdriver, crowbar & wrench acts.
- Adds examines & screentips for inserting, replacing & removing beaker,
Also for inserting items from bags or directly
- Adds an off icon overlay for when the reagent grinder is either
screwed open or loses power,
 
**2. Code Improvements**
- Replaced `attackby()` with `item_interaction()` so we can end the
attack chain early for non combat operations like inserting beakers/
ingredients for grinding etc.
- Removed custom shake animations & replaced it with the global
`Shake()` proc cause it did the same thing
- Removed constructed version of reagent grinder. We instead just check
`mapload` to see if we need the beaker to be created or not for round
start reagent grinders
- Grinding & Juicing use the same `operate_for()` rather than having
seperate procs for each operation
- Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this?
Its just used to change the grinder description to warn it may contain
dust. It's a waste.
  
**3. Fixes**
- You cannot insert hologram items into the grinder. Rather than
destroying that item & making it vanish you simply won't be allowed to
put it inside the grinder so you can save that item
- You can hit the grinder with items like screwdriver, wrench, crowbar,
beaker & even with stuff you would normally put in the grinder when in
combat mode
  - Adds `can_interact()` checks for using the UI & other stuff 
- Fixes #46356. All items of type `obj/item/grown` can be put from any
bag into the grinder
- The item "and its contents" are now grinded/juiced recursively to get
all the reagents it has to offer just like a real grinder would
- An AI/Human with AI access examining the reagent grinder now actually
works.
 
**4. Refactors**
- The grinder now measures its available capacity based on the "total
weight" of all items present & not its number. This is more realistic
because the grinder has limited space inside & so inserting huge items
should have greater impact rather than deciding on an arbitrary number
like 10(The grinder having the capacity for 10 items of any size inside
its small compartment makes no sense). Examines are displayed to show
how much capacity of the grinder has been filled. Upgrading the grinder
with better matter bins will allow for higher storage capacities.
- Total power consumed is measured based on the duration & weight of all
items grinded cause you know its realistic.


🆑
qol: adds examines & screentips for tool acts & other operations for
reagent grinder
qol: adds an off icon for when the grinder panel is open/not powered
code: auto docs vars & procs. Shared common proc for grinding or juicing
code: removed trait for blended dust, changed some item interactions to
end the attack chain early & save time
fix: no inserting hologram items into the reagent grinder
fix: you can hit the reagent grinder tools like screwdriver, wrench,
crowbar & even beakers/ingredients etc when in combat mode
fix; adds sanity checks for when & how mobs interact with the reagent
grinder
fix: examining a reagent grinder by an AI/Human with AI access now
actually works.
fix: you can insert Nova flowers & other food items from any bag type
fix: reagent grinder now grinds all the contents of an item recursively
to produce maximum reagents like a real grinder would
refactor: reagent grinder now measures available capacity to store items
as total weight of stored items & not number. Capacity can be increased
with upgraded matter bin
refactor: reagent grinder power usage is now a function of duration &
total weight of items blended, meaining blending more number of
items/larger items will consume more power
refactor: reagent grinder code has been optimized overall. Report bugs
on github
/🆑

---------

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>

* Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened  (#82194)

## About The Pull Request

So MODsuits do this thing here with `get_cell` in that they don't return
anything when they're closed


![image](https://github.com/tgstation/tgstation/assets/51863163/416f8ef5-3bfc-4d2c-a12f-029f051d6692)

And I... can't tell why they do this. 

I looked through every use of `get_cell` and the only things affected by
this are
A. Suit Storage Units, which I believe have always been intended to
charge MODsuits?
and
B. Inducers

So I removed the `open` check. Allowing both Inducers and Suit Storage
Units to charge mods without needing you screwdriver their panel open
first.

I also took the opportunity to allow SSUs to charge multiple items at
once (divvying charge accross all items)

## Why It's Good For The Game

I asked Fikou and they said it was "probably not" intended that you need
to screwdriver them open so yeah.

I think I remember charging my MODs during the original test merges
years back but I can't remember if I opened the suit first when I did or
not.

Either way, it's not super intuitive. Though it's already not very
intuitive that SSUs charge things.

## Changelog

🆑 Melbert
qol: Suit Storage Units charge MODsuits while their cell panel is closed
or open, rather than only when screwed open
qol: Inducers can charge MODsuits while their cell panel is closed or
open, rather than only when screwed open
qol: Suit Storage Units will charge all items within simultaneously (if
possible)
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fixes modular computer boot-up (#82254)

## About The Pull Request

Fixes a bug where modular computers (specifically PDAs) will fail to
start up if there is zero required application power draw.

PDA will now consume base active power usage during startup.

Related https://github.com/tgstation/tgstation/issues/82196
Fixes https://github.com/tgstation/tgstation/issues/82245
Fixes https://github.com/tgstation/tgstation/issues/82229

## Changelog

🆑 LT3
fix: Fixed modular computers failing to boot up using cell power (eg:
contractor tablet)
/🆑

* Fixing cell power usage (Part 4) (#82227)

## About The Pull Request
Continuation of #82204

Fixes these issues in #82196
- Cyborg Electroadaptive Pseudocircuit
- Defib EMP
- Cell EMP
- `/datum/action/cooldown/mob_cooldown/charge_apc` stuff
- Mecha movement, melee, light ,weapon & tool energy drains
- Ninja drain

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 4). See PR 82227 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 5) (#82296)

## About The Pull Request
Continuation of #82227

Fixes these issues in
https://github.com/tgstation/tgstation/issues/82196 and others that
weren't noticed.
- Batton emp protection
- Cyborg stun arm
- Cyborg energy sword
- Cyborg hug attack
- Mechanical god religious sect charge check
- Mecha fixes
  - Phasing energy drain
  - Short circuit energy drain
  - Durand shield damage energy drain
  - Plasma engine recharge rate
- Mechbay recharge power rate
- Recharge station charge rate

Stuff that was already working & didn't require fixing.
- Plasma cutter energy shots
- Botany cell charging

## Changelog
🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287)

## About The Pull Request
It just makes the power requirement 20 * standard cell charge instead of
20000
## Why It's Good For The Game
This is too restrictive to make anything with.



https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc
## Changelog
🆑
fix: anchored circuits no longer blow up after 2 components are used.
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Space heater power and heating tweaks (#82344)

## About The Pull Request
- Fixes #82342
- Space heater computes total power for heating adjacent turfs and uses
cell energy once rather multiple times per turf
- Improvised space heater actually works & uses beaker heat capacity and
not a constant of 200 for heating beaker contents

## Changelog 
🆑 SyncIt21,Pickle-Coding
fix: space heater(including improvised) turns off when cell is drained
fix: optimized power usage for both improvised and main space heater.
Improvised heater now works & uses beaker heat capacity
/🆑

* Improved lathe error message (#82260)

## About The Pull Request

Improves the auto/protolathe low charge error message. Instead of simply
saying low power, it will tell you how long until it has enough charge
to print.


![image](https://github.com/tgstation/tgstation/assets/83487515/a2aebd3e-b7bf-4a13-ae7a-6c1cc14c9057)

## Why It's Good For The Game

Less mashing the lathe over and over with no idea how much APC charge it
needs to start printing again

## Changelog

🆑 LT3
code: APCs can now calculate time-to-charge
qol: Overloaded lathes will now tell you the wait time until they're
ready to print again
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fixes issues with multitools on power objects (#82389)

## About The Pull Request

So at some point the power object's `multitool_act(...)` proc was set to
_always_ block, for what I could find to be no discernable reason.

### The Main Thing


d38f9385b8/code/modules/power/power.dm (L62-L74)
Now, of course, it shouldn't, because this cuts the entire chain short
and thus blocks any other multitool interactions. Like opening the wires
panel with a multitool, in this case. Even if `can_change_cable_layer`
were to be false and thus the object would never actually care about
having this interaction, it'd _still_ block it.

So we don't do that. But what _do_ we do?
I decided to just split off the actual cable changing part into its own
proc, `cable_layer_act(...)`.
```dm
/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))
		return ITEM_INTERACT_BLOCKING

	cable_layer = GLOB.cable_name_to_layer[choice]
	balloon_alert(user, "now operating on the [choice]")
	return ITEM_INTERACT_SUCCESS
```
Which is then called on `multitool_act(...)`, if
`can_change_cable_layer` is true.
```dm
/obj/machinery/power/multitool_act(mob/living/user, obj/item/tool)
	if(can_change_cable_layer)
		return cable_layer_act(user, tool)
```
Which continues with the chain if we can't change layers by default, and
otherwise lets `cable_layer_act(...)` work out whether we should block
or continue.
Notably, we've removed the `cable_layer_change_checks(...)` proc from
the equation, and just let inheritors override it to add their own
preconditions and what flags they should return.
On its own this fixes the APC wire panel interactions, but also lets us
just return `NONE` when we need to.
```dm
/obj/machinery/power/emitter/cable_layer_act(mob/living/user, obj/item/tool)
	if(panel_open)
		return NONE
	if(welded)
		balloon_alert(user, "unweld first!")
		return ITEM_INTERACT_BLOCKING
	return ..()
```

### The OTHER Things

While doing this I noticed there's actually very little sanity checks
after we close our input list.
```dm
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice))
	return ITEM_INTERACT_BLOCKING
```
We only care about whether we made a choice!
Testing this, lo and behold, this can cause runtimes if the power object
gets qdeleted before you close the menu.
As a funny side, it _also_ doesn't care about whether you're on the
other side of the station, while your multitool is on a different
z-level, or just doesn't exist anymore.
So we just add a few basic sanity checks while we're at it.
```dm
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
```
That's all. Having done some basic testing, I believe the behaviour is
otherwise unaffected.
## Why It's Good For The Game

It's annoying to need to swap to an empty hand or wirecutters to
interact with APC, emitter, or tesla coil wires.
This fixes that. (Fixes #81745.)
...and then a few other tidbits I realized existed.
## Changelog
🆑
fix: Fix using a multitool on a power object with wires not actually
opening the wires menu when it should.
fix: Fix a runtime from a power object being deleted before selecting
what cable layer to put it at.
fix: Fix power object cable changing not caring about whether you were
still adjacent, still holding your multitool, or whether it even still
existed after the selection menu was closed.
/🆑

* Updates cyborg cells created from borgifier to the SI standard (#82437)

## About The Pull Request

Unchanged value in transformer.dm resulted in borg charge draining to
zero immediately after forced conversion in the borgifer. Changing the
value of robot cell charge to 5 MJs to fix this.
## Why It's Good For The Game

Fixes #82426
## Changelog
🆑
fix: changed value of cell charge from 5000 to 5 megajoules
/🆑

* cell chargers now bypass APCs (#82309)

## About The Pull Request
This makes cell chargers and suit storage units draw from the grid
before the local apc

## Why It's Good For The Game
Upgraded Cell chargers have a charging power of 1MW leading to them
instantly draining the apc of any room they are in,
this Pr makes them draw from the grid preventing immediate blackout. 
This is a stopgap until someone smarter than me changes power values so
a pocket-sized battery won't require the same power to charge then over
600 average suburban homes.

## Changelog
🆑
balance: suit and cell chargers should draw from grid preventing instant
apc blackouts in most cases.
/🆑

* Let ethereals starve again (#82308)

## About The Pull Request

Ethereals use energy as 'food', so of course #81579 had to touch them.
To bring them in line with the new standard, the Ethereal charge levels
were updated to be in megajoules.

466b3df048/code/__DEFINES/mobs.dm (L292-L299)

7fa8daad63/code/__DEFINES/mobs.dm (L285-L292)
However! This forgot to update the rate at which Ethereals passively
discharge.

7fa8daad63/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm (L11-L14)

7fa8daad63/code/__DEFINES/mobs.dm (L437)
Meaning it's effectively a thousand times less with the new charge
levels.

So we simply update this define to be in kilowatts.
```dm
#define ETHEREAL_CHARGE_FACTOR (0.8 KILO WATTS) //factor at which ethereal's charge decreases per second
```
## Why It's Good For The Game

Fixes issue with ethereal hunger caused by #81579.
## Changelog
🆑
fix: Ethereal starvation has been updated to the new joules/watts
standard. Congratulations Ethereals! You can starve again!
/🆑

* [NO GBP]Fixes ethereal charging and recharge station charge speed. (#82483)

## About The Pull Request
Fixes many instances of things not charging ethereals properly. Scales
all things that are meant for charging/taking from the ethereal stomach
by STANDARD_CELL_CHARGE, so we never run into this issue again. Ethereal
stomachs now store a cell inside them, and uses that for the charge
instead of tracking a variable. Fixes recharging stations not being able
to charge ethereal stomachs. The ethereal signal proc attempted to feed
a callback datum to adjust_charge(), which caused a runtime. Changes
that by invoking the charge_cell callback instead.

Also fixes recharge station charging speed. They weren't converted
correctly. Also formats their charging speed in their description, and
displays power rather than referencing cycles.
## Why It's Good For The Game
So ethereals charge properly.

Closes #82470
## Changelog
🆑
fix: Fixes many instances of energy sources for ethereals supplying a
thousand times less energy than intended.
fix: Fixes recharging stations not being able to charge ethereals.
fix: Fixes recharge stations charging too fast.
qol: Recharge stations display their recharging speed in formatted
power, rather than unformatted energy per cycle.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Update lead acid batteries charge values (#82510)

## About The Pull Request

So during the whole power consistency update thing, it seems lead acid
batteries were entirely forgotten about.
Which, well, is easy, because they never actually used
`STANDARD_CELL_CHARGE`.

c34d56a45b/code/game/objects/items/maintenance_loot.dm (L32-L33)
Looking into it, the previous value for `STANDARD_CELL_CHARGE` seemed to
have been 1000, so we convert it directly:
```dm
maxcharge = STANDARD_CELL_CHARGE * 20
chargerate = STANDARD_CELL_CHARGE * 1.4
```
But, comparing this to the normal power cells, it seems their charge
rates got _halved_ during the update.
So, we do that too.
```dm
maxcharge = STANDARD_CELL_CHARGE * 20
chargerate = STANDARD_CELL_CHARGE * 0.7
```
And that fixes it.
## Why It's Good For The Game

Fixes lead acid batteries still using the old power amounts, and not
being relative to `STANDARD_CELL_CHARGE`.
## Changelog
🆑
fix: Lead acid batteries have had their power values fixed.
/🆑

* This should do for modular code, for now.

* Fixing cell power usage (Part 5) (#82296)

Continuation of #82227

Fixes these issues in
https://github.com/tgstation/tgstation/issues/82196 and others that
weren't noticed.
- Batton emp protection
- Cyborg stun arm
- Cyborg energy sword
- Cyborg hug attack
- Mechanical god religious sect charge check
- Mecha fixes
  - Phasing energy drain
  - Short circuit energy drain
  - Durand shield damage energy drain
  - Plasma engine recharge rate
- Mechbay recharge power rate
- Recharge station charge rate

Stuff that was already working & didn't require fixing.
- Plasma cutter energy shots
- Botany cell charging

🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* [NO GBP]Fixes some mapped SMES starting with low energy. (#82203)

## About The Pull Request
Scales them all by up to 20 to account for removing the dumb SMESRATE
define. This isn't a 100% conversion for every SMES because it would go
beyond their capacity (old SMES use to duplicate cell energy, so they
had a higher capacity than their cell parts imply). Also removes
instances of varediting their capacity to fucking 1e+600 and replaces
them with magical SMES.
## Why It's Good For The Game
So lavaland and crap don't instantly run out of power. Also I don't
think we should be varediting anything to 1e+600.
## Changelog
🆑
fix: Fixes lavaland SMES and other crap from not starting with enough
energy.
fix: The pirate SMES are now magical instead of secretly infinite.
/🆑

* Mechbay & modsuit recharger tweaks (#82337)

## About The Pull Request
- Both mechbay & modsuit rechargers now waste a small amount of energy
as heat like it did before
- Fixes #82332. Mechbay recharger displays the energy of the mech in
joules & charges the cell with the exact energy required directly from
the grid thus not causing the room to blackout

## Changelog
🆑
fix: Mechbay & modsuit rechargers waste a small amount of energy as heat
fix: Mechbay recharger console displays mech charge as joules & charges
directly from the grid thus sparing the rooms apc cell from huge loads
/🆑

* Refactor APCs interaction chain from attackby to item_interaction (#82390)

## About The Pull Request

For how many lines this is, there's not a lot to really say.
In general, we simply move all item interactions from `attackby(...)` to
`item_interaction(...)`, split each item interaction off into a separate
proc, and make them all return the proper item interaction flags.
We _do_ kill some probably dead code, and remove a call to
`attackby(...)` elsewhere. Then, for clarity, we move the cell check
below the ID check so it can be next to the other item type checks, as
the priority between cell and ID is unlikely to matter anyway.
Other than what's described above and detailed below, each section's
functionality should be the same.

Now, for the parts that _do_ need to be explained more.

### Killing Probably Dead Code

Alright, so, the first part that does not have the cleanest transition.

d38f9385b8/code/modules/power/apc/apc_attack.dm (L22-L23)
Whatever the fuck this is.

Asking around, this seems to just be dead code.
For sanity's sake removing it and testing, silicon interactions with it
seem to work just fine.
So we kill it. We just kill it. We Just Kill It.

Closest we could find requires the distance check there to be false, so
it wouldn't apply. But it _does_ bring us to the second bit of weird
code.

### Calling APC Attackby Elsewhere?
So wallframes let you screwdriver them to put them up, which from a
comment seems to be because of cyborgs.
APC wallframes of course override this with their own implementation,
that allows you to also replace a damaged cover or frame like that!

d38f9385b8/code/game/objects/items/apc_frame.dm (L29-L39)
...By just calling the wholeass `attackby(...)` proc on the APC and
calling it a day.

But hey, this is where our previous splitting up comes in handy, because
we just have a `wallframe_act(...)` proc!
So we just call that instead.
```dm
var/obj/machinery/power/apc/mounted_apc = locate(/obj/machinery/power/apc) in get_turf(user)
mounted_apc.wallframe_act(user, src)
return ITEM_INTERACT_SUCCESS
```
...And not use single letter variables, while we're at it.

That should be all.
Remember to get snacks and drinks.
## Why It's Good For The Game

Split off 178 line `attackby(...)` item interaction chain into separate
procs called in `item_interaction(...)`.
Screwdrivering APC wallframes no longer calls the wholeass
`attackby(...)` on the APC, but just call the new sub-proc for the
specific interaction it cares about.
## Changelog
🆑
refactor: APCs have had their item interaction chain refactored. This
should functionally be the same, but please report any issues.
/🆑

* [NO GBP]Cells will only consider 0.1% of their charge when shocking a user. (#82456)

## About The Pull Request
Makes cells only consider 0.1% of their charge when calculating the
damage for shocking someone. This makes the minimum damage 20, and goes
up to 22 (previous behaviour, even though that's a shockingly small
difference) with a 50 MJ cell, which is the highest capacity crew can
get. This makes it inversely scale with the standard cell charge define,
so if that gets changed, cells will use a different composition of their
charge to consider.

## Why It's Good For The Game

Airlocks instantly critting people when shocked regardless of what's in
the grid wasn't previous behaviour.

* Oops. There we go.

* Oh, these two too.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Archie700 <archie712@hotmail.com>
Co-authored-by: Blacklist897 <149209377+Blacklist897@users.noreply.github.com>
2024-04-12 06:33:40 +02:00

458 lines
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/*
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