-fixed cyborgs/AI problems with emitters;
-collector controller now without delay display state of singularity, beware red circle;
APC repairing:
-emagged APCs can be easily fixed;
-blowed up and malfhacked APCs can be fixed with lot of work;
--Note: malf timer will NOT slowdown due to gameplay reasons;
-APC now actually use power for charging its cells;
Power cells:
-explosions strength now depends on charge;
-in general explosions were nerfed;
-power cells can lose quality in several circumstances;
Food processor
-now messages appears in right moments;
-code rewritten, adding recipes now easy;
-recipes still same;
-new recipe: non-player monkey -> bucket of blood;



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@709 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
rastaf.zero@gmail.com
2010-12-27 15:08:56 +00:00
parent 5f42e2ec35
commit 80fcaa3cb0
6 changed files with 452 additions and 314 deletions

View File

@@ -1,105 +1,125 @@
/obj/machinery/processor/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(src.contents.len > 0)
user << "Something is already in the processing chamber."
return 0
else
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/potato) || istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/wheat) || istype(O, /obj/item/weapon/reagent_containers/food/snacks/humanmeat) || istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeymeat))
user.drop_item()
O.loc = src
else if(istype(O,/obj/item/weapon/grab))
var/obj/item/weapon/grab/G = O
if(istype(G.affecting, /mob/living/carbon/alien/larva/metroid))
G.affecting.loc = src
user.drop_item()
else
user << "That probably won't blend."
return 0
/datum/food_processor_process
var/input
var/output
var/time = 40
proc/process(loc, what)
if (src.output && loc)
new src.output(loc)
if (what)
del(what)
/* objs */
wheat
input = /obj/item/weapon/reagent_containers/food/snacks/grown/wheat
output = /obj/item/weapon/reagent_containers/food/snacks/flour
monkeymeat
input = /obj/item/weapon/reagent_containers/food/snacks/monkeymeat
output = /obj/item/weapon/reagent_containers/food/snacks/faggot
humanmeat
input = /obj/item/weapon/reagent_containers/food/snacks/humanmeat
output = /obj/item/weapon/reagent_containers/food/snacks/faggot
/obj/machinery/processor/attack_hand(user as mob)
if(src.processing)
user << "The processor is in the process of processing."
return
for(var/obj/O in src.contents)
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/wheat))
src.processing = 1
sleep(40)
playsound(src.loc, 'blender.ogg', 50, 1)
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [user] turns on \a [src]."))
del(O)
new /obj/item/weapon/reagent_containers/food/snacks/flour(src.loc)
src.processing = 0
return
potato
input = /obj/item/weapon/reagent_containers/food/snacks/grown/potato
output = /obj/item/weapon/reagent_containers/food/snacks/fries
if (istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeymeat))
src.processing = 1
sleep(40)
playsound(src.loc, 'blender.ogg', 50, 1)
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [user] turns on \a [src]."))
del(O)
new /obj/item/weapon/reagent_containers/food/snacks/faggot(src.loc)
src.processing = 0
return
if (istype(O, /obj/item/weapon/reagent_containers/food/snacks/humanmeat))
src.processing = 1
sleep(40)
playsound(src.loc, 'blender.ogg', 50, 1)
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [user] turns on \a [src]."))
del(O)
new /obj/item/weapon/reagent_containers/food/snacks/faggot(src.loc)
processing = 0
return
if (istype(O, /obj/item/weapon/reagent_containers/food/snacks/grown/potato))
src.processing = 1
sleep(40)
playsound(src.loc, 'blender.ogg', 50, 1)
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [user] turns on \a [src]."))
del(O)
new /obj/item/weapon/reagent_containers/food/snacks/fries(src.loc)
processing = 0
return
for(var/mob/O in src.contents)
if(istype(O, /mob/living/carbon/alien/larva/metroid))
src.processing = 1
sleep(40)
playsound(src.loc, 'blender.ogg', 50, 1)
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [user] turns on \a [src]."))
var/mob/dead/observer/newmob
/* mobs */
mob
process(loc, what)
var/mob/O = what
if (O.client)
newmob = new/mob/dead/observer(O)
O:client:mob = newmob
newmob:client:eye = newmob
del(O)
new /obj/item/weapon/reagent_containers/food/drinks/jar(src.loc)
src.processing = 0
return
user << "There doesn't appear to be anything in the processing chamber."
/*
/obj/machinery/processor/attackby(obj/item/weapon/grab/G as obj, mob/user as mob)
if(istype(G.affecting, /mob/living/carbon/alien/larva/metroid))
sleep(40)
var/mob/dead/observer/newmob = new/mob/dead/observer(O)
O.client.mob = newmob
newmob.client.eye = newmob
..()
metroid
input = /mob/living/carbon/alien/larva/metroid
output = /obj/item/weapon/reagent_containers/food/drinks/jar
monkey
process(loc, what)
var/mob/living/carbon/monkey/O = what
if (O.client) //grief-proof
O.loc = loc
O.visible_message("\blue Suddenly [O] jumps out from the processor!", \
"You jump out from the processor", \
"You hear chimp")
return
var/obj/item/weapon/reagent_containers/glass/bucket/bucket_of_blood = new(loc)
var/datum/reagent/blood/B = new()
B.holder = bucket_of_blood
B.volume = 70
//set reagent data
B.data["donor"] = O
if(O.virus && O.virus.spread_type != SPECIAL)
B.data["virus"] = new O.virus.type(0)
B.data["blood_DNA"] = copytext(O.dna.unique_enzymes,1,0)
if(O.resistances&&O.resistances.len)
B.data["resistances"] = O.resistances.Copy()
bucket_of_blood.reagents.reagent_list += B
bucket_of_blood.reagents.update_total()
bucket_of_blood.on_reagent_change()
//bucket_of_blood.reagents.handle_reactions() //blood doesn't react
..()
input = /mob/living/carbon/monkey
output = null
/obj/machinery/processor/proc/select_recipe(var/X)
for (var/Type in typesof(/datum/food_processor_process) - /datum/food_processor_process - /datum/food_processor_process/mob)
var/datum/food_processor_process/P = new Type()
if (!istype(X, P.input))
continue
return P
return 0
/obj/machinery/processor/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(src.processing)
user << "\red The processor is in the process of processing."
return 1
if(src.contents.len > 0) //TODO: several items at once? several different items?
user << "\red Something is already in the processing chamber."
return 1
var/what = O
if (istype(O, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = O
what = G.affecting
var/datum/food_processor_process/P = select_recipe(what)
if (!P)
user << "\red That probably won't blend."
return 1
user.visible_message("[user] put [what] into [src].", \
"You put the [what] into [src].")
user.drop_item()
what:loc = src
return
/obj/machinery/processor/attack_hand(var/mob/user as mob)
if(src.processing)
user << "\red The processor is in the process of processing."
return 1
if(src.contents.len == 0)
user << "\red The processor is empty."
return 1
for(var/O in src.contents)
var/datum/food_processor_process/P = select_recipe(O)
if (!P)
log_admin("DEBUG: [O] in processor havent suitable recipe. How do you put it in?") //-rastaf0
continue
src.processing = 1
user.visible_message("\blue [user] turns on \a [src].", \
"You turn on \a [src].", \
"You hear food processor")
playsound(src.loc, 'blender.ogg', 50, 1)
for(var/mob/V in viewers(src, null))
V.show_message(text("\blue [user] turns on \a [src]."))
var/mob/dead/observer/newmob
if (G.affecting.client)
newmob = new/mob/dead/observer(G.affecting)
G.affecting:client:mob = newmob
newmob:client:eye = newmob
del(G.affecting)
del(G)
new /obj/item/weapon/reagent_containers/food/drinks/jar(src.loc)
*/
sleep(P.time)
P.process(src.loc, O)
src.processing = 0
src.visible_message("\blue \the [src] finished processing.", \
"You hear food processor stop")

View File

@@ -5,6 +5,8 @@ tbh this could likely be better and I did not use all that many comments on it.
However people seem to like it for some reason.
*/////////////////////////////////////////////////
#define collector_control_range 12
/////SINGULARITY SPAWNER
/obj/machinery/the_singularitygen/
name = "Gravitational Singularity Generator"
@@ -73,6 +75,7 @@ However people seem to like it for some reason.
if(Ti)
src.Dtime = Ti
..()
notify_collector_controller()
/obj/machinery/the_singularity/attack_hand(mob/user as mob)
return 1
@@ -83,12 +86,17 @@ However people seem to like it for some reason.
/obj/machinery/the_singularity/ex_act(severity)
switch(severity)
if(1.0)
del(src) //TODO: some animation
del(src)
return
if(2.0 to 3.0) //no way
return
return
/obj/machinery/the_singularity/Del()
//TODO: some animation
notify_collector_controller()
..()
/obj/machinery/the_singularity/process()
eat()
@@ -113,6 +121,7 @@ However people seem to like it for some reason.
if ( is_surrounded && active )
src.active = 0
src.dieot = 0
notify_collector_controller()
spawn(50)
if (!active)
grav_pull = 6
@@ -121,12 +130,18 @@ However people seem to like it for some reason.
src.active = 1
src.dieot = 1
grav_pull = 8
notify_collector_controller()
if(active == 1)
move()
spawn(5)
move()
/obj/machinery/the_singularity/proc/notify_collector_controller()
var/oldsrc = src
src = 0 //for spawn() working even after Del(), see byond documentation about sleep() -rastaf0
for(var/obj/machinery/power/collector_control/myCC in orange(collector_control_range,oldsrc))
spawn() myCC.updatecons()
/obj/machinery/the_singularity
var/global/list/uneatable = list(\
@@ -287,6 +302,7 @@ However people seem to like it for some reason.
new/obj/item/weapon/tile (X)
X:break_tile_to_plating()
else
X:break_tile()
else if(istype(X,/turf/simulated/wall))
if (istype(X,/turf/simulated/wall/r_wall))
@@ -566,51 +582,30 @@ However people seem to like it for some reason.
icon_state = "Emitter"
/obj/machinery/emitter/attack_hand(mob/user as mob)
if (..())
return
if(state == 3)
if(!src.locked)
if(!src.locked || istype(user, /mob/living/silicon))
src.add_fingerprint(user)
if(src.active==1)
src.active = 0
user << "You turn off the emitter."
user << "You turn off the [src]."
else
src.active = 1
user << "You turn on the emitter."
user << "You turn on the [src]."
src.shot_number = 0
src.fire_delay = 100
update_icon()
else
user << "The controls are locked!"
else
user << "The emitter needs to be firmly secured to the floor first."
user << "The [src] needs to be firmly secured to the floor first."
return 1
/obj/machinery/emitter/attack_ai(mob/user as mob)
if (..())
return
if(state == 3)
src.add_fingerprint(user)
if(src.active==1)
src.active = 0
user << "You turn off the emitter."
else
src.active = 1
user << "You turn on the emitter."
src.shot_number = 0
src.fire_delay = 100
update_icon()
else
user << "The emitter needs to be firmly secured to the floor first."
/obj/machinery/emitter/process()
if(stat & (NOPOWER|BROKEN))
return
if(!src.state == 3)
if(!src.state == 3 || !anchored)
src.active = 0
return
@@ -661,7 +656,7 @@ However people seem to like it for some reason.
/obj/machinery/emitter/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "\red Turn off the emitter first."
user << "\red Turn off the [src] first."
return 1
else if(state == 0)
@@ -685,10 +680,10 @@ However people seem to like it for some reason.
else if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
if (state == 0)
user << "\red The emitter needs to be wrenched to the floor first."
user << "\red The [src] needs to be wrenched to the floor first."
return 1
if (W:get_fuel() < 1)
if (W:get_fuel() < 2) //weldingtool always uses 1 additional unit of fuel
user << "\blue You need more welding fuel to complete this task."
return 1
W:use_fuel(1)
@@ -697,21 +692,21 @@ However people seem to like it for some reason.
if(state == 1)
user.visible_message("[user.name] start to weld [src.name] to the floor.", \
"You start to weld the emitter to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
state = 3
user << "You weld the emitter to the floor."
user << "You weld the [src] to the floor."
else
return 1
else if(state == 3)
user.visible_message("[user.name] start to cut [src.name] to the floor.", \
"You start to cut the emitter free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
state = 1
user << "You cut the emitter free from the floor."
user << "You cut the [src] free from the floor."
else
return 1
@@ -776,20 +771,34 @@ However people seem to like it for some reason.
icon_state = "ca"
flick("ca_deactive", src)
/obj/machinery/power/collector_array/proc/eject()
var/obj/item/weapon/tank/plasma/Z = src.P
Z.loc = get_turf(src)
Z.layer = initial(Z.layer)
src.P = null
if (src.active)
src.active = 0
updateicon_off()
else
updateicon()
if (CU)
CU.updatecons()
/obj/machinery/power/collector_array/power_change()
..()
updateicon()
/obj/machinery/power/collector_array/process()
if(P)
if(P.air_contents.toxins <= 0)
if(src.active == 1)
if(P)
if(P.air_contents.toxins <= 0)
P.air_contents.toxins = 0
src.active = 0
updateicon_off()
else
src.active = 0
updateicon_off()
else if(src.active == 1)
src.active = 0
updateicon_off()
..()
//use_power called from collector_array/process
/obj/machinery/power/collector_array/attack_hand(mob/user as mob)
if (..())
@@ -838,17 +847,7 @@ However people seem to like it for some reason.
else if(istype(W, /obj/item/weapon/crowbar))
if(!P)
return 1
var/obj/item/weapon/tank/plasma/Z = src.P
Z.loc = get_turf(src)
Z.layer = initial(Z.layer)
src.P = null
if (src.active)
src.active = 0
updateicon_off()
else
updateicon()
if (CU)
CU.updatecons()
eject()
else if(istype(W, /obj/item/weapon/wrench))
if(active)
@@ -866,8 +865,8 @@ However people seem to like it for some reason.
user.visible_message("[user.name] unsecure [src.name] reinforcing bolts to the floor.", \
"You undo the external reinforcing bolts.", \
"You hear ratchet")
if (CU)
CU.updatecons()
for(var/obj/machinery/power/collector_control/myCC in orange(1,src))
myCC.updatecons()
else
user.visible_message("\red The [src.name] has been hit with the [W.name] by [user.name]!", \
@@ -878,11 +877,14 @@ However people seem to like it for some reason.
/obj/machinery/power/collector_array/ex_act(severity)
switch(severity)
if(2.0 to 3.0)
var/obj/item/weapon/tank/plasma/Z = src.P
Z.loc = get_turf(src)
Z.layer = initial(Z.layer)
src.P = null
eject()
return ..()
/obj/machinery/power/collector_array/Del()
. = ..()
for(var/obj/machinery/power/collector_control/myCC in orange(1,src))
myCC.updatecons()
////////////CONTROL UNIT
/obj/machinery/power/collector_control
@@ -921,14 +923,19 @@ However people seem to like it for some reason.
/obj/machinery/power/collector_control/proc/updatecons()
S = list()
for(var/obj/machinery/the_singularity/myS in orange(12,src))
for(var/obj/machinery/the_singularity/myS in orange(collector_control_range,src))
S += myS
for (var/ca_dir in cardinal)
for (var/ca_dir in list( WEST, EAST, NORTH, SOUTH ) /* cardinal*/ )
var/obj/machinery/power/collector_array/newCA = locate() in get_step(src,ca_dir)
if (isnull(newCA))
continue
if (!newCA.anchored)
if (!isnull(newCA.CU) && newCA.CU != src)
var/n = CA.Find(newCA)
if (n)
CA[n] = null
continue
if (!newCA.anchored || (!isnull(newCA.CU) && newCA.CU != src))
var/n = CA.Find(newCA)
if (n)
CA[n] = null
@@ -947,12 +954,14 @@ However people seem to like it for some reason.
return
overlays += image('singularity.dmi', "cu on")
var/err = 0
for (var/i = 1, ((i<= CA.len) && (i<=4)), i++)
for (var/i = 1, i <= CA.len, i++)
var/obj/machinery/power/collector_array/myCA = CA[i]
if(myCA)
if (myCA.P)
if(myCA.active)
overlays += image('singularity.dmi', "cu [i] on")
if (myCA.P.air_contents.toxins <= 0)
err = 1
else
err = 1
if(err)
@@ -962,7 +971,7 @@ However people seem to like it for some reason.
overlays += image('singularity.dmi', "cu sing")
break
for (var/obj/machinery/the_singularity/myS in S)
if(myS && !myS.active)
if(myS && myS.active)
overlays += image('singularity.dmi', "cu conterr")
break
@@ -977,31 +986,30 @@ However people seem to like it for some reason.
/obj/machinery/power/collector_control/process()
if(stat & (NOPOWER|BROKEN))
return
if(src.active == 1)
var/power_a = 0
var/power_s = 0
var/power_p = 0
if(!active)
return
var/power_a = 0
var/power_s = 0
var/power_p = 0
for (var/obj/machinery/the_singularity/myS in S)
if(!isnull(myS))
power_s += myS.energy
for (var/obj/machinery/the_singularity/myS in S)
if(!isnull(myS))
power_s += myS.energy
for (var/i = 1, i<= CA.len, i++)
var/obj/machinery/power/collector_array/myCA = CA[i]
if (!myCA)
continue
var/obj/item/weapon/tank/plasma/myP = myCA.P
if(myP)
if (myCA.active)
myCA.use_power(250)
power_p += myP.air_contents.toxins
myP.air_contents.toxins -= 0.001
for (var/i = 1, i<= CA.len, i++)
var/obj/machinery/power/collector_array/myCA = CA[i]
if (!myCA)
continue
var/obj/item/weapon/tank/plasma/myP = myCA.P
if (myCA.active && myP)
myCA.use_power(250)
power_p += myP.air_contents.toxins
myP.air_contents.toxins -= 0.001
power_a = power_p*power_s*50
src.lastpower = power_a
add_avail(power_a)
use_power(250)
..()
power_a = power_p*power_s*50
src.lastpower = power_a
add_avail(power_a)
use_power(250)
/obj/machinery/power/collector_control/attack_hand(mob/user as mob)
@@ -1013,14 +1021,14 @@ However people seem to like it for some reason.
return 1
src.active = !src.active
if(!src.active)
user << "You turn off the collector control."
user << "You turn off the [src]."
src.lastpower = 0
updateicon()
if(src.active)
user << "You turn on the collector control."
user << "You turn on the [src]."
updatecons()
else
user << "\red The collector control needs to be secured to the floor first."
user << "\red The [src] needs to be secured to the floor first."
return 1
/obj/machinery/power/collector_control/attackby(obj/item/W, mob/user)
@@ -1040,7 +1048,7 @@ However people seem to like it for some reason.
connect_to_network()
else
user.visible_message("[user.name] unsecure [src.name] to the floor.", \
"You undo the collector control securing bolts.", \
"You undo the [src] securing bolts.", \
"You hear ratchet")
disconnect_from_network()
else
@@ -1050,7 +1058,7 @@ However people seem to like it for some reason.
src.add_fingerprint(user)
/////FIELD GEN
#define field_generator_max_power 250
/obj/machinery/field_generator
name = "Field Generator"
desc = "Projects an energy field when active"
@@ -1063,7 +1071,6 @@ However people seem to like it for some reason.
var/Varpower = 0
var/active = 0
var/power = 20
var/max_power = 250
var/state = 0
//var/steps = 0
//var/last_check = 0
@@ -1081,9 +1088,9 @@ However people seem to like it for some reason.
return
var/level = 3
switch (power)
if(0 to 40)
if(0 to 60)
level = 1
if(41 to 220)
if(61 to 220)
level = 2
if(221 to INFINITY)
level = 3
@@ -1092,9 +1099,16 @@ However people seem to like it for some reason.
powerlevel = level
icon_state = "Field_Gen +a[powerlevel]"
/obj/machinery/field_generator/proc/turn_off()
src.active = 0
spawn(1)
src.cleanup()
update_icon()
/obj/machinery/field_generator/proc/turn_on()
src.active = 1
warming_up = 1
powerlevel = 0
spawn(1)
while (warming_up<3 && active)
sleep(50)
@@ -1104,36 +1118,23 @@ However people seem to like it for some reason.
/obj/machinery/field_generator/attack_hand(mob/user as mob)
if(state == 3)
if(!src.locked)
if(!src.locked || istype(user, /mob/living/silicon))
if(src.active >= 1)
// src.active = 0
// icon_state = "Field_Gen"
user << "You are unable to turn off the field generator, wait till it powers down."
user << "You are unable to turn off the [src]r, wait till it powers down."
// src.cleanup()
return 1
else
user.visible_message("[user.name] turn on [src.name]", \
"You turn on the field generator.", \
"You turn on the [src].", \
"You hear heavy droning")
turn_on()
src.add_fingerprint(user)
else
user << "The controls are locked!"
else
user << "The field generator needs to be firmly secured to the floor first."
/obj/machinery/field_generator/attack_ai(mob/user as mob)
if(state == 3)
if(src.active >= 1)
user << "You are unable to turn off the field generator, wait till it powers down."
else
user.visible_message("[user.name] turn on [src.name]", \
"You turn on the field generator.", \
"You hear heavy droning")
turn_on()
src.add_fingerprint(user)
else
user << "The field generator needs to be firmly secured to the floor first."
user << "The [src] needs to be firmly secured to the floor first."
/obj/machinery/field_generator/New()
..()
@@ -1146,13 +1147,14 @@ However people seem to like it for some reason.
if(src.active == 0)
src.active = 1
src.state = 3
src.power = 250
src.power = field_generator_max_power
src.anchored = 1
src.warming_up = 1
Varedit_start = 0
if(src.active == 1)
if(!src.state == 3)
src.active = 0
if(!src.state == 3 || !anchored)
turn_off()
return
spawn(1)
setup_field(1)
@@ -1165,17 +1167,16 @@ However people seem to like it for some reason.
src.active = 2
if(src.power < 0)
src.power = 0
if(src.power > src.max_power)
src.power = src.max_power
if(src.power > field_generator_max_power)
src.power = field_generator_max_power
if(src.active >= 1)
src.power -= 1
if(Varpower == 0)
if(src.power <= 0)
for(var/mob/M in viewers(src))
M.show_message("\red The [src.name] shuts down due to lack of power!")
src.active = 0
spawn(1)
src.cleanup()
turn_off()
return
update_icon()
/obj/machinery/field_generator/proc/setup_field(var/NSEW)
@@ -1214,7 +1215,7 @@ However people seem to like it for some reason.
/obj/machinery/field_generator/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench) && state!=3)
if(active)
user << "Turn off the field generator first."
user << "Turn off the [src] first."
return 1
if(state == 0)
@@ -1237,7 +1238,7 @@ However people seem to like it for some reason.
if(state == 0)
user << "\red The [src.name] needs to be wrenched to the floor first."
return 1
if (W:get_fuel() < 1)
if (W:get_fuel() < 2)
user << "\blue You need more welding fuel to complete this task."
return 1
W:use_fuel(1)
@@ -1246,7 +1247,7 @@ However people seem to like it for some reason.
if(state == 1)
user.visible_message("[user.name] start to weld [src.name] to the floor.", \
"You start to weld the field generator to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
state = 3
@@ -1256,11 +1257,11 @@ However people seem to like it for some reason.
else if(state == 3)
user.visible_message("[user.name] start to cut [src.name] free from the floor.", \
"You start to cut the field generator free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
state = 1
user << "You cut the field generator free from the floor."
user << "You cut the [src] free from the floor."
else
return 1
@@ -1302,7 +1303,8 @@ However people seem to like it for some reason.
if (isnull(F))
continue
G = (F.gen_primary == src) ? F.gen_secondary : F.gen_primary
G.fields -= F
if (G)
G.fields -= F
del(F)
fields = list()

View File

@@ -25,7 +25,7 @@
var/obj/item/weapon/cell/cell
var/start_charge = 90 // initial cell charge %
var/cell_type = 2500 // 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
var/opened = 0
var/opened = 0 //0=closed, 1=opened, 2=cover removed
var/shorted = 0
var/lighting = 3
var/equipment = 3
@@ -44,9 +44,9 @@
var/lastused_environ = 0
var/lastused_total = 0
var/main_status = 0
var/light_consumption = 0
var/equip_consumption = 0
var/environ_consumption = 0
var/light_consumption = 0 //not used
var/equip_consumption = 0 //not used
var/environ_consumption = 0 //not used
var/emagged = 0
var/wiresexposed = 0
var/apcwires = 15
@@ -78,22 +78,24 @@
return apcwires
/obj/machinery/power/apc/updateUsrDialog()
if (stat & (BROKEN|MAINT))
return
var/list/nearby = viewers(1, src)
if (!(stat & (BROKEN|MAINT))) // unbroken
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
src.interact(M)
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
src.interact(M)
if (istype(usr, /mob/living/silicon))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
src.interact(usr)
/obj/machinery/power/apc/updateDialog()
if(!(stat & BROKEN|MAINT)) // unbroken
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if (M.client && M.machine == src)
src.interact(M)
if (stat & (BROKEN|MAINT))
return
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if (M.client && M.machine == src)
src.interact(M)
AutoUpdateAI(src)
/obj/machinery/power/apc/New(turf/loc, var/ndir, var/building=0)
@@ -154,14 +156,14 @@
/obj/machinery/power/apc/examine()
set src in oview(1)
if(usr && !usr.stat)
if(usr /*&& !usr.stat*/)
usr << "A control terminal for the area electrical systems."
if(stat & BROKEN)
usr << "Looks broken."
return
if(opened)
if(has_electronics && terminal)
usr << "The cover is open and the power cell is [ cell ? "installed" : "missing"]."
usr << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
else if (!has_electronics && terminal)
usr << "There are some wires but no any electronics."
else if (has_electronics && !terminal)
@@ -171,7 +173,9 @@
else
if (stat & MAINT)
usr << "The cover is closed. Something wrong with this: it's doesn't work."
usr << "The cover is closed. Something wrong with it: it's doesn't work."
else if (emagged || malfhack)
usr << "The cover is broken. It's may be hard to force it open."
else
usr << "The cover is closed."
@@ -180,11 +184,19 @@
// also add overlays for indicator lights
/obj/machinery/power/apc/proc/updateicon()
if(opened)
if (stat & MAINT)
icon_state = "apcmaint"
else
icon_state = "[ cell ? "apc2" : "apc1" ]" // if opened, show cell if it's inserted
src.overlays = null // also delete all overlays
var/basestate = "apc[ cell ? "2" : "1" ]" // if opened, show cell if it's inserted
if (opened==1)
if (stat & MAINT)
icon_state = "apcmaint" //disassembled APC cannot hold cell
else
icon_state = basestate
else if (opened == 2)
if ((stat & BROKEN) || malfhack )
icon_state = "[basestate]-b-nocover"
else /* if (emagged)*/
icon_state = "[basestate]-nocover"
src.overlays = null // also delete all overlays
return
else if(emagged || malfhack)
icon_state = "apcemag"
src.overlays = null
@@ -193,6 +205,10 @@
icon_state = "apcewires"
src.overlays = null
return
else if (stat & BROKEN)
icon_state = "apc-b"
src.overlays = null
return
else
icon_state = "apc0"
@@ -211,35 +227,44 @@
//attack with an item - open/close cover, insert cell, or (un)lock interface
/obj/machinery/power/apc/attackby(obj/item/weapon/W, mob/user)
/obj/machinery/power/apc/attackby(obj/item/W, mob/user)
if(stat & BROKEN) return //TODO: repairing
if (istype(user, /mob/living/silicon))
return src.attack_hand(user)
if (istype(W, /obj/item/weapon/crowbar)) // crowbar means open or close the cover
if(opened)
if (!terminal && has_electronics==1)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "You trying to remove the power control board..."
if(do_after(user, 50))
has_electronics = 0
if (istype(W, /obj/item/weapon/crowbar) && opened)
if (has_electronics==1)
if (terminal)
user << "\red Disconnect wires first."
return
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "You trying to remove the power control board..."
if(do_after(user, 50))
has_electronics = 0
if ((stat & BROKEN) || malfhack)
user.visible_message(\
"\red [user.name] has broken the power control board inside [src.name]!",\
"You broke the charred power control board and remove remains.",
"You hear crack")
//ticker.mode:apcs-- //XSI said no and I agreed. -rastaf0
else
user.visible_message(\
"\red [user.name] has removed the power control board from [src.name]!",\
"You remove the power control board.")
new /obj/item/weapon/module/power_control(loc)
else
opened = 0
updateicon()
else if (opened!=2) //cover isn't removed
opened = 0
updateicon()
else if (istype(W, /obj/item/weapon/crowbar) && !((stat & BROKEN) || malfhack) )
if(coverlocked && !(stat & MAINT))
user << "\red The cover is locked and cannot be opened."
return
else
if(coverlocked)
user << "The cover is locked and cannot be opened."
else
opened = 1
updateicon()
opened = 1
updateicon()
else if (istype(W, /obj/item/weapon/cell) && opened) // trying to put a cell inside
if(cell)
user << "There is a power cell already installed."
return
else
if (stat & MAINT)
user << "\red There is no any connector for your power cell."
@@ -255,9 +280,11 @@
else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
if(opened)
if (cell)
user << "\red Close the APC first" //Less hints more mistery!
user << "\red Close the APC first." //Less hints more mystery!
return
else if (!has_electronics || !terminal)
user << "\red There is nothing to secure."
return
else
if (has_electronics==1)
has_electronics = 2
@@ -270,7 +297,6 @@
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You unfasten the electronics."
updateicon()
else if(emagged || malfhack)
user << "The interface is broken"
else
@@ -280,7 +306,7 @@
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
if(emagged || malfhack)
user << "The interface is broken"
user << "The interface is broken."
else if(opened)
user << "You must close the cover to swipe an ID card."
else if(wiresexposed)
@@ -303,37 +329,35 @@
user << "Nothing happens."
else
flick("apc-spark", src)
sleep(6)
if(prob(50))
emagged = 1
locked = 0
user << "You emag the APC interface."
updateicon()
else
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
if (do_after(user,6))
if(prob(50))
emagged = 1
locked = 0
user << "You emag the APC interface."
updateicon()
else
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
else if (istype(W, /obj/item/weapon/cable_coil) && !terminal && opened && has_electronics!=2)
if (src.loc:intact)
user << "\red You must remove the plating first."
return
var/obj/item/weapon/cable_coil/C = W
if(C.amount >= 10)
user << "You start adding cables to the APC frame..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
var/turf/T = get_turf_loc(src)
var/obj/cable/N = T.get_cable_node()
if (N.electrocute(usr, 50, N.netnum))
return
C.amount -= 10
if(!C.amount) del(C)
user.visible_message(\
"\red [user.name] has added cables to the APC frame!",\
"You add cables to the APC frame.")
make_terminal()
terminal.connect_to_network()
else
if(C.amount < 10)
user << "\red You need more wires."
return
user << "You start adding cables to the APC frame..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && C.amount >= 10)
var/turf/T = get_turf_loc(src)
var/obj/cable/N = T.get_cable_node()
if (N && N.electrocute(usr, 50, N.netnum))
return
C.use(10)
user.visible_message(\
"\red [user.name] has added cables to the APC frame!",\
"You add cables to the APC frame.")
make_terminal()
terminal.connect_to_network()
else if (istype(W, /obj/item/weapon/wirecutters) && terminal && opened && has_electronics!=2)
if (src.loc:intact)
user << "\red You must remove the plating first."
@@ -343,16 +367,15 @@
if(do_after(user, 50))
if (terminal.electrocute(usr, 50, terminal.netnum))
return
var/obj/item/weapon/cable_coil/C = new /obj/item/weapon/cable_coil(loc)
C.amount = 10
new /obj/item/weapon/cable_coil(loc,10)
user.visible_message(\
"\red [user.name] cut cables and dismantled the power terminal.",\
"You cut cables and dismantle the power terminal.")
del(terminal)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
user << "You trying to insert the power control board into the frame..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
if(do_after(user, 10))
has_electronics = 1
user << "You place the power control board inside the frame."
del(W)
@@ -361,11 +384,11 @@
user << "\blue You need more welding fuel to complete this task."
return
user << "You start welding APC frame..."
W:use_fuel(3)
W:use_fuel(2)
W:eyecheck(user)
playsound(src.loc, 'Welder.ogg', 50, 1)
if(do_after(user, 50))
if (emagged || malfhack)
if (emagged || malfhack || (stat & BROKEN) || opened==2)
new /obj/item/weapon/sheet/metal(loc)
user.visible_message(\
"\red [src] has been cut apart by [user.name] with the weldingtool.",\
@@ -378,18 +401,52 @@
"You cut APC frame from the wall.",\
"\red You hear welding.")
del(src)
/obj/machinery/power/apc/attack_ai(mob/user)
return src.attack_hand(user)
else if (istype(W, /obj/item/apc_frame) && opened && emagged)
emagged = 0
if (opened==2)
opened = 1
user.visible_message(\
"\red [user.name] has replace the damaged APC frontal panel with new one.",\
"You replace the damaged APC frontal panel with new one.")
del(W)
updateicon()
else if (istype(W, /obj/item/apc_frame) && opened && ((stat & BROKEN) || malfhack))
if (has_electronics)
user << "You cannot repair this heavy damaged APC until broken electronics still inside."
return
user << "You begin to replace the damaged APC frame..."
if(do_after(user, 50))
user.visible_message(\
"\red [user.name] has replace the damaged APC frame with new one.",\
"You replace the damaged APC frame with new one.")
del(W)
stat &= ~BROKEN
malfai = null
malfhack = 0
if (opened==2)
opened = 1
updateicon()
else
if ( ((stat & BROKEN) || malfhack) \
&& !opened \
&& W.force >= 5 \
&& W.w_class >= 3.0 \
&& !istype(W, /obj/item/weapon/gun) \
&& prob(10) )
opened = 2
user.visible_message("\red The APC cover was knocked down with the [W.name] by [user.name]!", \
"\red You knock down the APC cover with your [W.name]!", \
"You hear bang")
updateicon()
else
user.visible_message("\red The [src.name] has been hit with the [W.name] by [user.name]!", \
"\red You hit the [src.name] with your [W.name]!", \
"You hear bang")
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|MAINT)) return
if(opened && (!istype(user, /mob/living/silicon)))
if(cell)
cell.loc = usr
@@ -409,6 +466,7 @@
src.updateicon()
else
if(stat & (BROKEN|MAINT)) return
// do APC interaction
src.interact(user)
@@ -454,7 +512,7 @@
onclose(user, "apcwires")
user.machine = src
var/t = "<TT><B>Area Power Controller</B> ([area.name])<HR>"
var/t = "<html><head><title>[area.name] APC</title></head><body><TT><B>Area Power Controller</B> ([area.name])<HR>"
if(locked && (!istype(user, /mob/living/silicon)))
t += "<I>(Swipe ID card to unlock inteface.)</I><BR>"
@@ -551,7 +609,7 @@
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</TT>"
t += "</TT></body></html>"
user << browse(t, "window=apc")
onclose(user, "apc")
return
@@ -825,6 +883,7 @@
if (src.cell)
if (src.cell.charge > 0)
src.cell.charge = 0
cell.corrupt()
src.malfhack = 1
malfai << "Hack complete. The APC is now under your exclusive control. Discharging cell to fuse interface."
updateicon()
@@ -843,9 +902,9 @@
else
malfai << "Hack complete. The APC is now under your exclusive control. Unable to fuse interface due to lack of cell do discharge."
return
src.updateUsrDialog()
return
else
usr << browse(null, "window=apc")
@@ -972,9 +1031,13 @@
if(chargemode && charging == 1 && operating)
if(excess > 0) // check to make sure we have enough to charge
// Max charge is perapc share, capped to cell capacity, or % per second constant (Whichever is smallest)
var/ch = min(perapc, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
/* var/ch = min(perapc, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
add_load(ch) // Removes the power we're taking from the grid
cell.give(ch) // actually recharge the cell
*/
var/ch = min(perapc*CELLRATE, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
add_load(ch/CELLRATE) // Removes the power we're taking from the grid
cell.give(ch) // actually recharge the cell
else
charging = 0 // stop charging
@@ -1016,7 +1079,8 @@
updateicon()
update()
src.updateDialog()
//src.updateDialog()
src.updateUsrDialog()
// val 0=off, 1=off(auto) 2=on 3=on(auto)
// on 0=off, 1=on, 2=autooff
@@ -1051,26 +1115,32 @@
switch(severity)
if(1.0)
//set_broken() //now Del() do what we need
if (cell)
cell.ex_act(1.0) // more lags woohoo
del(src)
return
if(2.0)
if (prob(50))
set_broken()
if (cell && prob(50))
cell.ex_act(2.0)
if(3.0)
if (prob(25))
set_broken()
if (cell && prob(25))
cell.ex_act(3.0)
return
/obj/machinery/power/apc/blob_act()
if (prob(75))
set_broken()
if (cell && prob(5))
cell.blob_act()
/obj/machinery/power/apc/proc/set_broken()
stat |= BROKEN
icon_state = "apc-b"
overlays = null
operating = 0
updateicon()
update()
// overload all the lights in this APC area

View File

@@ -47,7 +47,7 @@
/obj/item/weapon/cell/examine()
set src in view(1)
if(usr && !usr.stat)
if(usr /*&& !usr.stat*/)
if(maxcharge <= 2500)
usr << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
else
@@ -80,8 +80,54 @@
/obj/item/weapon/cell/proc/explode()
var/turf/T = get_turf(src.loc)
explosion(T, 0, 1, 2, 2) //TODO: involve charge
/*
* 1000-cell explosion(T, -1, 0, 1, 1)
* 2500-cell explosion(T, -1, 0, 1, 1)
* 10000-cell explosion(T, -1, 1, 3, 3)
* 15000-cell explosion(T, -1, 2, 4, 4)
* */
if (charge==0)
return
var/devastation_range = -1 //round(charge/11000)
var/heavy_impact_range = round(sqrt(charge)/60)
var/light_impact_range = round(sqrt(charge)/30)
var/flash_range = light_impact_range
if (light_impact_range==0)
rigged = 0
corrupt()
return
//explosion(T, 0, 1, 2, 2)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
spawn(1)
del(src)
/obj/item/weapon/cell/proc/corrupt()
charge /= 2
maxcharge /= 2
if (prob(10))
rigged = 1 //broken batterys are dangerous
/obj/item/weapon/cell/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if (prob(50))
corrupt()
if(3.0)
if (prob(25))
del(src)
return
if (prob(25))
corrupt()
return
/obj/item/weapon/cell/blob_act()
if(prob(75))
explode()

View File

@@ -359,7 +359,7 @@
/obj/machinery/power/proc/connect_to_network()
var/turf/T = src.loc
var/obj/cable/C = T.get_cable_node()
if (!C.netnum)
if (!C || !C.netnum)
return
makepowernets() //TODO: find fast way

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