Merge pull request #5940 from mwerezak/power-net

Update for shield generator power use and power net fixes
This commit is contained in:
Zuhayr
2014-08-11 10:13:26 +09:30
49 changed files with 1156 additions and 1193 deletions

View File

@@ -276,15 +276,15 @@
del(src)
/obj/machinery/computer/scan_consolenew/power_change()
..()
if(stat & BROKEN)
icon_state = "broken"
else if(powered())
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "c_unpowered"
stat |= NOPOWER
if (stat & NOPOWER)
spawn(rand(0, 15))
src.icon_state = "c_unpowered"
else
icon_state = initial(icon_state)
/obj/machinery/computer/scan_consolenew/New()
..()

View File

@@ -1031,8 +1031,7 @@ ________________________________________________________________________________
drain = rand(G.mindrain,G.maxdrain)
var/drained = 0
if(PN&&do_after(U,10))
drained = min(drain, PN.avail)
PN.newload += drained
drained = PN.draw_power(drain)
if(drained < drain)//if no power on net, drain apcs
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))
@@ -1083,8 +1082,7 @@ ________________________________________________________________________________
drain = (round((rand(G.mindrain,G.maxdrain))/2))
var/drained = 0
if(PN&&do_after(U,10))
drained = min(drain, PN.avail)
PN.newload += drained
drained = PN.draw_power(drain)
if(drained < drain)//if no power on net, drain apcs
for(var/obj/machinery/power/terminal/T in PN.nodes)
if(istype(T.master, /obj/machinery/power/apc))

View File

@@ -142,9 +142,6 @@
return
/obj/machinery/sleep_console/power_change()
return
// no change - sleeper works without power (you just can't inject more)

View File

@@ -159,15 +159,15 @@
del(src)
/obj/machinery/body_scanconsole/power_change()
..()
if(stat & BROKEN)
icon_state = "body_scannerconsole-p"
else if(powered())
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "body_scannerconsole-p"
stat |= NOPOWER
if (stat & NOPOWER)
spawn(rand(0, 15))
src.icon_state = "body_scannerconsole-p"
else
icon_state = initial(icon_state)
/obj/machinery/body_scanconsole
var/obj/machinery/bodyscanner/connected

View File

@@ -14,14 +14,14 @@
req_access = list(access_ai_upload)
/obj/machinery/ai_slipper/power_change()
..()
if(stat & BROKEN)
return
else
if( powered() )
stat &= ~NOPOWER
else
if (stat & NOPOWER)
icon_state = "motion0"
stat |= NOPOWER
else
icon_state = initial(icon_state)
/obj/machinery/ai_slipper/proc/setState(var/enabled, var/uses)
src.disabled = disabled

View File

@@ -1156,10 +1156,7 @@ table tr:first-child th:first-child { border: none;}
return ..()
/obj/machinery/alarm/power_change()
if(powered(power_channel))
stat &= ~NOPOWER
else
stat |= NOPOWER
..()
spawn(rand(0,15))
update_icon()
@@ -1367,13 +1364,9 @@ FIRE ALARM
return
/obj/machinery/firealarm/power_change()
if(powered(ENVIRON))
stat &= ~NOPOWER
..()
spawn(rand(0,15))
update_icon()
else
spawn(rand(0,15))
stat |= NOPOWER
update_icon()
/obj/machinery/firealarm/attack_hand(mob/user as mob)
if(user.stat || stat & (NOPOWER|BROKEN))

View File

@@ -127,15 +127,14 @@
/obj/machinery/power/monitor/power_change()
..()
if(stat & BROKEN)
icon_state = "broken"
else
if( powered() )
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
if (stat & NOPOWER)
spawn(rand(0, 15))
src.icon_state = "c_unpowered"
stat |= NOPOWER
else
icon_state = initial(icon_state)

View File

@@ -14,6 +14,10 @@
var/net_id
var/list/areas_added
var/list/users_to_open
power_channel = ENVIRON
use_power = 1
idle_power_usage = 5
/obj/machinery/door/firedoor/New()
. = ..()
@@ -66,15 +70,6 @@
attack_hand(M)
return 0
/obj/machinery/door/firedoor/power_change()
if(powered(ENVIRON))
stat &= ~NOPOWER
else
stat |= NOPOWER
return
/obj/machinery/door/firedoor/attack_hand(mob/user as mob)
add_fingerprint(user)
if(operating)
@@ -101,6 +96,9 @@
if(user.stat || user.stunned || user.weakened || user.paralysis || (!user.canmove && !isAI(user)) || (get_dist(src, user) > 1 && !isAI(user)))
user << "Sorry, you must remain able bodied and close to \the [src] in order to use it."
return
if(density && (stat & (BROKEN|NOPOWER))) //can still close without power
user << "\The [src] is not functioning, you'll have to force it open manually."
return
var/needs_to_close = 0
if(density)
@@ -163,10 +161,10 @@
else
user.visible_message("\red \The [user] forces \the [ blocked ? "welded" : "" ] [src] [density ? "open" : "closed"] with \a [C]!",\
"You force \the [ blocked ? "welded" : "" ] [src] [density ? "open" : "closed"] with \the [C]!",\
"You hear metal strain and groan, and a door [density ? "open" : "close"].")
"You hear metal strain and groan, and a door [density ? "opening" : "closing"].")
if(density)
spawn(0)
open()
open(1)
else
spawn(0)
close()
@@ -175,7 +173,7 @@
/obj/machinery/door/firedoor/proc/latetoggle()
if(operating || stat & NOPOWER || !nextstate)
if(operating || !nextstate)
return
switch(nextstate)
if(OPEN)
@@ -190,7 +188,12 @@
latetoggle()
return ..()
/obj/machinery/door/firedoor/open()
/obj/machinery/door/firedoor/open(var/forced = 0)
if (!forced)
if (stat & BROKEN|NOPOWER)
return //needs power to open unless it was forced
else
use_power(360)
latetoggle()
return ..()

View File

@@ -44,12 +44,11 @@ var/list/doppler_arrays = list()
/obj/machinery/doppler_array/power_change()
..()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
else
if( powered() )
if( !(stat & NOPOWER) )
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
icon_state = "[initial(icon_state)]-off"
stat |= NOPOWER
icon_state = "[initial(icon_state)]-off"

View File

@@ -28,12 +28,11 @@
src.sd_SetLuminosity(2)
*/
/obj/machinery/flasher/power_change()
if ( powered() )
stat &= ~NOPOWER
..()
if ( !(stat & NOPOWER) )
icon_state = "[base_state]1"
// src.sd_SetLuminosity(2)
else
stat |= ~NOPOWER
icon_state = "[base_state]1-p"
// src.sd_SetLuminosity(0)

View File

@@ -153,12 +153,6 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
active_power_usage = 100
var/obj/effect/overlay/hologram//The projection itself. If there is one, the instrument is on, off otherwise.
/obj/machinery/hologram/power_change()
if (powered())
stat &= ~NOPOWER
else
stat |= ~NOPOWER
//Destruction procs.
/obj/machinery/hologram/ex_act(severity)
switch(severity)

View File

@@ -38,6 +38,7 @@
icon_state = "igniter[on]"
/obj/machinery/igniter/power_change()
..()
if(!( stat & NOPOWER) )
icon_state = "igniter[src.on]"
else
@@ -60,12 +61,12 @@
..()
/obj/machinery/sparker/power_change()
if ( powered() && disable == 0 )
stat &= ~NOPOWER
..()
if ( !(stat & NOPOWER) && disable == 0 )
icon_state = "[base_state]"
// src.sd_SetLuminosity(2)
else
stat |= ~NOPOWER
icon_state = "[base_state]-p"
// src.sd_SetLuminosity(0)

View File

@@ -118,17 +118,16 @@
src.throw_item()
/obj/machinery/smartfridge/power_change()
if( powered() )
..()
if( !(stat & NOPOWER) )
src.ispowered = 1
stat &= ~NOPOWER
if(!isbroken)
icon_state = icon_on
else
spawn(rand(0, 15))
src.ispowered = 0
stat |= NOPOWER
if(!isbroken)
icon_state = icon_off
src.ispowered = 0
if(!isbroken)
icon_state = icon_off
/*******************
* Item Adding

View File

@@ -138,14 +138,13 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
/obj/machinery/newscaster/power_change()
if(isbroken) //Broken shit can't be powered.
return
if( src.powered() )
..()
if( !(stat & NOPOWER) )
src.ispowered = 1
stat &= ~NOPOWER
src.update_icon()
else
spawn(rand(0, 15))
src.ispowered = 0
stat |= NOPOWER
src.update_icon()

View File

@@ -264,10 +264,12 @@ Status: []<BR>"},
if(!anchored)
icon_state = "turretCover"
return
..()
if(stat & BROKEN)
icon_state = "[lasercolor]destroyed_target_prism"
else
if( powered() )
if( !(stat & NOPOWER) )
if (on)
if (installation == /obj/item/weapon/gun/energy/laser || installation == /obj/item/weapon/gun/energy/pulse_rifle)
// laser guns and pulse rifles have an orange icon
@@ -277,11 +279,9 @@ Status: []<BR>"},
icon_state = "[lasercolor]target_prism"
else
icon_state = "[lasercolor]grey_target_prism"
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "[lasercolor]grey_target_prism"
stat |= NOPOWER

View File

@@ -28,13 +28,12 @@ obj/machinery/scanner/New()
use_power(50)
/obj/machinery/scanner/power_change()
if(!powered())
..()
if(stat & NOPOWER)
spawn(rand(0, 15))
icon_state = "scanner_off"
stat |= NOPOWER
else
icon_state = "scanner_idle"
stat &= ~NOPOWER
obj/machinery/scanner/attack_hand(mob/living/carbon/human/user)
if(stat & NOPOWER)

View File

@@ -34,12 +34,6 @@
else
user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more."
/obj/machinery/robotic_fabricator/power_change()
if (powered())
stat &= ~NOPOWER
else
stat |= NOPOWER
/obj/machinery/robotic_fabricator/attack_paw(user as mob)
return src.attack_hand(user)

View File

@@ -1,630 +0,0 @@
/obj/machinery/shield
name = "Emergency energy shield"
desc = "An energy shield used to contain hull breaches."
icon = 'icons/effects/effects.dmi'
icon_state = "shield-old"
density = 1
opacity = 0
anchored = 1
unacidable = 1
var/const/max_health = 200
var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
/obj/machinery/shield/New()
src.dir = pick(1,2,3,4)
..()
update_nearby_tiles(need_rebuild=1)
/obj/machinery/shield/Del()
opacity = 0
density = 0
update_nearby_tiles()
..()
/obj/machinery/shield/CanPass(atom/movable/mover, turf/target, height, air_group)
if(!height || air_group) return 0
else return ..()
//Looks like copy/pasted code... I doubt 'need_rebuild' is even used here - Nodrak
/obj/machinery/shield/proc/update_nearby_tiles(need_rebuild)
if(!air_master)
return 0
air_master.mark_for_update(get_turf(src))
return 1
/obj/machinery/shield/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return
//Calculate damage
var/aforce = W.force
if(W.damtype == BRUTE || W.damtype == BURN)
src.health -= aforce
//Play a fitting sound
playsound(src.loc, 'sound/effects/EMPulse.ogg', 75, 1)
if (src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
opacity = 1
spawn(20) if(src) opacity = 0
..()
/obj/machinery/shield/meteorhit()
src.health -= max_health*0.75 //3/4 health as damage
if(src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
opacity = 1
spawn(20) if(src) opacity = 0
return
/obj/machinery/shield/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.damage
..()
if(health <=0)
visible_message("\blue The [src] dissipates!")
del(src)
return
opacity = 1
spawn(20) if(src) opacity = 0
/obj/machinery/shield/ex_act(severity)
switch(severity)
if(1.0)
if (prob(75))
del(src)
if(2.0)
if (prob(50))
del(src)
if(3.0)
if (prob(25))
del(src)
return
/obj/machinery/shield/emp_act(severity)
switch(severity)
if(1)
del(src)
if(2)
if(prob(50))
del(src)
/obj/machinery/shield/blob_act()
del(src)
/obj/machinery/shield/hitby(AM as mob|obj)
//Let everyone know we've been hit!
visible_message("\red <B>[src] was hit by [AM].</B>")
//Super realistic, resource-intensive, real-time damage calculations.
var/tforce = 0
if(ismob(AM))
tforce = 40
else
tforce = AM:throwforce
src.health -= tforce
//This seemed to be the best sound for hitting a force field.
playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
//Handle the destruction of the shield
if (src.health <= 0)
visible_message("\blue The [src] dissipates!")
del(src)
return
//The shield becomes dense to absorb the blow.. purely asthetic.
opacity = 1
spawn(20) if(src) opacity = 0
..()
return
/obj/machinery/shieldgen
name = "Emergency shield projector"
desc = "Used to seal minor hull breaches."
icon = 'icons/obj/objects.dmi'
icon_state = "shieldoff"
density = 1
opacity = 0
anchored = 0
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(access_engine)
var/const/max_health = 100
var/health = max_health
var/active = 0
var/malfunction = 0 //Malfunction causes parts of the shield to slowly dissapate
var/list/deployed_shields = list()
var/is_open = 0 //Whether or not the wires are exposed
var/locked = 0
/obj/machinery/shieldgen/Del()
for(var/obj/machinery/shield/shield_tile in deployed_shields)
del(shield_tile)
..()
/obj/machinery/shieldgen/proc/shields_up()
if(active) return 0 //If it's already turned on, how did this get called?
src.active = 1
update_icon()
for(var/turf/target_tile in range(2, src))
if (istype(target_tile,/turf/space) && !(locate(/obj/machinery/shield) in target_tile))
if (malfunction && prob(33) || !malfunction)
deployed_shields += new /obj/machinery/shield(target_tile)
/obj/machinery/shieldgen/proc/shields_down()
if(!active) return 0 //If it's already off, how did this get called?
src.active = 0
update_icon()
for(var/obj/machinery/shield/shield_tile in deployed_shields)
del(shield_tile)
/obj/machinery/shieldgen/process()
if(malfunction && active)
if(deployed_shields.len && prob(5))
del(pick(deployed_shields))
return
/obj/machinery/shieldgen/proc/checkhp()
if(health <= 30)
src.malfunction = 1
if(health <= 0)
del(src)
update_icon()
return
/obj/machinery/shieldgen/meteorhit(obj/O as obj)
src.health -= max_health*0.25 //A quarter of the machine's health
if (prob(5))
src.malfunction = 1
src.checkhp()
return
/obj/machinery/shieldgen/ex_act(severity)
switch(severity)
if(1.0)
src.health -= 75
src.checkhp()
if(2.0)
src.health -= 30
if (prob(15))
src.malfunction = 1
src.checkhp()
if(3.0)
src.health -= 10
src.checkhp()
return
/obj/machinery/shieldgen/emp_act(severity)
switch(severity)
if(1)
src.health /= 2 //cut health in half
malfunction = 1
locked = pick(0,1)
if(2)
if(prob(50))
src.health *= 0.3 //chop off a third of the health
malfunction = 1
checkhp()
/obj/machinery/shieldgen/attack_hand(mob/user as mob)
if(locked)
user << "The machine is locked, you are unable to use it."
return
if(is_open)
user << "The panel must be closed before operating this machine."
return
if (src.active)
user.visible_message("\blue \icon[src] [user] deactivated the shield generator.", \
"\blue \icon[src] You deactivate the shield generator.", \
"You hear heavy droning fade out.")
src.shields_down()
else
if(anchored)
user.visible_message("\blue \icon[src] [user] activated the shield generator.", \
"\blue \icon[src] You activate the shield generator.", \
"You hear heavy droning.")
src.shields_up()
else
user << "The device must first be secured to the floor."
return
/obj/machinery/shieldgen/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/card/emag))
malfunction = 1
update_icon()
else if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
if(is_open)
user << "\blue You close the panel."
is_open = 0
else
user << "\blue You open the panel and expose the wiring."
is_open = 1
else if(istype(W, /obj/item/weapon/cable_coil) && malfunction && is_open)
var/obj/item/weapon/cable_coil/coil = W
user << "\blue You begin to replace the wires."
//if(do_after(user, min(60, round( ((maxhealth/health)*10)+(malfunction*10) ))) //Take longer to repair heavier damage
if(do_after(user, 30))
if(!src || !coil) return
coil.use(1)
health = max_health
malfunction = 0
user << "\blue You repair the [src]!"
update_icon()
else if(istype(W, /obj/item/weapon/wrench))
if(locked)
user << "The bolts are covered, unlocking this would retract the covers."
return
if(anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue You unsecure the [src] from the floor!"
if(active)
user << "\blue The [src] shuts off!"
src.shields_down()
anchored = 0
else
if(istype(get_turf(src), /turf/space)) return //No wrenching these in space!
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
user << "\blue You secure the [src] to the floor!"
anchored = 1
else if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(src.allowed(user))
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
..()
/obj/machinery/shieldgen/update_icon()
if(active)
src.icon_state = malfunction ? "shieldonbr":"shieldon"
else
src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
return
////FIELD GEN START //shameless copypasta from fieldgen, powersink, and grille
#define maxstoredpower 500
/obj/machinery/shieldwallgen
name = "Shield Generator"
desc = "A shield generator."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "Shield_Gen"
anchored = 0
density = 1
req_access = list(access_teleporter)
var/active = 0
var/power = 0
var/state = 0
var/steps = 0
var/last_check = 0
var/check_delay = 10
var/recalc = 0
var/locked = 1
var/destroyed = 0
var/directwired = 1
// var/maxshieldload = 200
var/obj/structure/cable/attached // the attached cable
var/storedpower = 0
flags = FPRINT | CONDUCT
use_power = 0
/obj/machinery/shieldwallgen/proc/power()
if(!anchored)
power = 0
return 0
var/turf/T = src.loc
var/obj/structure/cable/C = T.get_cable_node()
var/datum/powernet/PN
if(C) PN = C.powernet // find the powernet of the connected cable
if(!PN)
power = 0
return 0
var/surplus = max(PN.avail-PN.load, 0)
var/shieldload = min(rand(50,200), surplus)
if(shieldload==0 && !storedpower) // no cable or no power, and no power stored
power = 0
return 0
else
power = 1 // IVE GOT THE POWER!
if(PN) //runtime errors fixer. They were caused by PN.newload trying to access missing network in case of working on stored power.
storedpower += shieldload
PN.newload += shieldload //uses powernet power.
// message_admins("[PN.load]", 1)
// use_power(250) //uses APC power
/obj/machinery/shieldwallgen/attack_hand(mob/user as mob)
if(state != 1)
user << "\red The shield generator needs to be firmly secured to the floor first."
return 1
if(src.locked && !istype(user, /mob/living/silicon))
user << "\red The controls are locked!"
return 1
if(power != 1)
user << "\red The shield generator needs to be powered by wire underneath."
return 1
if(src.active >= 1)
src.active = 0
icon_state = "Shield_Gen"
user.visible_message("[user] turned the shield generator off.", \
"You turn off the shield generator.", \
"You hear heavy droning fade out.")
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
else
src.active = 1
icon_state = "Shield_Gen +a"
user.visible_message("[user] turned the shield generator on.", \
"You turn on the shield generator.", \
"You hear heavy droning.")
src.add_fingerprint(user)
/obj/machinery/shieldwallgen/process()
spawn(100)
power()
if(power)
storedpower -= 50 //this way it can survive longer and survive at all
if(storedpower >= maxstoredpower)
storedpower = maxstoredpower
if(storedpower <= 0)
storedpower = 0
// if(shieldload >= maxshieldload) //there was a loop caused by specifics of process(), so this was needed.
// shieldload = maxshieldload
if(src.active == 1)
if(!src.state == 1)
src.active = 0
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
src.active = 2
if(src.active >= 1)
if(src.power == 0)
src.visible_message("\red The [src.name] shuts down due to lack of power!", \
"You hear heavy droning fade out")
icon_state = "Shield_Gen"
src.active = 0
for(var/dir in list(1,2,4,8)) src.cleanup(dir)
/obj/machinery/shieldwallgen/proc/setup_field(var/NSEW = 0)
var/turf/T = src.loc
var/turf/T2 = src.loc
var/obj/machinery/shieldwallgen/G
var/steps = 0
var/oNSEW = 0
if(!NSEW)//Make sure its ran right
return
if(NSEW == 1)
oNSEW = 2
else if(NSEW == 2)
oNSEW = 1
else if(NSEW == 4)
oNSEW = 8
else if(NSEW == 8)
oNSEW = 4
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
T = get_step(T2, NSEW)
T2 = T
steps += 1
if(locate(/obj/machinery/shieldwallgen) in T)
G = (locate(/obj/machinery/shieldwallgen) in T)
steps -= 1
if(!G.active)
return
G.cleanup(oNSEW)
break
if(isnull(G))
return
T2 = src.loc
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
var/field_dir = get_dir(T2,get_step(T2, NSEW))
T = get_step(T2, NSEW)
T2 = T
var/obj/machinery/shieldwall/CF = new/obj/machinery/shieldwall/(src, G) //(ref to this gen, ref to connected gen)
CF.loc = T
CF.dir = field_dir
/obj/machinery/shieldwallgen/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the field generator first."
return
else if(state == 0)
state = 1
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user << "You secure the external reinforcing bolts to the floor."
src.anchored = 1
return
else if(state == 1)
state = 0
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
user << "You undo the external reinforcing bolts."
src.anchored = 0
return
if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
src.locked = !src.locked
user << "Controls are now [src.locked ? "locked." : "unlocked."]"
else
user << "\red Access denied."
else
src.add_fingerprint(user)
visible_message("\red The [src.name] has been hit with \the [W.name] by [user.name]!")
/obj/machinery/shieldwallgen/proc/cleanup(var/NSEW)
var/obj/machinery/shieldwall/F
var/obj/machinery/shieldwallgen/G
var/turf/T = src.loc
var/turf/T2 = src.loc
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for fields
T = get_step(T2, NSEW)
T2 = T
if(locate(/obj/machinery/shieldwall) in T)
F = (locate(/obj/machinery/shieldwall) in T)
del(F)
if(locate(/obj/machinery/shieldwallgen) in T)
G = (locate(/obj/machinery/shieldwallgen) in T)
if(!G.active)
break
/obj/machinery/shieldwallgen/Del()
src.cleanup(1)
src.cleanup(2)
src.cleanup(4)
src.cleanup(8)
..()
/obj/machinery/shieldwallgen/bullet_act(var/obj/item/projectile/Proj)
storedpower -= Proj.damage
..()
return
//////////////Containment Field START
/obj/machinery/shieldwall
name = "Shield"
desc = "An energy shield."
icon = 'icons/effects/effects.dmi'
icon_state = "shieldwall"
anchored = 1
density = 1
unacidable = 1
luminosity = 3
var/needs_power = 0
var/active = 1
// var/power = 10
var/delay = 5
var/last_active
var/mob/U
var/obj/machinery/shieldwallgen/gen_primary
var/obj/machinery/shieldwallgen/gen_secondary
/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
..()
src.gen_primary = A
src.gen_secondary = B
if(A && B)
needs_power = 1
/obj/machinery/shieldwall/attack_hand(mob/user as mob)
return
/obj/machinery/shieldwall/process()
if(needs_power)
if(isnull(gen_primary)||isnull(gen_secondary))
del(src)
return
if(!(gen_primary.active)||!(gen_secondary.active))
del(src)
return
//
if(prob(50))
gen_primary.storedpower -= 10
else
gen_secondary.storedpower -=10
/obj/machinery/shieldwall/bullet_act(var/obj/item/projectile/Proj)
if(needs_power)
var/obj/machinery/shieldwallgen/G
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= Proj.damage
..()
return
/obj/machinery/shieldwall/ex_act(severity)
if(needs_power)
var/obj/machinery/shieldwallgen/G
switch(severity)
if(1.0) //big boom
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 200
if(2.0) //medium boom
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 50
if(3.0) //lil boom
if(prob(50))
G = gen_primary
else
G = gen_secondary
G.storedpower -= 20
return
/obj/machinery/shieldwall/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover) && mover.checkpass(PASSGLASS))
return prob(20)
else
if (istype(mover, /obj/item/projectile))
return prob(10)
else
return !src.density

View File

@@ -59,14 +59,13 @@
/obj/machinery/suit_storage_unit/power_change()
if( powered() )
..()
if( !(stat & NOPOWER) )
src.ispowered = 1
stat &= ~NOPOWER
src.update_icon()
else
spawn(rand(0, 15))
src.ispowered = 0
stat |= NOPOWER
src.islocked = 0
src.isopen = 1
src.dump_everything()

View File

@@ -93,10 +93,11 @@
return (popping!=0)
/obj/machinery/turret/power_change()
..()
if(stat & BROKEN)
icon_state = "grey_target_prism"
else
if( powered() )
if( !(stat & NOPOWER) )
if (src.enabled)
if (src.lasers)
icon_state = "orange_target_prism"

View File

@@ -23,6 +23,7 @@
use_power = 1
idle_power_usage = 10
var/vend_power_usage = 150 //actuators and stuff
var/active = 1 //No sales pitches if off!
var/delay_product_spawn // If set, uses sleep() in product spawn proc (mostly for seeds to retrieve correct names).
@@ -511,7 +512,7 @@
src.speak(src.vend_reply)
src.last_reply = world.time
use_power(150) //actuators and stuff
use_power(vend_power_usage) //actuators and stuff
if (src.icon_vend) //Show the vending animation if needed
flick(src.icon_vend,src)
spawn(src.vend_delay)
@@ -561,16 +562,15 @@
return
/obj/machinery/vending/power_change()
..()
if(stat & BROKEN)
icon_state = "[initial(icon_state)]-broken"
else
if( powered() )
if( !(stat & NOPOWER) )
icon_state = initial(icon_state)
stat &= ~NOPOWER
else
spawn(rand(0, 15))
src.icon_state = "[initial(icon_state)]-off"
stat |= NOPOWER
//Oh no we're malfunctioning! Dump out some product and break.
/obj/machinery/vending/proc/malfunction()
@@ -708,6 +708,7 @@
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe = 2,/obj/item/weapon/reagent_containers/food/drinks/bottle/grenadine = 5)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/tea = 10)
vend_delay = 15
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
product_slogans = "I hope nobody asks me for a bloody cup o' tea...;Alcohol is humanity's friend. Would you abandon a friend?;Quite delighted to serve you!;Is nobody thirsty on this station?"
product_ads = "Drink up!;Booze is good for you!;Alcohol is humanity's best friend.;Quite delighted to serve you!;Care for a nice, cold beer?;Nothing cures you like booze!;Have a sip!;Have a drink!;Have a beer!;Beer is good for you!;Only the finest alcohol!;Best quality booze since 2053!;Award-winning wine!;Maximum alcohol!;Man loves beer.;A toast for progress!"
req_access_txt = "25"
@@ -725,6 +726,8 @@
icon_state = "coffee"
icon_vend = "coffee-vend"
vend_delay = 34
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
vend_power_usage = 85000 //85 kJ to heat a 250 mL cup of coffee
products = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25,/obj/item/weapon/reagent_containers/food/drinks/tea = 25,/obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/ice = 10)
prices = list(/obj/item/weapon/reagent_containers/food/drinks/coffee = 25, /obj/item/weapon/reagent_containers/food/drinks/tea = 25, /obj/item/weapon/reagent_containers/food/drinks/h_chocolate = 25)
@@ -763,6 +766,7 @@
/obj/item/weapon/reagent_containers/food/drinks/cans/dr_gibb = 1,/obj/item/weapon/reagent_containers/food/drinks/cans/starkist = 1,
/obj/item/weapon/reagent_containers/food/drinks/cans/waterbottle = 2,/obj/item/weapon/reagent_containers/food/drinks/cans/space_up = 1,
/obj/item/weapon/reagent_containers/food/drinks/cans/iced_tea = 1,/obj/item/weapon/reagent_containers/food/drinks/cans/grape_juice = 1)
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
//This one's from bay12
/obj/machinery/vending/cart
@@ -802,6 +806,7 @@
/obj/item/device/healthanalyzer = 5,/obj/item/weapon/reagent_containers/glass/beaker = 4, /obj/item/weapon/reagent_containers/dropper = 2,
/obj/item/stack/medical/advanced/bruise_pack = 3, /obj/item/stack/medical/advanced/ointment = 3, /obj/item/stack/medical/splint = 2)
contraband = list(/obj/item/weapon/reagent_containers/pill/tox = 3,/obj/item/weapon/reagent_containers/pill/stox = 4,/obj/item/weapon/reagent_containers/pill/antitox = 6)
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
//This one's from bay12
@@ -855,6 +860,7 @@
products = list(/obj/item/weapon/reagent_containers/glass/fertilizer/ez = 35,/obj/item/weapon/reagent_containers/glass/fertilizer/l4z = 25,/obj/item/weapon/reagent_containers/glass/fertilizer/rh = 15,/obj/item/weapon/plantspray/pests = 20,
/obj/item/weapon/reagent_containers/syringe = 5,/obj/item/weapon/storage/bag/plants = 5)
premium = list(/obj/item/weapon/reagent_containers/glass/bottle/ammonia = 10,/obj/item/weapon/reagent_containers/glass/bottle/diethylamine = 5)
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
/obj/machinery/vending/hydroseeds
name = "MegaSeed Servitor"
@@ -901,6 +907,7 @@
product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem."
products = list(/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/soda = 30)
contraband = list(/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/cola = 20)
idle_power_usage = 211 //refrigerator - believe it or not, this is actually the average power consumption of a refrigerated vending machine according to NRCan.
/obj/machinery/vending/tool
name = "YouTool"