Moar whitespace normalization [MDB IGNORE] (#7750)

Co-authored-by: Raeschen <rycoop29@gmail.com>
This commit is contained in:
Drathek
2024-02-16 01:54:47 -08:00
committed by GitHub
parent eecf6bbff9
commit 3995338290
1177 changed files with 550902 additions and 550902 deletions

View File

@@ -1,103 +1,103 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/effect/accelerated_particle
name = "Accelerated Particles"
desc = "Small things moving very fast."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "particle1"//Need a new icon for this
anchored = TRUE
density = TRUE
movement_type = UNSTOPPABLE // for bumps to trigger
var/movement_range = 10
var/energy = 10 //energy in eV
var/mega_energy = 0 //energy in MeV
var/frequency = 1
var/ionizing = 0
var/particle_type
var/additional_particles = 0
var/turf/target
var/turf/source
var/movetotarget = 1
/obj/effect/accelerated_particle/weak
icon_state = "particle0"
movement_range = 8
energy = 5
/obj/effect/accelerated_particle/strong
icon_state = "particle2"
movement_range = 15
energy = 15
/obj/effect/accelerated_particle/powerful
icon_state = "particle3"
movement_range = 25
energy = 50
/obj/effect/accelerated_particle/New(loc, dir = 2)
src.loc = loc
src.set_dir(dir)
spawn(0)
move(1)
/obj/effect/accelerated_particle/Bump(atom/A)
if (A)
if(ismob(A))
toxmob(A)
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/))||(istype(A, /obj/machinery/particle_smasher)))
A:energy += energy
//R-UST port
else if(istype(A,/obj/machinery/power/fusion_core))
var/obj/machinery/power/fusion_core/collided_core = A
if(particle_type && particle_type != "neutron")
if(collided_core.AddParticles(particle_type, 1 + additional_particles))
collided_core.owned_field.plasma_temperature += mega_energy
collided_core.owned_field.energy += energy
loc = null
else if(istype(A, /obj/effect/fusion_particle_catcher))
var/obj/effect/fusion_particle_catcher/PC = A
if(particle_type && particle_type != "neutron")
if(PC.parent.owned_core.AddParticles(particle_type, 1 + additional_particles))
PC.parent.plasma_temperature += mega_energy
PC.parent.energy += energy
loc = null
/obj/effect/accelerated_particle/Bumped(atom/A)
if(ismob(A))
Bump(A)
/obj/effect/accelerated_particle/ex_act(severity)
qdel(src)
/obj/effect/accelerated_particle/singularity_act()
return
/obj/effect/accelerated_particle/proc/toxmob(var/mob/living/M)
var/radiation = (energy*2)
M.apply_effect((radiation*3),IRRADIATE,0)
M.updatehealth()
//to_chat(M, "<font color='red'>You feel odd.</font>")
/obj/effect/accelerated_particle/proc/move(var/lag)
if(target)
if(movetotarget)
if(!step_towards(src,target))
src.loc = get_step(src, get_dir(src,target))
if(get_dist(src,target) < 1)
movetotarget = 0
else
if(!step(src, get_step_away(src,source)))
src.loc = get_step(src, get_step_away(src,source))
else
if(!step(src,dir))
src.loc = get_step(src,dir)
movement_range--
if(movement_range <= 0)
qdel(src)
else
sleep(lag)
move(lag)
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/effect/accelerated_particle
name = "Accelerated Particles"
desc = "Small things moving very fast."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "particle1"//Need a new icon for this
anchored = TRUE
density = TRUE
movement_type = UNSTOPPABLE // for bumps to trigger
var/movement_range = 10
var/energy = 10 //energy in eV
var/mega_energy = 0 //energy in MeV
var/frequency = 1
var/ionizing = 0
var/particle_type
var/additional_particles = 0
var/turf/target
var/turf/source
var/movetotarget = 1
/obj/effect/accelerated_particle/weak
icon_state = "particle0"
movement_range = 8
energy = 5
/obj/effect/accelerated_particle/strong
icon_state = "particle2"
movement_range = 15
energy = 15
/obj/effect/accelerated_particle/powerful
icon_state = "particle3"
movement_range = 25
energy = 50
/obj/effect/accelerated_particle/New(loc, dir = 2)
src.loc = loc
src.set_dir(dir)
spawn(0)
move(1)
/obj/effect/accelerated_particle/Bump(atom/A)
if (A)
if(ismob(A))
toxmob(A)
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/singularity/))||(istype(A, /obj/machinery/particle_smasher)))
A:energy += energy
//R-UST port
else if(istype(A,/obj/machinery/power/fusion_core))
var/obj/machinery/power/fusion_core/collided_core = A
if(particle_type && particle_type != "neutron")
if(collided_core.AddParticles(particle_type, 1 + additional_particles))
collided_core.owned_field.plasma_temperature += mega_energy
collided_core.owned_field.energy += energy
loc = null
else if(istype(A, /obj/effect/fusion_particle_catcher))
var/obj/effect/fusion_particle_catcher/PC = A
if(particle_type && particle_type != "neutron")
if(PC.parent.owned_core.AddParticles(particle_type, 1 + additional_particles))
PC.parent.plasma_temperature += mega_energy
PC.parent.energy += energy
loc = null
/obj/effect/accelerated_particle/Bumped(atom/A)
if(ismob(A))
Bump(A)
/obj/effect/accelerated_particle/ex_act(severity)
qdel(src)
/obj/effect/accelerated_particle/singularity_act()
return
/obj/effect/accelerated_particle/proc/toxmob(var/mob/living/M)
var/radiation = (energy*2)
M.apply_effect((radiation*3),IRRADIATE,0)
M.updatehealth()
//to_chat(M, "<font color='red'>You feel odd.</font>")
/obj/effect/accelerated_particle/proc/move(var/lag)
if(target)
if(movetotarget)
if(!step_towards(src,target))
src.loc = get_step(src, get_dir(src,target))
if(get_dist(src,target) < 1)
movetotarget = 0
else
if(!step(src, get_step_away(src,source)))
src.loc = get_step(src, get_step_away(src,source))
else
if(!step(src,dir))
src.loc = get_step(src,dir)
movement_range--
if(movement_range <= 0)
qdel(src)
else
sleep(lag)
move(lag)

View File

@@ -1,385 +1,385 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/*Composed of 7 parts
3 Particle emitters
proc
emit_particle()
1 power box
the only part of this thing that uses power, can hack to mess with the pa/make it better.
Lies, only the control computer draws power.
1 fuel chamber
contains procs for mixing gas and whatever other fuel it uses
mix_gas()
1 gas holder WIP
acts like a tank valve on the ground that you wrench gas tanks onto
proc
extract_gas()
return_gas()
attach_tank()
remove_tank()
get_available_mix()
1 End Cap
1 Control computer
interface for the pa, acts like a computer with an html menu for diff parts and a status report
all other parts contain only a ref to this
a /machine/, tells the others to do work
contains ref for all parts
proc
process()
check_build()
Setup map
|EC|
CC|FC|
|PB|
PE|PE|PE
Icon Addemdum
Icon system is much more robust, and the icons are all variable based.
Each part has a reference string, powered, strength, and contruction values.
Using this the update_icon() proc is simplified a bit (using for absolutely was problematic with naming),
so the icon_state comes out be:
"[reference][strength]", with a switch controlling construction_states and ensuring that it doesn't
power on while being contructed, and all these variables are set by the computer through it's scan list
Essential order of the icons:
Standard - [reference]
Wrenched - [reference]
Wired - [reference]w
Closed - [reference]c
Powered - [reference]p[strength]
Strength being set by the computer and a null strength (Computer is powered off or inactive) returns a 'null', counting as empty
So, hopefully this is helpful if any more icons are to be added/changed/wondering what the hell is going on here
*/
/obj/structure/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "none"
anchored = FALSE
density = TRUE
var/obj/machinery/particle_accelerator/control_box/master = null
var/construction_state = 0
var/reference = null
var/powered = 0
var/strength = null
var/desc_holder = null
/obj/structure/particle_accelerator/Destroy()
construction_state = 0
if(master)
master.part_scan()
..()
/obj/structure/particle_accelerator/end_cap
name = "Alpha Particle Generation Array"
desc_holder = "This is where Alpha particles are generated from \[REDACTED\]"
icon_state = "end_cap"
reference = "end_cap"
/obj/structure/particle_accelerator/update_icon()
..()
return
/obj/structure/particle_accelerator/verb/rotate_clockwise()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.set_dir(turn(src.dir, 270))
return 1
/obj/structure/particle_accelerator/verb/rotate_counterclockwise()
set name = "Rotate Counter Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.set_dir(turn(src.dir, 90))
return 1
/obj/structure/particle_accelerator/examine(mob/user)
. = ..()
switch(construction_state)
if(0)
. += "Looks like it's not attached to the flooring."
if(1)
. += "It is missing some cables."
if(2)
. += "The panel is open."
if(3)
. += "It is assembled."
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user)
if(istool(W))
if(src.process_tool_hit(W,user))
return
..()
return
/obj/structure/particle_accelerator/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(master?.active)
master.toggle_power()
log_game("PACCEL([x],[y],[z]) Was moved while active and turned off.")
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.","singulo")
/obj/structure/particle_accelerator/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(25))
qdel(src)
return
else
return
/obj/structure/particle_accelerator/update_icon()
switch(construction_state)
if(0,1)
icon_state="[reference]"
if(2)
icon_state="[reference]w"
if(3)
if(powered)
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
return
/obj/structure/particle_accelerator/proc/update_state()
if(master)
master.update_state()
return 0
/obj/structure/particle_accelerator/proc/report_ready(var/obj/O)
if(O && (O == master))
if(construction_state >= 3)
return 1
return 0
/obj/structure/particle_accelerator/proc/report_master()
if(master)
return master
return 0
/obj/structure/particle_accelerator/proc/connect_master(var/obj/O)
if(O && istype(O,/obj/machinery/particle_accelerator/control_box))
if(O.dir == src.dir)
master = O
return 1
return 0
/obj/structure/particle_accelerator/proc/process_tool_hit(var/obj/item/O, var/mob/user)
if(!(O) || !(user))
return 0
if(!ismob(user) || !isobj(O))
return 0
var/temp_state = src.construction_state
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
if(0)
if(O.has_tool_quality(TOOL_WRENCH))
playsound(src, O.usesound, 75, 1)
src.anchored = TRUE
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the external bolts.")
temp_state++
if(1)
if(O.has_tool_quality(TOOL_WRENCH))
playsound(src, O.usesound, 75, 1)
src.anchored = FALSE
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
"You remove the external bolts.")
temp_state--
else if(istype(O, /obj/item/stack/cable_coil))
if(O:use(1,user))
user.visible_message("[user.name] adds wires to the [src.name].", \
"You add some wires.")
temp_state++
if(2)
if(O.has_tool_quality(TOOL_WIRECUTTER))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [src.name].", \
"You remove some wires.")
temp_state--
else if(O.has_tool_quality(TOOL_SCREWDRIVER))
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
"You close the access panel.")
temp_state++
if(3)
if(O.has_tool_quality(TOOL_SCREWDRIVER))
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
"You open the access panel.")
temp_state--
if(temp_state == src.construction_state)//Nothing changed
return 0
else
src.construction_state = temp_state
if(src.construction_state < 3)//Was taken apart, update state
update_state()
update_icon()
return 1
/obj/machinery/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "none"
anchored = FALSE
density = TRUE
use_power = USE_POWER_OFF
idle_power_usage = 0
active_power_usage = 0
var/construction_state = 0
var/active = 0
var/reference = null
var/powered = null
var/strength = 0
var/desc_holder = null
/obj/machinery/particle_accelerator/verb/rotate_clockwise()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.set_dir(turn(src.dir, 270))
return 1
/obj/machinery/particle_accelerator/verb/rotate_counterclockwise()
set name = "Rotate Counter-Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.set_dir(turn(src.dir, 90))
return 1
/obj/machinery/particle_accelerator/update_icon()
return
/obj/machinery/particle_accelerator/examine(mob/user)
. = ..()
switch(construction_state)
if(0)
. += "Looks like it's not attached to the flooring."
if(1)
. += "It is missing some cables."
if(2)
. += "The panel is open."
if(3)
. += "It is assembled."
/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user)
if(istool(W))
if(src.process_tool_hit(W,user))
return
..()
return
/obj/machinery/particle_accelerator/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(25))
qdel(src)
return
else
return
/obj/machinery/particle_accelerator/proc/update_state()
return 0
/obj/machinery/particle_accelerator/proc/process_tool_hit(var/obj/item/O, var/mob/user)
if(!(O) || !(user))
return 0
if(!ismob(user) || !isobj(O))
return 0
var/temp_state = src.construction_state
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
if(0)
if(O.has_tool_quality(TOOL_WRENCH))
playsound(src, O.usesound, 75, 1)
src.anchored = TRUE
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the external bolts.")
temp_state++
if(1)
if(O.has_tool_quality(TOOL_WRENCH))
playsound(src, O.usesound, 75, 1)
src.anchored = FALSE
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
"You remove the external bolts.")
temp_state--
else if(istype(O, /obj/item/stack/cable_coil))
if(O:use(1))
user.visible_message("[user.name] adds wires to the [src.name].", \
"You add some wires.")
temp_state++
if(2)
if(O.has_tool_quality(TOOL_WIRECUTTER))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [src.name].", \
"You remove some wires.")
temp_state--
else if(O.has_tool_quality(TOOL_SCREWDRIVER))
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
"You close the access panel.")
temp_state++
if(3)
if(O.has_tool_quality(TOOL_SCREWDRIVER))
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
"You open the access panel.")
temp_state--
active = 0
if(temp_state == src.construction_state)//Nothing changed
return 0
else
if(src.construction_state < 3)//Was taken apart, update state
update_state()
if(use_power)
update_use_power(USE_POWER_OFF)
src.construction_state = temp_state
if(src.construction_state >= 3)
update_use_power(USE_POWER_IDLE)
update_icon()
return 1
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/*Composed of 7 parts
3 Particle emitters
proc
emit_particle()
1 power box
the only part of this thing that uses power, can hack to mess with the pa/make it better.
Lies, only the control computer draws power.
1 fuel chamber
contains procs for mixing gas and whatever other fuel it uses
mix_gas()
1 gas holder WIP
acts like a tank valve on the ground that you wrench gas tanks onto
proc
extract_gas()
return_gas()
attach_tank()
remove_tank()
get_available_mix()
1 End Cap
1 Control computer
interface for the pa, acts like a computer with an html menu for diff parts and a status report
all other parts contain only a ref to this
a /machine/, tells the others to do work
contains ref for all parts
proc
process()
check_build()
Setup map
|EC|
CC|FC|
|PB|
PE|PE|PE
Icon Addemdum
Icon system is much more robust, and the icons are all variable based.
Each part has a reference string, powered, strength, and contruction values.
Using this the update_icon() proc is simplified a bit (using for absolutely was problematic with naming),
so the icon_state comes out be:
"[reference][strength]", with a switch controlling construction_states and ensuring that it doesn't
power on while being contructed, and all these variables are set by the computer through it's scan list
Essential order of the icons:
Standard - [reference]
Wrenched - [reference]
Wired - [reference]w
Closed - [reference]c
Powered - [reference]p[strength]
Strength being set by the computer and a null strength (Computer is powered off or inactive) returns a 'null', counting as empty
So, hopefully this is helpful if any more icons are to be added/changed/wondering what the hell is going on here
*/
/obj/structure/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "none"
anchored = FALSE
density = TRUE
var/obj/machinery/particle_accelerator/control_box/master = null
var/construction_state = 0
var/reference = null
var/powered = 0
var/strength = null
var/desc_holder = null
/obj/structure/particle_accelerator/Destroy()
construction_state = 0
if(master)
master.part_scan()
..()
/obj/structure/particle_accelerator/end_cap
name = "Alpha Particle Generation Array"
desc_holder = "This is where Alpha particles are generated from \[REDACTED\]"
icon_state = "end_cap"
reference = "end_cap"
/obj/structure/particle_accelerator/update_icon()
..()
return
/obj/structure/particle_accelerator/verb/rotate_clockwise()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.set_dir(turn(src.dir, 270))
return 1
/obj/structure/particle_accelerator/verb/rotate_counterclockwise()
set name = "Rotate Counter Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.set_dir(turn(src.dir, 90))
return 1
/obj/structure/particle_accelerator/examine(mob/user)
. = ..()
switch(construction_state)
if(0)
. += "Looks like it's not attached to the flooring."
if(1)
. += "It is missing some cables."
if(2)
. += "The panel is open."
if(3)
. += "It is assembled."
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user)
if(istool(W))
if(src.process_tool_hit(W,user))
return
..()
return
/obj/structure/particle_accelerator/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(master?.active)
master.toggle_power()
log_game("PACCEL([x],[y],[z]) Was moved while active and turned off.")
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.","singulo")
/obj/structure/particle_accelerator/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(25))
qdel(src)
return
else
return
/obj/structure/particle_accelerator/update_icon()
switch(construction_state)
if(0,1)
icon_state="[reference]"
if(2)
icon_state="[reference]w"
if(3)
if(powered)
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
return
/obj/structure/particle_accelerator/proc/update_state()
if(master)
master.update_state()
return 0
/obj/structure/particle_accelerator/proc/report_ready(var/obj/O)
if(O && (O == master))
if(construction_state >= 3)
return 1
return 0
/obj/structure/particle_accelerator/proc/report_master()
if(master)
return master
return 0
/obj/structure/particle_accelerator/proc/connect_master(var/obj/O)
if(O && istype(O,/obj/machinery/particle_accelerator/control_box))
if(O.dir == src.dir)
master = O
return 1
return 0
/obj/structure/particle_accelerator/proc/process_tool_hit(var/obj/item/O, var/mob/user)
if(!(O) || !(user))
return 0
if(!ismob(user) || !isobj(O))
return 0
var/temp_state = src.construction_state
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
if(0)
if(O.has_tool_quality(TOOL_WRENCH))
playsound(src, O.usesound, 75, 1)
src.anchored = TRUE
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the external bolts.")
temp_state++
if(1)
if(O.has_tool_quality(TOOL_WRENCH))
playsound(src, O.usesound, 75, 1)
src.anchored = FALSE
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
"You remove the external bolts.")
temp_state--
else if(istype(O, /obj/item/stack/cable_coil))
if(O:use(1,user))
user.visible_message("[user.name] adds wires to the [src.name].", \
"You add some wires.")
temp_state++
if(2)
if(O.has_tool_quality(TOOL_WIRECUTTER))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [src.name].", \
"You remove some wires.")
temp_state--
else if(O.has_tool_quality(TOOL_SCREWDRIVER))
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
"You close the access panel.")
temp_state++
if(3)
if(O.has_tool_quality(TOOL_SCREWDRIVER))
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
"You open the access panel.")
temp_state--
if(temp_state == src.construction_state)//Nothing changed
return 0
else
src.construction_state = temp_state
if(src.construction_state < 3)//Was taken apart, update state
update_state()
update_icon()
return 1
/obj/machinery/particle_accelerator
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "none"
anchored = FALSE
density = TRUE
use_power = USE_POWER_OFF
idle_power_usage = 0
active_power_usage = 0
var/construction_state = 0
var/active = 0
var/reference = null
var/powered = null
var/strength = 0
var/desc_holder = null
/obj/machinery/particle_accelerator/verb/rotate_clockwise()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.set_dir(turn(src.dir, 270))
return 1
/obj/machinery/particle_accelerator/verb/rotate_counterclockwise()
set name = "Rotate Counter-Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.set_dir(turn(src.dir, 90))
return 1
/obj/machinery/particle_accelerator/update_icon()
return
/obj/machinery/particle_accelerator/examine(mob/user)
. = ..()
switch(construction_state)
if(0)
. += "Looks like it's not attached to the flooring."
if(1)
. += "It is missing some cables."
if(2)
. += "The panel is open."
if(3)
. += "It is assembled."
/obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user)
if(istool(W))
if(src.process_tool_hit(W,user))
return
..()
return
/obj/machinery/particle_accelerator/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if (prob(50))
qdel(src)
return
if(3.0)
if (prob(25))
qdel(src)
return
else
return
/obj/machinery/particle_accelerator/proc/update_state()
return 0
/obj/machinery/particle_accelerator/proc/process_tool_hit(var/obj/item/O, var/mob/user)
if(!(O) || !(user))
return 0
if(!ismob(user) || !isobj(O))
return 0
var/temp_state = src.construction_state
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
if(0)
if(O.has_tool_quality(TOOL_WRENCH))
playsound(src, O.usesound, 75, 1)
src.anchored = TRUE
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the external bolts.")
temp_state++
if(1)
if(O.has_tool_quality(TOOL_WRENCH))
playsound(src, O.usesound, 75, 1)
src.anchored = FALSE
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
"You remove the external bolts.")
temp_state--
else if(istype(O, /obj/item/stack/cable_coil))
if(O:use(1))
user.visible_message("[user.name] adds wires to the [src.name].", \
"You add some wires.")
temp_state++
if(2)
if(O.has_tool_quality(TOOL_WIRECUTTER))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [src.name].", \
"You remove some wires.")
temp_state--
else if(O.has_tool_quality(TOOL_SCREWDRIVER))
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
"You close the access panel.")
temp_state++
if(3)
if(O.has_tool_quality(TOOL_SCREWDRIVER))
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
"You open the access panel.")
temp_state--
active = 0
if(temp_state == src.construction_state)//Nothing changed
return 0
else
if(src.construction_state < 3)//Was taken apart, update state
update_state()
if(use_power)
update_use_power(USE_POWER_OFF)
src.construction_state = temp_state
if(src.construction_state >= 3)
update_use_power(USE_POWER_IDLE)
update_icon()
return 1

View File

@@ -1,6 +1,6 @@
/obj/structure/particle_accelerator/fuel_chamber
name = "EM Acceleration Chamber"
desc_holder = "This is where the Alpha particles are accelerated to <b><i>radical speeds</i></b>."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "fuel_chamber"
/obj/structure/particle_accelerator/fuel_chamber
name = "EM Acceleration Chamber"
desc_holder = "This is where the Alpha particles are accelerated to <b><i>radical speeds</i></b>."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "fuel_chamber"
reference = "fuel_chamber"

View File

@@ -1,253 +1,253 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/machinery/particle_accelerator/control_box
name = "Particle Accelerator Control Computer"
desc = "This controls the density of the particles."
icon = 'icons/obj/machines/particle_accelerator_vr.dmi' //VOREStation Edit
icon_state = "control_box"
reference = "control_box"
anchored = FALSE
density = TRUE
use_power = USE_POWER_OFF
idle_power_usage = 500
active_power_usage = 70000 //70 kW per unit of strength
construction_state = 0
active = 0
dir = 1
var/strength_upper_limit = 2
var/interface_control = 1
var/list/obj/structure/particle_accelerator/connected_parts
var/assembled = 0
var/parts = null
var/datum/wires/particle_acc/control_box/wires = null
/obj/machinery/particle_accelerator/control_box/New()
wires = new(src)
connected_parts = list()
update_active_power_usage(initial(active_power_usage) * (strength + 1))
..()
/obj/machinery/particle_accelerator/control_box/Destroy()
if(active)
toggle_power()
qdel(wires)
wires = null
return ..()
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user as mob)
if(construction_state >= 3)
tgui_interact(user)
else if(construction_state == 2) // Wires exposed
wires.Interact(user)
/obj/machinery/particle_accelerator/control_box/update_state()
if(construction_state < 3)
update_use_power(USE_POWER_OFF)
assembled = 0
active = 0
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
connected_parts = list()
return
if(!part_scan())
update_use_power(USE_POWER_IDLE)
active = 0
connected_parts = list()
/obj/machinery/particle_accelerator/control_box/update_icon()
if(active)
icon_state = "[reference]p[strength]"
else
if(use_power)
if(assembled)
icon_state = "[reference]p"
else
icon_state = "u[reference]p"
else
switch(construction_state)
if(0)
icon_state = "[reference]"
if(1)
icon_state = "[reference]"
if(2)
icon_state = "[reference]w"
else
icon_state = "[reference]c"
/obj/machinery/particle_accelerator/control_box/proc/strength_change()
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
/obj/machinery/particle_accelerator/control_box/proc/add_strength(var/s)
if(assembled)
strength++
if(strength > strength_upper_limit)
strength = strength_upper_limit
else
message_admins("PA Control Computer increased to [strength] by [key_name(usr, usr.client)][ADMIN_QUE(usr)] in [ADMIN_COORDJMP(src)]",0,1)
log_game("PACCEL([x],[y],[z]) [key_name(usr)] increased to [strength]")
investigate_log("increased to <font color='red'>[strength]</font> by [usr.key]","singulo")
strength_change()
/obj/machinery/particle_accelerator/control_box/proc/remove_strength(var/s)
if(assembled)
strength--
if(strength < 0)
strength = 0
else
message_admins("PA Control Computer decreased to [strength] by [key_name(usr, usr.client)][ADMIN_QUE(usr)] in [ADMIN_COORDJMP(src)]",0,1)
log_game("PACCEL([x],[y],[z]) [key_name(usr)] decreased to [strength]")
investigate_log("decreased to <font color='green'>[strength]</font> by [usr.key]","singulo")
strength_change()
/obj/machinery/particle_accelerator/control_box/power_change()
..()
if(stat & NOPOWER)
active = 0
update_use_power(USE_POWER_OFF)
else if(!stat && construction_state == 3)
update_use_power(USE_POWER_IDLE)
/obj/machinery/particle_accelerator/control_box/process()
if(src.active)
//a part is missing!
if( length(connected_parts) < 6 )
log_game("PACCEL([x],[y],[z]) Failed due to missing parts.")
investigate_log("lost a connected part; It <font color='red'>powered down</font>.","singulo")
toggle_power()
return
//emit some particles
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
if(PE)
PE.emit_particle(src.strength)
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
for(var/obj/structure/particle_accelerator/fuel_chamber/F in orange(1,src))
src.set_dir(F.dir)
break
connected_parts = list()
assembled = 0
var/ldir = turn(dir,90)
var/rdir = turn(dir,-90)
var/odir = turn(dir,180)
var/turf/T = src.loc
T = get_step(T,ldir)
if(!check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
return 0
T = get_step(T,odir)
if(!check_part(T,/obj/structure/particle_accelerator/end_cap))
return 0
T = get_step(T,dir)
T = get_step(T,dir)
if(!check_part(T,/obj/structure/particle_accelerator/power_box))
return 0
T = get_step(T,dir)
if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
return 0
T = get_step(T,ldir)
if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
return 0
T = get_step(T,rdir)
T = get_step(T,rdir)
if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
return 0
assembled = 1
return 1
/obj/machinery/particle_accelerator/control_box/proc/check_part(var/turf/T, var/type)
if(!(T)||!(type))
return 0
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
if(istype(PA, type) && PA.connect_master(src) && PA.report_ready(src))
src.connected_parts.Add(PA)
return 1
return 0
/obj/machinery/particle_accelerator/control_box/proc/toggle_power()
active = !active
investigate_log("turned [active?"<font color='red'>ON</font>":"<font color='green'>OFF</font>"] by [usr ? usr.key : "outside forces"]","singulo")
message_admins("PA Control Computer turned [active ?"ON":"OFF"] by [usr ? key_name(usr, usr.client) : "outside forces"][ADMIN_QUE(usr)] in [ADMIN_COORDJMP(src)]",0,1)
log_game("PACCEL([x],[y],[z]) [usr ? key_name(usr, usr.client) : "outside forces"] turned [active?"ON":"OFF"].")
if(active)
update_use_power(USE_POWER_ACTIVE)
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = src.strength
part.powered = 1
part.update_icon()
else
update_use_power(USE_POWER_IDLE)
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
return 1
/obj/machinery/particle_accelerator/control_box/proc/is_interactive(mob/user)
if(!interface_control)
to_chat(user, "<span class='alert'>ERROR: Request timed out. Check wire contacts.</span>")
return FALSE
if(construction_state != 3)
return FALSE
return TRUE
/obj/machinery/particle_accelerator/control_box/tgui_status(mob/user)
if(is_interactive(user))
return ..()
return STATUS_CLOSE
/obj/machinery/particle_accelerator/control_box/tgui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ParticleAccelerator", name)
ui.open()
/obj/machinery/particle_accelerator/control_box/tgui_data(mob/user)
var/list/data = list()
data["assembled"] = assembled
data["power"] = active
data["strength"] = strength
return data
/obj/machinery/particle_accelerator/control_box/tgui_act(action, params)
if(..())
return
switch(action)
if("power")
if(wires.is_cut(WIRE_POWER))
return
toggle_power()
. = TRUE
if("scan")
part_scan()
. = TRUE
if("add_strength")
if(wires.is_cut(WIRE_PARTICLE_STRENGTH))
return
add_strength()
. = TRUE
if("remove_strength")
if(wires.is_cut(WIRE_PARTICLE_STRENGTH))
return
remove_strength()
. = TRUE
update_icon()
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/machinery/particle_accelerator/control_box
name = "Particle Accelerator Control Computer"
desc = "This controls the density of the particles."
icon = 'icons/obj/machines/particle_accelerator_vr.dmi' //VOREStation Edit
icon_state = "control_box"
reference = "control_box"
anchored = FALSE
density = TRUE
use_power = USE_POWER_OFF
idle_power_usage = 500
active_power_usage = 70000 //70 kW per unit of strength
construction_state = 0
active = 0
dir = 1
var/strength_upper_limit = 2
var/interface_control = 1
var/list/obj/structure/particle_accelerator/connected_parts
var/assembled = 0
var/parts = null
var/datum/wires/particle_acc/control_box/wires = null
/obj/machinery/particle_accelerator/control_box/New()
wires = new(src)
connected_parts = list()
update_active_power_usage(initial(active_power_usage) * (strength + 1))
..()
/obj/machinery/particle_accelerator/control_box/Destroy()
if(active)
toggle_power()
qdel(wires)
wires = null
return ..()
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user as mob)
if(construction_state >= 3)
tgui_interact(user)
else if(construction_state == 2) // Wires exposed
wires.Interact(user)
/obj/machinery/particle_accelerator/control_box/update_state()
if(construction_state < 3)
update_use_power(USE_POWER_OFF)
assembled = 0
active = 0
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
connected_parts = list()
return
if(!part_scan())
update_use_power(USE_POWER_IDLE)
active = 0
connected_parts = list()
/obj/machinery/particle_accelerator/control_box/update_icon()
if(active)
icon_state = "[reference]p[strength]"
else
if(use_power)
if(assembled)
icon_state = "[reference]p"
else
icon_state = "u[reference]p"
else
switch(construction_state)
if(0)
icon_state = "[reference]"
if(1)
icon_state = "[reference]"
if(2)
icon_state = "[reference]w"
else
icon_state = "[reference]c"
/obj/machinery/particle_accelerator/control_box/proc/strength_change()
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
/obj/machinery/particle_accelerator/control_box/proc/add_strength(var/s)
if(assembled)
strength++
if(strength > strength_upper_limit)
strength = strength_upper_limit
else
message_admins("PA Control Computer increased to [strength] by [key_name(usr, usr.client)][ADMIN_QUE(usr)] in [ADMIN_COORDJMP(src)]",0,1)
log_game("PACCEL([x],[y],[z]) [key_name(usr)] increased to [strength]")
investigate_log("increased to <font color='red'>[strength]</font> by [usr.key]","singulo")
strength_change()
/obj/machinery/particle_accelerator/control_box/proc/remove_strength(var/s)
if(assembled)
strength--
if(strength < 0)
strength = 0
else
message_admins("PA Control Computer decreased to [strength] by [key_name(usr, usr.client)][ADMIN_QUE(usr)] in [ADMIN_COORDJMP(src)]",0,1)
log_game("PACCEL([x],[y],[z]) [key_name(usr)] decreased to [strength]")
investigate_log("decreased to <font color='green'>[strength]</font> by [usr.key]","singulo")
strength_change()
/obj/machinery/particle_accelerator/control_box/power_change()
..()
if(stat & NOPOWER)
active = 0
update_use_power(USE_POWER_OFF)
else if(!stat && construction_state == 3)
update_use_power(USE_POWER_IDLE)
/obj/machinery/particle_accelerator/control_box/process()
if(src.active)
//a part is missing!
if( length(connected_parts) < 6 )
log_game("PACCEL([x],[y],[z]) Failed due to missing parts.")
investigate_log("lost a connected part; It <font color='red'>powered down</font>.","singulo")
toggle_power()
return
//emit some particles
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
if(PE)
PE.emit_particle(src.strength)
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
for(var/obj/structure/particle_accelerator/fuel_chamber/F in orange(1,src))
src.set_dir(F.dir)
break
connected_parts = list()
assembled = 0
var/ldir = turn(dir,90)
var/rdir = turn(dir,-90)
var/odir = turn(dir,180)
var/turf/T = src.loc
T = get_step(T,ldir)
if(!check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
return 0
T = get_step(T,odir)
if(!check_part(T,/obj/structure/particle_accelerator/end_cap))
return 0
T = get_step(T,dir)
T = get_step(T,dir)
if(!check_part(T,/obj/structure/particle_accelerator/power_box))
return 0
T = get_step(T,dir)
if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
return 0
T = get_step(T,ldir)
if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
return 0
T = get_step(T,rdir)
T = get_step(T,rdir)
if(!check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
return 0
assembled = 1
return 1
/obj/machinery/particle_accelerator/control_box/proc/check_part(var/turf/T, var/type)
if(!(T)||!(type))
return 0
var/obj/structure/particle_accelerator/PA = locate(/obj/structure/particle_accelerator) in T
if(istype(PA, type) && PA.connect_master(src) && PA.report_ready(src))
src.connected_parts.Add(PA)
return 1
return 0
/obj/machinery/particle_accelerator/control_box/proc/toggle_power()
active = !active
investigate_log("turned [active?"<font color='red'>ON</font>":"<font color='green'>OFF</font>"] by [usr ? usr.key : "outside forces"]","singulo")
message_admins("PA Control Computer turned [active ?"ON":"OFF"] by [usr ? key_name(usr, usr.client) : "outside forces"][ADMIN_QUE(usr)] in [ADMIN_COORDJMP(src)]",0,1)
log_game("PACCEL([x],[y],[z]) [usr ? key_name(usr, usr.client) : "outside forces"] turned [active?"ON":"OFF"].")
if(active)
update_use_power(USE_POWER_ACTIVE)
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = src.strength
part.powered = 1
part.update_icon()
else
update_use_power(USE_POWER_IDLE)
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
return 1
/obj/machinery/particle_accelerator/control_box/proc/is_interactive(mob/user)
if(!interface_control)
to_chat(user, "<span class='alert'>ERROR: Request timed out. Check wire contacts.</span>")
return FALSE
if(construction_state != 3)
return FALSE
return TRUE
/obj/machinery/particle_accelerator/control_box/tgui_status(mob/user)
if(is_interactive(user))
return ..()
return STATUS_CLOSE
/obj/machinery/particle_accelerator/control_box/tgui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ParticleAccelerator", name)
ui.open()
/obj/machinery/particle_accelerator/control_box/tgui_data(mob/user)
var/list/data = list()
data["assembled"] = assembled
data["power"] = active
data["strength"] = strength
return data
/obj/machinery/particle_accelerator/control_box/tgui_act(action, params)
if(..())
return
switch(action)
if("power")
if(wires.is_cut(WIRE_POWER))
return
toggle_power()
. = TRUE
if("scan")
part_scan()
. = TRUE
if("add_strength")
if(wires.is_cut(WIRE_PARTICLE_STRENGTH))
return
add_strength()
. = TRUE
if("remove_strength")
if(wires.is_cut(WIRE_PARTICLE_STRENGTH))
return
remove_strength()
. = TRUE
update_icon()

View File

@@ -1,47 +1,47 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/structure/particle_accelerator/particle_emitter
name = "EM Containment Grid"
desc_holder = "This launchs the Alpha particles, might not want to stand near this end."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "none"
var/fire_delay = 50
var/last_shot = 0
/obj/structure/particle_accelerator/particle_emitter/center
icon_state = "emitter_center"
reference = "emitter_center"
/obj/structure/particle_accelerator/particle_emitter/right // It's looking for these in opposite directions.
icon_state = "emitter_left"
reference = "emitter_left"
/obj/structure/particle_accelerator/particle_emitter/left
icon_state = "emitter_right"
reference = "emitter_right"
/obj/structure/particle_accelerator/particle_emitter/proc/set_delay(var/delay)
if(delay && delay >= 0)
fire_delay = delay
return 1
return 0
/obj/structure/particle_accelerator/particle_emitter/proc/emit_particle(var/strength = 0)
if((last_shot + fire_delay) <= world.time)
last_shot = world.time
var/obj/effect/accelerated_particle/A = null
var/turf/T = src.loc // if it doesn't spawn here, it won't bump stuff directly infront of the PA
switch(strength)
if(0)
A = new/obj/effect/accelerated_particle/weak(T, dir)
if(1)
A = new/obj/effect/accelerated_particle(T, dir)
if(2)
A = new/obj/effect/accelerated_particle/strong(T, dir)
if(3)
A = new/obj/effect/accelerated_particle/powerful(T, dir)
if(A)
A.set_dir(src.dir)
return 1
return 0
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/structure/particle_accelerator/particle_emitter
name = "EM Containment Grid"
desc_holder = "This launchs the Alpha particles, might not want to stand near this end."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "none"
var/fire_delay = 50
var/last_shot = 0
/obj/structure/particle_accelerator/particle_emitter/center
icon_state = "emitter_center"
reference = "emitter_center"
/obj/structure/particle_accelerator/particle_emitter/right // It's looking for these in opposite directions.
icon_state = "emitter_left"
reference = "emitter_left"
/obj/structure/particle_accelerator/particle_emitter/left
icon_state = "emitter_right"
reference = "emitter_right"
/obj/structure/particle_accelerator/particle_emitter/proc/set_delay(var/delay)
if(delay && delay >= 0)
fire_delay = delay
return 1
return 0
/obj/structure/particle_accelerator/particle_emitter/proc/emit_particle(var/strength = 0)
if((last_shot + fire_delay) <= world.time)
last_shot = world.time
var/obj/effect/accelerated_particle/A = null
var/turf/T = src.loc // if it doesn't spawn here, it won't bump stuff directly infront of the PA
switch(strength)
if(0)
A = new/obj/effect/accelerated_particle/weak(T, dir)
if(1)
A = new/obj/effect/accelerated_particle(T, dir)
if(2)
A = new/obj/effect/accelerated_particle/strong(T, dir)
if(3)
A = new/obj/effect/accelerated_particle/powerful(T, dir)
if(A)
A.set_dir(src.dir)
return 1
return 0

View File

@@ -1,6 +1,6 @@
/obj/structure/particle_accelerator/power_box
name = "Particle Focusing EM Lens"
desc_holder = "This uses electromagnetic waves to focus the Alpha-Particles."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "power_box"
/obj/structure/particle_accelerator/power_box
name = "Particle Focusing EM Lens"
desc_holder = "This uses electromagnetic waves to focus the Alpha-Particles."
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "power_box"
reference = "power_box"