Files
Bubberstation/code/modules/power/tesla/coil.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

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// zap needs to be over this amount to get power
#define TESLA_COIL_THRESHOLD 80
// each zap power unit produces 400 joules
#define ZAP_TO_ENERGY(p) (joules_to_energy((p) * 400))
/obj/machinery/power/energy_accumulator/tesla_coil
name = "tesla coil"
desc = "For the union!"
icon = 'icons/obj/engine/tesla_coil.dmi'
icon_state = "coil0"
// Executing a traitor caught releasing tesla was never this fun!
can_buckle = TRUE
buckle_lying = 0
buckle_requires_restraints = TRUE
can_change_cable_layer = TRUE
circuit = /obj/item/circuitboard/machine/tesla_coil
///Flags of the zap that the coil releases when the wire is pulsed
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE | ZAP_LOW_POWER_GEN
///Multiplier for power conversion
var/input_power_multiplier = 1
///Cooldown between pulsed zaps
var/zap_cooldown = 100
///Reference to the last zap done
var/last_zap = 0
//Variables to calculate sound based on stored_energy to give engineers an audioclue of the magnitude of energy production.
///Calculated range of zap sounds based on power
var/zap_sound_range = 0
///Calculated volume of zap sounds based on power
var/zap_sound_volume = 0
/obj/machinery/power/energy_accumulator/tesla_coil/anchored
anchored = TRUE
/obj/machinery/power/energy_accumulator/tesla_coil/Initialize(mapload)
. = ..()
set_wires(new /datum/wires/tesla_coil(src))
/obj/machinery/power/energy_accumulator/tesla_coil/cable_layer_change_checks(mob/living/user, obj/item/tool)
if(anchored)
balloon_alert(user, "unanchor first!")
return FALSE
return TRUE
/obj/machinery/power/energy_accumulator/tesla_coil/RefreshParts()
. = ..()
var/power_multiplier = 0
zap_cooldown = 100
for(var/datum/stock_part/capacitor/capacitor in component_parts)
power_multiplier += capacitor.tier
zap_cooldown -= (capacitor.tier * 20)
input_power_multiplier = max(1 * (power_multiplier / 8), 0.25) //Max out at 50% efficency.
/obj/machinery/power/energy_accumulator/tesla_coil/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads:<br>" + \
"Power generation at <b>[input_power_multiplier*100]%</b>.<br>" + \
"Shock interval at <b>[zap_cooldown*0.1]</b> seconds.<br>" + \
"Stored <b>[display_joules(get_stored_joules())]</b>.<br>" + \
"Processing <b>[display_power(get_power_output())]</b>.")
/obj/machinery/power/energy_accumulator/tesla_coil/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "coil_open[anchored]"
else
icon_state = "coil[anchored]"
update_cable_icons_on_turf(get_turf(src))
/obj/machinery/power/energy_accumulator/tesla_coil/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/power/energy_accumulator/tesla_coil/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "coil_open[anchored]", "coil[anchored]", W))
return
if(default_deconstruction_crowbar(W))
return
if(is_wire_tool(W) && panel_open)
wires.interact(user)
return
return ..()
/obj/machinery/power/energy_accumulator/tesla_coil/process(seconds_per_tick)
. = ..()
zap_sound_volume = min(energy_to_joules(stored_energy)/200000, 100)
zap_sound_range = min(energy_to_joules(stored_energy)/4000000, 10)
/obj/machinery/power/energy_accumulator/tesla_coil/zap_act(power, zap_flags)
if(!anchored || panel_open)
return ..()
ADD_TRAIT(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED)
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED), 1 SECONDS)
flick("coilhit", src)
if(!(zap_flags & ZAP_GENERATES_POWER)) //Prevent infinite recursive power
return 0
if(zap_flags & ZAP_LOW_POWER_GEN)
power /= 10
zap_buckle_check(power)
var/power_removed = powernet ? power * input_power_multiplier : power
stored_energy += max(ZAP_TO_ENERGY(power_removed - TESLA_COIL_THRESHOLD), 0)
return max(power - power_removed, 0) //You get back the amount we didn't use
/obj/machinery/power/energy_accumulator/tesla_coil/proc/zap()
if((last_zap + zap_cooldown) > world.time || !powernet)
return FALSE
last_zap = world.time
var/power = (powernet.avail) * 0.2 * input_power_multiplier //Always always always use more then you output for the love of god
power = min(surplus(), power) //Take the smaller of the two
add_load(power)
playsound(src.loc, 'sound/magic/lightningshock.ogg', zap_sound_volume, TRUE, zap_sound_range)
tesla_zap(src, 10, power, zap_flags)
zap_buckle_check(power)
/obj/machinery/power/energy_accumulator/grounding_rod
name = "grounding rod"
desc = "Keeps an area from being fried by Edison's Bane."
icon = 'icons/obj/engine/tesla_coil.dmi'
icon_state = "grounding_rod0"
anchored = FALSE
density = TRUE
wants_powernet = FALSE
can_buckle = TRUE
buckle_lying = 0
buckle_requires_restraints = TRUE
/obj/machinery/power/energy_accumulator/grounding_rod/anchored
anchored = TRUE
/obj/machinery/power/energy_accumulator/grounding_rod/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads:<br>" + \
"Recently grounded <b>[display_joules(get_stored_joules())]</b>.<br>" + \
"This energy would sustainably release <b>[display_power(get_power_output())]</b>.")
/obj/machinery/power/energy_accumulator/grounding_rod/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
if(panel_open)
icon_state = "grounding_rod_open[anchored]"
else
icon_state = "grounding_rod[anchored]"
/obj/machinery/power/energy_accumulator/grounding_rod/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool)
return TOOL_ACT_TOOLTYPE_SUCCESS
/obj/machinery/power/energy_accumulator/grounding_rod/attackby(obj/item/W, mob/user, params)
if(default_deconstruction_screwdriver(user, "grounding_rod_open[anchored]", "grounding_rod[anchored]", W))
return
if(default_deconstruction_crowbar(W))
return
return ..()
/obj/machinery/power/energy_accumulator/grounding_rod/zap_act(power, zap_flags)
if(anchored && !panel_open)
flick("grounding_rodhit", src)
zap_buckle_check(power)
stored_energy += ZAP_TO_ENERGY(power)
return 0
else
. = ..()
#undef TESLA_COIL_THRESHOLD
#undef ZAP_TO_ENERGY