- Added ground code for logic elements. Currently supports sensors, indicators, negators, two input and gates, or gates, xor gates, xnor (equivalence) gates and a relay, with one control input that works by logic laws and another input and output that work by powernet laws.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4849 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-10-12 22:46:24 +00:00
parent 96b53e1189
commit 952954446b
4 changed files with 307 additions and 10 deletions

View File

@@ -118,7 +118,6 @@
color = "white"
icon = 'icons/obj/power_cond_white.dmi'
/obj/effect/projection
name = "Projection"
desc = "This looks like a projection of something."

View File

@@ -0,0 +1,292 @@
#define LOGIC_HIGH 5
//Indicators only have one input and no outputs
/obj/machinery/logic/indicator
//Input is searched from the 'dir' direction
var/obj/structure/cable/input
/obj/machinery/logic/indicator/process()
if(input)
return 1
if(!input)
var/turf/T = get_step(src, dir)
if(T)
var/inv_dir = turn(dir, 180)
for(var/obj/structure/cable/C in T)
if(C.d1 == inv_dir || C.d2 == inv_dir)
input = C
return 1
return 0 //If it gets to here, it means no suitable wire to link to was found.
/obj/machinery/logic/indicator/bulb
icon = 'icons/obj/lighting.dmi'
icon_state = "bulb0"
/obj/machinery/logic/indicator/bulb/process()
if(!..()) //Parent proc checks if input1 exists.
return
var/datum/powernet/pn_input = input.powernet
if(!pn_input)
return
if(pn_input.avail >= LOGIC_HIGH)
icon_state = "bulb1"
else
icon_state = "bulb0"
//Sensors only have one output and no inputs
/obj/machinery/logic/sensor
//Output is searched from the 'dir' direction
var/obj/structure/cable/output
/obj/machinery/logic/sensor/process()
if(output)
return 1
if(!output)
var/turf/T = get_step(src, dir)
if(T)
var/inv_dir = turn(dir, 180)
for(var/obj/structure/cable/C in T)
if(C.d1 == inv_dir || C.d2 == inv_dir)
output = C
return 1
return 0 //If it gets to here, it means no suitable wire to link to was found.
//Constant high generator. This will continue to send a signal of LOGIC_HIGH as long as it exists.
/obj/machinery/logic/sensor/constant_high
icon = 'icons/obj/atmospherics/outlet_injector.dmi'
icon_state = "off"
/obj/machinery/logic/sensor/constant_high/process()
if(!..()) //Parent proc checks if input1 exists.
return
var/datum/powernet/pn_output = output.powernet
if(!pn_output)
return
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH)
//ONE INPUT logic elements have one input and one output
/obj/machinery/logic/oneinput
var/dir_input = 2
var/dir_output = 1
var/obj/structure/cable/input
var/obj/structure/cable/output
icon = 'icons/obj/pipes/heat.dmi'
icon_state = "intact"
/obj/machinery/logic/oneinput/process()
if(input && output)
return 1
if(!dir_input || !dir_output)
return 0
if(!input)
var/turf/T = get_step(src, dir_input)
if(T)
var/inv_dir = turn(dir_input, 180)
for(var/obj/structure/cable/C in T)
if(C.d1 == inv_dir || C.d2 == inv_dir)
input = C
if(!output)
var/turf/T = get_step(src, dir_output)
if(T)
var/inv_dir = turn(dir_output, 180)
for(var/obj/structure/cable/C in T)
if(C.d1 == inv_dir || C.d2 == inv_dir)
output = C
return 0 //On the process() call, where everything is still being searched for, it returns 0. It will return 1 on the next process() call.
//NOT GATE
/obj/machinery/logic/oneinput/not/process()
if(!..()) //Parent proc checks if input1, input2 and output exist.
return
var/datum/powernet/pn_input = input.powernet
if(!pn_input)
return
var/datum/powernet/pn_output = output.powernet
if(!pn_output)
return
if( !(pn_input.avail >= LOGIC_HIGH))
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
//TWO INPUT logic elements have two inputs and one output
/obj/machinery/logic/twoinput
var/dir_input1 = 2
var/dir_input2 = 8
var/dir_output = 1
var/obj/structure/cable/input1
var/obj/structure/cable/input2
var/obj/structure/cable/output
icon = 'icons/obj/atmospherics/mixer.dmi'
icon_state = "intact_off"
/obj/machinery/logic/twoinput/process()
if(input1 && input2 && output)
return 1
if(!dir_input1 || !dir_input2 || !dir_output)
return 0
if(!input1)
var/turf/T = get_step(src, dir_input1)
if(T)
var/inv_dir = turn(dir_input1, 180)
for(var/obj/structure/cable/C in T)
if(C.d1 == inv_dir || C.d2 == inv_dir)
input1 = C
if(!input2)
var/turf/T = get_step(src, dir_input2)
if(T)
var/inv_dir = turn(dir_input2, 180)
for(var/obj/structure/cable/C in T)
if(C.d1 == inv_dir || C.d2 == inv_dir)
input2 = C
if(!output)
var/turf/T = get_step(src, dir_output)
if(T)
var/inv_dir = turn(dir_output, 180)
for(var/obj/structure/cable/C in T)
if(C.d1 == inv_dir || C.d2 == inv_dir)
output = C
return 0 //On the process() call, where everything is still being searched for, it returns 0. It will return 1 on the next process() call.
//AND GATE
/obj/machinery/logic/twoinput/and/process()
if(!..()) //Parent proc checks if input1, input2 and output exist.
return
var/datum/powernet/pn_input1 = input1.powernet
var/datum/powernet/pn_input2 = input2.powernet
if(!pn_input1 || !pn_input2)
return
var/datum/powernet/pn_output = output.powernet
if(!pn_output)
return
if( (pn_input1.avail >= LOGIC_HIGH) && (pn_input2.avail >= LOGIC_HIGH) )
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
//OR GATE
/obj/machinery/logic/twoinput/or/process()
if(!..()) //Parent proc checks if input1, input2 and output exist.
return
var/datum/powernet/pn_input1 = input1.powernet
var/datum/powernet/pn_input2 = input2.powernet
if(!pn_input1 || !pn_input2)
return
var/datum/powernet/pn_output = output.powernet
if(!pn_output)
return
if( (pn_input1.avail >= LOGIC_HIGH) || (pn_input2.avail >= LOGIC_HIGH) )
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
//XOR GATE
/obj/machinery/logic/twoinput/xor/process()
if(!..()) //Parent proc checks if input1, input2 and output exist.
return
var/datum/powernet/pn_input1 = input1.powernet
var/datum/powernet/pn_input2 = input2.powernet
if(!pn_input1 || !pn_input2)
return
var/datum/powernet/pn_output = output.powernet
if(!pn_output)
return
if( (pn_input1.avail >= LOGIC_HIGH) != (pn_input2.avail >= LOGIC_HIGH) )
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
//XNOR GATE (EQUIVALENCE)
/obj/machinery/logic/twoinput/xnor/process()
if(!..()) //Parent proc checks if input1, input2 and output exist.
return
var/datum/powernet/pn_input1 = input1.powernet
var/datum/powernet/pn_input2 = input2.powernet
if(!pn_input1 || !pn_input2)
return
var/datum/powernet/pn_output = output.powernet
if(!pn_output)
return
if( (pn_input1.avail >= LOGIC_HIGH) == (pn_input2.avail >= LOGIC_HIGH) )
pn_output.newavail = max(pn_output.avail, LOGIC_HIGH) //Set the output avilable power to 5 or whatever it was before.
else
pn_output.newload += LOGIC_HIGH //Otherwise increase the load to 5
#define RELAY_POWER_TRANSFER 2000 //How much power a relay transfers through.
//RELAY - input1 governs the flow from input2 to output
/obj/machinery/logic/twoinput/relay/process()
if(!..()) //Parent proc checks if input1, input2 and output exist.
return
var/datum/powernet/pn_input1 = input1.powernet
if(!pn_input1)
return
if( pn_input1.avail >= LOGIC_HIGH )
var/datum/powernet/pn_input2 = input2.powernet
var/datum/powernet/pn_output = output.powernet
if(!pn_output)
return
if(pn_input2.avail >= RELAY_POWER_TRANSFER)
pn_input2.newload += RELAY_POWER_TRANSFER
pn_output.newavail += RELAY_POWER_TRANSFER
#undef RELAY_POWER_TRANSFER
#undef LOGIC_HIGH

View File

@@ -59,6 +59,10 @@
#define FILE_DIR "code/game/mecha/medical"
#define FILE_DIR "code/game/mecha/working"
#define FILE_DIR "code/game/objects"
#define FILE_DIR "code/game/objects/alien"
#define FILE_DIR "code/game/objects/closets"
#define FILE_DIR "code/game/objects/devices"
#define FILE_DIR "code/game/objects/devices/PDA"
#define FILE_DIR "code/game/objects/effects"
#define FILE_DIR "code/game/objects/effects/decals"
#define FILE_DIR "code/game/objects/effects/decals/Cleanable"
@@ -77,6 +81,7 @@
#define FILE_DIR "code/game/objects/items/weapons/secstorage"
#define FILE_DIR "code/game/objects/items/weapons/storage"
#define FILE_DIR "code/game/objects/items/weapons/tanks"
#define FILE_DIR "code/game/objects/storage"
#define FILE_DIR "code/game/objects/structures"
#define FILE_DIR "code/game/objects/structures/crates_lockers"
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets"
@@ -1125,6 +1130,7 @@
#include "code\modules\power\apc.dm"
#include "code\modules\power\cable.dm"
#include "code\modules\power\cable_heavyduty.dm"
#include "code\modules\power\cable_logic.dm"
#include "code\modules\power\cell.dm"
#include "code\modules\power\engine.dm"
#include "code\modules\power\generator.dm"