Files
Bubberstation/code/game/objects/items/devices/powersink.dm
phil235 0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00

146 lines
4.7 KiB
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// Powersink - used to drain station power
/obj/item/device/powersink
desc = "A nulling power sink which drains energy from electrical systems."
name = "power sink"
icon_state = "powersink0"
item_state = "electronic"
w_class = 4
flags = CONDUCT
throwforce = 5
throw_speed = 1
throw_range = 2
materials = list(MAT_METAL=750)
origin_tech = "powerstorage=3;syndicate=5"
var/drain_rate = 1600000 // amount of power to drain per tick
var/power_drained = 0 // has drained this much power
var/max_power = 1e10 // maximum power that can be drained before exploding
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/admins_warned = 0 // stop spam, only warn the admins once that we are about to boom
var/const/DISCONNECTED = 0
var/const/CLAMPED_OFF = 1
var/const/OPERATING = 2
var/obj/structure/cable/attached // the attached cable
/obj/item/device/powersink/update_icon()
icon_state = "powersink[mode == OPERATING]"
/obj/item/device/powersink/proc/set_mode(value)
if(value == mode)
return
switch(value)
if(DISCONNECTED)
attached = null
if(mode == OPERATING)
SSobj.processing.Remove(src)
anchored = 0
if(CLAMPED_OFF)
if(!attached)
return
if(mode == OPERATING)
SSobj.processing.Remove(src)
anchored = 1
if(OPERATING)
if(!attached)
return
SSobj.processing |= src
anchored = 1
mode = value
update_icon()
SetLuminosity(0)
/obj/item/device/powersink/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
if(mode == DISCONNECTED)
var/turf/T = loc
if(isturf(T) && !T.intact)
attached = locate() in T
if(!attached)
user << "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>"
else
set_mode(CLAMPED_OFF)
user.visible_message( \
"[user] attaches \the [src] to the cable.", \
"<span class='notice'>You attach \the [src] to the cable.</span>",
"<span class='italics'>You hear some wires being connected to something.</span>")
else
user << "<span class='warning'>This device must be placed over an exposed, powered cable node!</span>"
else
set_mode(DISCONNECTED)
user.visible_message( \
"[user] detaches \the [src] from the cable.", \
"<span class='notice'>You detach \the [src] from the cable.</span>",
"<span class='italics'>You hear some wires being disconnected from something.</span>")
else
return ..()
/obj/item/device/powersink/attack_paw()
return
/obj/item/device/powersink/attack_ai()
return
/obj/item/device/powersink/attack_hand(mob/user)
switch(mode)
if(DISCONNECTED)
..()
if(CLAMPED_OFF)
user.visible_message( \
"[user] activates \the [src]!", \
"<span class='notice'>You activate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
message_admins("Power sink activated by [key_name_admin(user)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[user]'>FLW</A>) at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
log_game("Power sink activated by [key_name(user)] at ([x],[y],[z])")
set_mode(OPERATING)
if(OPERATING)
user.visible_message( \
"[user] deactivates \the [src]!", \
"<span class='notice'>You deactivate \the [src].</span>",
"<span class='italics'>You hear a click.</span>")
set_mode(CLAMPED_OFF)
/obj/item/device/powersink/process()
if(!attached)
set_mode(DISCONNECTED)
return
var/datum/powernet/PN = attached.powernet
if(PN)
SetLuminosity(5)
// found a powernet, so drain up to max power from it
var/drained = min ( drain_rate, PN.avail )
PN.load += drained
power_drained += drained
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
A.cell.charge = max(0, A.cell.charge - 50)
power_drained += 50
if(A.charging == 2) // If the cell was full
A.charging = 1 // It's no longer full
if(power_drained > max_power * 0.98)
if (!admins_warned)
admins_warned = 1
message_admins("Power sink at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) is 95% full. Explosion imminent.")
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
SSobj.processing.Remove(src)
explosion(src.loc, 4,8,16,32)
qdel(src)