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Bubberstation/code/modules/power/power.dm
T
SyncIt21 354e75026d Power machines can now operate on different cable layers (#76075)
## About The Pull Request

Machines that require a cable underneath it to operate like Tesla, SMES,
Emitter & Turbine now look for the `cable_layer` (red, yellow, blue
default being yellow) to operate on and not `machine_layer`(that var is
removed). `machine_layer` & `cable layer` served the same purpose so i
removed `machine_ layer` var and made it just look for the cable layer
to operate on to reduce redundancy.

The following machine's can have their cable layer changed with a
multitool when in the specified state
1. Emitter when it's not welded
2. Tesla Coil when it's not wrenched
3. SMES when it does not have a terminal attached
3.1 Terminal of the SMES cable layer can also be changed with Right
Click during installation
4. APC terminal cable layer can also be changed with Right Click during
installation
5. Turbine rotor when its panel is open


![POWER](https://github.com/tgstation/tgstation/assets/110812394/21827905-0a46-43de-8626-489e773c370a)
Here all 3 SMES were on 3 separate layers of cable but they were all
joined by a single multi z layer hub cable summing up all their
contribution's even though they were on different cable layers.


##  Why It's Good For The Game
It makes sense that a machine should only look for what cable layer it
should operate on and adding another layer called machine layer was just
redundant. Also cable layers blue & red which could not be used by
machines are now usable

## Changelog
🆑
fix: cable layers 1 & 3 can now be used by machine's like emitters,
smes, tesla coil & turbine.
fix: terminals(smes & apc) can operate on different cable layers by
installing them with right click
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-28 17:02:34 +00:00

470 lines
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//////////////////////////////
// POWER MACHINERY BASE CLASS
//////////////////////////////
/////////////////////////////
// Definitions
/////////////////////////////
/obj/machinery/power
name = null
icon = 'icons/obj/power.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)), 3)
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 [lowertext(GLOB.cable_layer_to_name["[cable_layer]"])].")
else
. += span_warning("It's disconnected from the [lowertext(GLOB.cable_layer_to_name["[cable_layer]"])].")
. += span_notice("It's power line can be changed with a [EXAMINE_HINT("multitool")].")
///does the required checks to see if this machinery layer can be changed
/obj/machinery/power/proc/cable_layer_change_checks(mob/living/user, obj/item/tool)
return can_change_cable_layer
/obj/machinery/power/multitool_act(mob/living/user, obj/item/tool)
if(!can_change_cable_layer || !cable_layer_change_checks(user, tool))
return TOOL_ACT_TOOLTYPE_SUCCESS
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice))
return TOOL_ACT_TOOLTYPE_SUCCESS
cable_layer = GLOB.cable_name_to_layer[choice]
balloon_alert(user, "now operating on the [choice]")
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/power/multitool_act_secondary(mob/living/user, obj/item/tool)
return multitool_act(user, tool)
/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(!loc)
return 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
// increment the power usage stats for an area
/obj/machinery/proc/use_power(amount, chan = power_channel)
amount = max(amount * machine_power_rectifier, 0) // make sure we don't use negative power
var/area/A = get_area(src) // make sure it's in an area
A?.use_power(amount, chan)
/**
* An alternative to 'use_power', this proc directly costs the APC in direct charge, as opposed to being calculated periodically.
* - Amount: How much power the APC's cell is to be costed.
*/
/obj/machinery/proc/directly_use_power(amount)
var/area/A = get_area(src)
var/obj/machinery/power/apc/local_apc
if(!A)
return FALSE
local_apc = A.apc
if(!local_apc)
return FALSE
if(!local_apc.cell)
return FALSE
local_apc.cell.use(amount)
return TRUE
/**
* 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 standard loosely-defined SS13 power units.
* - 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(!local_apc)
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
/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, params)
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/cell/cell
if (istype(power_source, /datum/powernet))
PN = power_source
else if (istype(power_source, /obj/item/stock_parts/cell))
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/cell/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.use_power(drained_energy WATTS)
else if (istype(power_source, /datum/powernet))
var/drained_power = drained_energy WATTS //convert from "joules" to "watts"
PN.delayedload += (min(drained_power, max(PN.newavail - PN.delayedload, 0)))
else if (istype(power_source, /obj/item/stock_parts/cell))
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_1)
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