mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-26 00:51:23 +00:00
Fixes many machines and a few structure not having a cooldown when attacked with an item. Fixes not being able to eat or be facehugged when wearing riot helmet with visor up. Fixes not being able to use child of the tool type for craft recipes requiring tools. Tablecrafting failure message now tells you what caused the failure (missing tool, missing component) Fixes fuego plasma burrito recipe. Fixes being able to grab cups from water cooler with telekinesis, putting the cup directly in your hand. Fixes golem appearing with their old human name for a split second. Some changes to make code more OOP (take_damage() proc for barricade, shieldgen, etc) Some tweaks to light tube building code.
326 lines
9.7 KiB
Plaintext
326 lines
9.7 KiB
Plaintext
/obj/machinery/power/am_control_unit
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name = "antimatter control unit"
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desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "control"
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anchored = 1
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density = 1
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use_power = 1
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idle_power_usage = 100
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active_power_usage = 1000
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var/list/obj/machinery/am_shielding/linked_shielding
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var/list/obj/machinery/am_shielding/linked_cores
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var/obj/item/weapon/am_containment/fueljar
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var/update_shield_icons = 0
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var/stability = 100
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var/exploding = 0
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var/active = 0//On or not
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var/fuel_injection = 2//How much fuel to inject
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var/shield_icon_delay = 0//delays resetting for a short time
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var/reported_core_efficiency = 0
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var/power_cycle = 0
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var/power_cycle_delay = 4//How many ticks till produce_power is called
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var/stored_core_stability = 0
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var/stored_core_stability_delay = 0
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var/stored_power = 0//Power to deploy per tick
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/obj/machinery/power/am_control_unit/New()
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..()
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linked_shielding = list()
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linked_cores = list()
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/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just del on the others
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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qdel(AMS)
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return ..()
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/obj/machinery/power/am_control_unit/process()
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if(exploding)
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explosion(get_turf(src),8,12,18,12)
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if(src) qdel(src)
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if(update_shield_icons && !shield_icon_delay)
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check_shield_icons()
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update_shield_icons = 0
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if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
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return
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if(!fueljar)//No fuel but we are on, shutdown
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toggle_power()
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//Angry buzz or such here
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return
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add_avail(stored_power)
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power_cycle++
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if(power_cycle >= power_cycle_delay)
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produce_power()
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power_cycle = 0
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return
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/obj/machinery/power/am_control_unit/proc/produce_power()
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
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if(core_power <= 0) return 0//Something is wrong
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var/core_damage = 0
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var/fuel = fueljar.usefuel(fuel_injection)
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stored_power = (fuel/core_power)*fuel*200000
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//Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
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if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
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if(prob(50))core_damage = 1//Small chance of damage
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if((fuel-core_power) > 5) core_damage = 5//Now its really starting to overload the cores
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if((fuel-core_power) > 10) core_damage = 20//Welp now you did it, they wont stand much of this
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if(core_damage == 0) return
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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AMS.stability -= core_damage
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AMS.check_stability(1)
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1)
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return
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/obj/machinery/power/am_control_unit/emp_act(severity)
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switch(severity)
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if(1)
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if(active) toggle_power()
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stability -= rand(15,30)
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if(2)
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if(active) toggle_power()
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stability -= rand(10,20)
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..()
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return 0
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/obj/machinery/power/am_control_unit/blob_act()
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stability -= 20
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if(prob(100-stability))//Might infect the rest of the machine
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.blob_act()
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qdel(src)
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return
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check_stability()
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return
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/obj/machinery/power/am_control_unit/ex_act(severity, target)
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stability -= (80 - (severity * 20))
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check_stability()
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return
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/obj/machinery/power/am_control_unit/bullet_act(obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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stability -= Proj.force
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return 0
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/obj/machinery/power/am_control_unit/power_change()
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..()
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if(stat & NOPOWER && active)
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toggle_power()
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return
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/obj/machinery/power/am_control_unit/update_icon()
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if(active) icon_state = "control_on"
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else icon_state = "control"
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//No other icons for it atm
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/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench))
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if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures the [src.name] to the floor.", \
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"<span class='notice'>You secure the anchor bolts to the floor.</span>", \
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"<span class='italics'>You hear a ratchet.</span>")
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src.anchored = 1
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connect_to_network()
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else if(!linked_shielding.len > 0)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures the [src.name].", \
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"Y<span class='notice'>You remove the anchor bolts.</span>", \
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"<span class='italics'>You hear a ratchet.</span>")
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src.anchored = 0
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disconnect_from_network()
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else
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user << "<span class='warning'>Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!</span>"
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return
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if(istype(W, /obj/item/weapon/am_containment))
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if(fueljar)
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user << "<span class='warning'>There is already a [fueljar] inside!</span>"
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return
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fueljar = W
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W.loc = src
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if(user.client)
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user.client.screen -= W
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user.unEquip(W)
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user.update_icons()
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user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
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"<span class='notice'>You load an [W.name].</span>", \
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"<span class='italics'>You hear a thunk.</span>")
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return
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if(W.force >= 20)
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stability -= W.force/2
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check_stability()
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..()
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/obj/machinery/power/am_control_unit/attack_hand(mob/user)
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if(anchored)
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interact(user)
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return
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/obj/machinery/power/am_control_unit/proc/add_shielding(obj/machinery/am_shielding/AMS, AMS_linking = 0)
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if(!istype(AMS)) return 0
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if(!anchored) return 0
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if(!AMS_linking && !AMS.link_control(src)) return 0
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linked_shielding.Add(AMS)
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update_shield_icons = 1
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return 1
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/obj/machinery/power/am_control_unit/proc/remove_shielding(obj/machinery/am_shielding/AMS)
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if(!istype(AMS)) return 0
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linked_shielding.Remove(AMS)
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update_shield_icons = 2
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if(active) toggle_power()
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return 1
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/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
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if(stability <= 0)
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qdel(src)
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return
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/obj/machinery/power/am_control_unit/proc/toggle_power()
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active = !active
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if(active)
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use_power = 2
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visible_message("The [src.name] starts up.")
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else
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use_power = 1
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visible_message("The [src.name] shuts down.")
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update_icon()
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return
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/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
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if(shield_icon_delay) return
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shield_icon_delay = 1
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if(update_shield_icons == 2)//2 means to clear everything and rebuild
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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if(AMS.processing) AMS.shutdown_core()
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AMS.control_unit = null
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spawn(10)
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AMS.controllerscan()
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linked_shielding = list()
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else
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.update_icon()
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spawn(20)
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shield_icon_delay = 0
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return
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/obj/machinery/power/am_control_unit/proc/check_core_stability()
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if(stored_core_stability_delay || linked_cores.len <= 0) return
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stored_core_stability_delay = 1
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stored_core_stability = 0
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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stored_core_stability += AMS.stability
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stored_core_stability/=linked_cores.len
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spawn(40)
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stored_core_stability_delay = 0
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return
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/obj/machinery/power/am_control_unit/interact(mob/user)
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if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
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if(!istype(user, /mob/living/silicon/ai))
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user.unset_machine()
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user << browse(null, "window=AMcontrol")
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return
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user.set_machine(src)
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var/dat = ""
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dat += "AntiMatter Control Panel<BR>"
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dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A><BR>"
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dat += "<A href='?src=\ref[src];refreshicons=1'>Force Shielding Update</A><BR><BR>"
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dat += "Status: [(active?"Injecting":"Standby")] <BR>"
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dat += "<A href='?src=\ref[src];togglestatus=1'>Toggle Status</A><BR>"
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dat += "Stability: [stability]%<BR>"
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dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
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dat += "Cores: [linked_cores.len]<BR><BR>"
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dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
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dat += "-Average Stability: [stored_core_stability] <A href='?src=\ref[src];refreshstability=1'>(update)</A><BR>"
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dat += "Last Produced: [stored_power]<BR>"
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dat += "Fuel: "
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if(!fueljar)
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dat += "<BR>No fuel receptacle detected."
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else
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dat += "<A href='?src=\ref[src];ejectjar=1'>Eject</A><BR>"
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dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
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dat += "- Injecting: [fuel_injection] units<BR>"
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dat += "- <A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
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user << browse(dat, "window=AMcontrol;size=420x500")
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onclose(user, "AMcontrol")
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return
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/obj/machinery/power/am_control_unit/Topic(href, href_list)
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if(..())
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return
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if(href_list["close"])
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usr << browse(null, "window=AMcontrol")
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usr.unset_machine()
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return
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if(href_list["togglestatus"])
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toggle_power()
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if(href_list["refreshicons"])
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update_shield_icons = 1
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if(href_list["ejectjar"])
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if(fueljar)
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fueljar.loc = src.loc
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fueljar = null
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//fueljar.control_unit = null currently it does not care where it is
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//update_icon() when we have the icon for it
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if(href_list["strengthup"])
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fuel_injection++
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if(href_list["strengthdown"])
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fuel_injection--
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if(fuel_injection < 0) fuel_injection = 0
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if(href_list["refreshstability"])
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check_core_stability()
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updateDialog()
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return |