- Added a sprite "7" to the sd lighting file as it was used, even if it didn't exist.

- Piped 3.0.0 a bit.
- Standardized code/modules/power. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4242 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
baloh.matevz
2012-07-31 05:24:37 +00:00
parent 1134022744
commit a3d9123edd
25 changed files with 3655 additions and 3659 deletions

View File

@@ -15,27 +15,27 @@
var/stability = 100//TODO: add all the stability things to this so its not very safe if you keep hitting in on things var/stability = 100//TODO: add all the stability things to this so its not very safe if you keep hitting in on things
ex_act(severity) /obj/item/weapon/am_containment/ex_act(severity)
switch(severity) switch(severity)
if(1.0) if(1.0)
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
if(src)
del(src)
return
if(2.0)
if(prob((fuel/10)-stability))
explosion(get_turf(src), 1, 2, 3, 5)
if(src) if(src)
del(src) del(src)
return return
if(2.0) stability -= 40
if(prob((fuel/10)-stability)) if(3.0)
explosion(get_turf(src), 1, 2, 3, 5) stability -= 20
if(src) //check_stability()
del(src) return
return
stability -= 40
if(3.0)
stability -= 20
//check_stability()
return
proc/usefuel(var/wanted) /obj/item/weapon/am_containment/proc/usefuel(var/wanted)
if(fuel < wanted) if(fuel < wanted)
wanted = fuel wanted = fuel
fuel -= wanted fuel -= wanted
return wanted return wanted

View File

@@ -29,311 +29,311 @@
var/stored_power = 0//Power to deploy per tick var/stored_power = 0//Power to deploy per tick
New() /obj/machinery/power/am_control_unit/New()
..() ..()
linked_shielding = list() linked_shielding = list()
linked_cores = list() linked_cores = list()
Del()//Perhaps damage and run stability checks rather than just del on the others /obj/machinery/power/am_control_unit/Del()//Perhaps damage and run stability checks rather than just del on the others
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
del(AMS)
..()
/obj/machinery/power/am_control_unit/process()
if(exploding)
explosion(get_turf(src),8,12,18,12)
if(src) del(src)
if(update_shield_icons && !shield_icon_delay)
check_shield_icons()
update_shield_icons = 0
if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
return
if(!fueljar)//No fuel but we are on, shutdown
toggle_power()
//Angry buzz or such here
return
add_avail(stored_power)
power_cycle++
if(power_cycle >= power_cycle_delay)
produce_power()
power_cycle = 0
return
/obj/machinery/power/am_control_unit/proc/produce_power()
playsound(src.loc, 'bang.ogg', 25, 1)
var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
if(core_power <= 0) return 0//Something is wrong
var/core_damage = 0
var/fuel = fueljar.usefuel(fuel_injection)
stored_power = (fuel/core_power)*fuel*200000
//Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
if(prob(50))core_damage = 1//Small chance of damage
if((fuel-core_power) > 5) core_damage = 5//Now its really starting to overload the cores
if((fuel-core_power) > 10) core_damage = 20//Welp now you did it, they wont stand much of this
if(core_damage == 0) return
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.stability -= core_damage
AMS.check_stability(1)
playsound(src.loc, 'bang.ogg', 50, 1)
return
/obj/machinery/power/am_control_unit/emp_act(severity)
switch(severity)
if(1)
if(active) toggle_power()
stability -= rand(15,30)
if(2)
if(active) toggle_power()
stability -= rand(10,20)
..()
return 0
/obj/machinery/power/am_control_unit/blob_act()
stability -= 20
if(prob(100-stability))//Might infect the rest of the machine
for(var/obj/machinery/am_shielding/AMS in linked_shielding) for(var/obj/machinery/am_shielding/AMS in linked_shielding)
del(AMS) AMS.blob_act()
..() spawn(0)
//Likely explode
process()
if(exploding)
explosion(get_turf(src),8,12,18,12)
if(src) del(src)
if(update_shield_icons && !shield_icon_delay)
check_shield_icons()
update_shield_icons = 0
if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
return
if(!fueljar)//No fuel but we are on, shutdown
toggle_power()
//Angry buzz or such here
return
add_avail(stored_power)
power_cycle++
if(power_cycle >= power_cycle_delay)
produce_power()
power_cycle = 0
return
proc/produce_power()
playsound(src.loc, 'bang.ogg', 25, 1)
var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
if(core_power <= 0) return 0//Something is wrong
var/core_damage = 0
var/fuel = fueljar.usefuel(fuel_injection)
stored_power = (fuel/core_power)*fuel*200000
//Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
if(prob(50))core_damage = 1//Small chance of damage
if((fuel-core_power) > 5) core_damage = 5//Now its really starting to overload the cores
if((fuel-core_power) > 10) core_damage = 20//Welp now you did it, they wont stand much of this
if(core_damage == 0) return
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.stability -= core_damage
AMS.check_stability(1)
playsound(src.loc, 'bang.ogg', 50, 1)
return
emp_act(severity)
switch(severity)
if(1)
if(active) toggle_power()
stability -= rand(15,30)
if(2)
if(active) toggle_power()
stability -= rand(10,20)
..()
return 0
blob_act()
stability -= 20
if(prob(100-stability))//Might infect the rest of the machine
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.blob_act()
spawn(0)
//Likely explode
del(src)
return
check_stability()
return
ex_act(severity)
switch(severity)
if(1.0)
stability -= 60
if(2.0)
stability -= 40
if(3.0)
stability -= 20
check_stability()
return
bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
stability -= Proj.force
return 0
power_change()
..()
if(stat & NOPOWER && active)
toggle_power()
return
update_icon()
if(active) icon_state = "control_on"
else icon_state = "control"
//No other icons for it atm
attackby(obj/item/W, mob/user)
if(!istype(W) || !user) return
if(istype(W, /obj/item/weapon/wrench))
if(!anchored)
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the anchor bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
connect_to_network()
else if(!linked_shielding.len > 0)
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures the [src.name].", \
"You remove the anchor bolts.", \
"You hear a ratchet")
src.anchored = 0
disconnect_from_network()
else
user << "\red Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!"
return
if(istype(W, /obj/item/weapon/am_containment))
if(fueljar)
user << "\red There is already a [fueljar] inside!"
return
fueljar = W
W.loc = src
if(user.client)
user.client.screen -= W
user.u_equip(W)
user.update_icons()
user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
"You load an [W.name].", \
"You hear a thunk.")
return
if(W.force >= 20)
stability -= W.force/2
check_stability()
..()
return
attack_hand(mob/user as mob)
if(anchored)
interact(user)
return
proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
if(!istype(AMS)) return 0
if(!anchored) return 0
if(!AMS_linking && !AMS.link_control(src)) return 0
linked_shielding.Add(AMS)
update_shield_icons = 1
return 1
proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
if(!istype(AMS)) return 0
linked_shielding.Remove(AMS)
update_shield_icons = 2
if(active) toggle_power()
return 1
proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
if(stability <= 0)
del(src) del(src)
return return
check_stability()
return
proc/toggle_power() /obj/machinery/power/am_control_unit/ex_act(severity)
active = !active switch(severity)
if(active) if(1.0)
use_power = 2 stability -= 60
visible_message("The [src.name] starts up.") if(2.0)
stability -= 40
if(3.0)
stability -= 20
check_stability()
return
/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
stability -= Proj.force
return 0
/obj/machinery/power/am_control_unit/power_change()
..()
if(stat & NOPOWER && active)
toggle_power()
return
/obj/machinery/power/am_control_unit/update_icon()
if(active) icon_state = "control_on"
else icon_state = "control"
//No other icons for it atm
/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user)
if(!istype(W) || !user) return
if(istype(W, /obj/item/weapon/wrench))
if(!anchored)
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the anchor bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
connect_to_network()
else if(!linked_shielding.len > 0)
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures the [src.name].", \
"You remove the anchor bolts.", \
"You hear a ratchet")
src.anchored = 0
disconnect_from_network()
else else
use_power = 1 user << "\red Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!"
visible_message("The [src.name] shuts down.")
update_icon()
return return
if(istype(W, /obj/item/weapon/am_containment))
proc/check_shield_icons()//Forces icon_update for all shields if(fueljar)
if(shield_icon_delay) return user << "\red There is already a [fueljar] inside!"
shield_icon_delay = 1
if(update_shield_icons == 2)//2 means to clear everything and rebuild
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
if(AMS.processing) AMS.shutdown_core()
AMS.control_unit = null
spawn(10)
AMS.controllerscan()
linked_shielding = list()
else
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.update_icon()
spawn(20)
shield_icon_delay = 0
return
proc/check_core_stability()
if(stored_core_stability_delay || linked_cores.len <= 0) return
stored_core_stability_delay = 1
stored_core_stability = 0
for(var/obj/machinery/am_shielding/AMS in linked_cores)
stored_core_stability += AMS.stability
stored_core_stability/=linked_cores.len
spawn(40)
stored_core_stability_delay = 0
return
proc/interact(mob/user)
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!istype(user, /mob/living/silicon/ai))
user.machine = null
user << browse(null, "window=AMcontrol")
return
user.machine = src
var/dat = ""
dat += "AntiMatter Control Panel<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A><BR>"
dat += "<A href='?src=\ref[src];refreshicons=1'>Force Shielding Update</A><BR><BR>"
dat += "Status: [(active?"Injecting":"Standby")] <BR>"
dat += "<A href='?src=\ref[src];togglestatus=1'>Toggle Status</A><BR>"
dat += "Stability: [stability]%<BR>"
dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
dat += "Cores: [linked_cores.len]<BR><BR>"
dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
dat += "-Average Stability: [stored_core_stability] <A href='?src=\ref[src];refreshstability=1'>(update)</A><BR>"
dat += "Last Produced: [stored_power]<BR>"
dat += "Fuel: "
if(!fueljar)
dat += "<BR>No fuel receptacle detected."
else
dat += "<A href='?src=\ref[src];ejectjar=1'>Eject</A><BR>"
dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
dat += "- Injecting: [fuel_injection] units<BR>"
dat += "- <A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
user << browse(dat, "window=AMcontrol;size=420x500")
onclose(user, "AMcontrol")
return
Topic(href, href_list)
..()
//Ignore input if we are broken or guy is not touching us, AI can control from a ways away
if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon/ai)))
usr.machine = null
usr << browse(null, "window=AMcontrol")
return return
fueljar = W
if(href_list["close"]) W.loc = src
usr << browse(null, "window=AMcontrol") if(user.client)
usr.machine = null user.client.screen -= W
return user.u_equip(W)
user.update_icons()
if(href_list["togglestatus"]) user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
toggle_power() "You load an [W.name].", \
"You hear a thunk.")
if(href_list["refreshicons"])
update_shield_icons = 1
if(href_list["ejectjar"])
if(fueljar)
fueljar.loc = src.loc
fueljar = null
//fueljar.control_unit = null currently it does not care where it is
//update_icon() when we have the icon for it
if(href_list["strengthup"])
fuel_injection++
if(href_list["strengthdown"])
fuel_injection--
if(fuel_injection < 0) fuel_injection = 0
if(href_list["refreshstability"])
check_core_stability()
updateDialog()
return return
if(W.force >= 20)
stability -= W.force/2
check_stability()
..()
return
/obj/machinery/power/am_control_unit/attack_hand(mob/user as mob)
if(anchored)
interact(user)
return
/obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
if(!istype(AMS)) return 0
if(!anchored) return 0
if(!AMS_linking && !AMS.link_control(src)) return 0
linked_shielding.Add(AMS)
update_shield_icons = 1
return 1
/obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
if(!istype(AMS)) return 0
linked_shielding.Remove(AMS)
update_shield_icons = 2
if(active) toggle_power()
return 1
/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
if(stability <= 0)
del(src)
return
/obj/machinery/power/am_control_unit/proc/toggle_power()
active = !active
if(active)
use_power = 2
visible_message("The [src.name] starts up.")
else
use_power = 1
visible_message("The [src.name] shuts down.")
update_icon()
return
/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
if(shield_icon_delay) return
shield_icon_delay = 1
if(update_shield_icons == 2)//2 means to clear everything and rebuild
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
if(AMS.processing) AMS.shutdown_core()
AMS.control_unit = null
spawn(10)
AMS.controllerscan()
linked_shielding = list()
else
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.update_icon()
spawn(20)
shield_icon_delay = 0
return
/obj/machinery/power/am_control_unit/proc/check_core_stability()
if(stored_core_stability_delay || linked_cores.len <= 0) return
stored_core_stability_delay = 1
stored_core_stability = 0
for(var/obj/machinery/am_shielding/AMS in linked_cores)
stored_core_stability += AMS.stability
stored_core_stability/=linked_cores.len
spawn(40)
stored_core_stability_delay = 0
return
/obj/machinery/power/am_control_unit/proc/interact(mob/user)
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!istype(user, /mob/living/silicon/ai))
user.machine = null
user << browse(null, "window=AMcontrol")
return
user.machine = src
var/dat = ""
dat += "AntiMatter Control Panel<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A><BR>"
dat += "<A href='?src=\ref[src];refreshicons=1'>Force Shielding Update</A><BR><BR>"
dat += "Status: [(active?"Injecting":"Standby")] <BR>"
dat += "<A href='?src=\ref[src];togglestatus=1'>Toggle Status</A><BR>"
dat += "Stability: [stability]%<BR>"
dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
dat += "Cores: [linked_cores.len]<BR><BR>"
dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
dat += "-Average Stability: [stored_core_stability] <A href='?src=\ref[src];refreshstability=1'>(update)</A><BR>"
dat += "Last Produced: [stored_power]<BR>"
dat += "Fuel: "
if(!fueljar)
dat += "<BR>No fuel receptacle detected."
else
dat += "<A href='?src=\ref[src];ejectjar=1'>Eject</A><BR>"
dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
dat += "- Injecting: [fuel_injection] units<BR>"
dat += "- <A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
user << browse(dat, "window=AMcontrol;size=420x500")
onclose(user, "AMcontrol")
return
/obj/machinery/power/am_control_unit/Topic(href, href_list)
..()
//Ignore input if we are broken or guy is not touching us, AI can control from a ways away
if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon/ai)))
usr.machine = null
usr << browse(null, "window=AMcontrol")
return
if(href_list["close"])
usr << browse(null, "window=AMcontrol")
usr.machine = null
return
if(href_list["togglestatus"])
toggle_power()
if(href_list["refreshicons"])
update_shield_icons = 1
if(href_list["ejectjar"])
if(fueljar)
fueljar.loc = src.loc
fueljar = null
//fueljar.control_unit = null currently it does not care where it is
//update_icon() when we have the icon for it
if(href_list["strengthup"])
fuel_injection++
if(href_list["strengthdown"])
fuel_injection--
if(fuel_injection < 0) fuel_injection = 0
if(href_list["refreshstability"])
check_core_stability()
updateDialog()
return

View File

@@ -26,177 +26,177 @@ proc/cardinalrange(var/center)
var/efficiency = 1//How many cores this core counts for when doing power processing, plasma in the air and stability could affect this var/efficiency = 1//How many cores this core counts for when doing power processing, plasma in the air and stability could affect this
New(loc) /obj/machinery/am_shielding/New(loc)
..(loc) ..(loc)
spawn(10) spawn(10)
controllerscan() controllerscan()
return
/obj/machinery/am_shielding/proc/controllerscan(var/priorscan = 0)
//Make sure we are the only one here
if(!istype(src.loc, /turf))
del(src)
return
for(var/obj/machinery/am_shielding/AMS in loc.contents)
if(AMS == src) continue
spawn(0)
del(src)
return return
//Search for shielding first
for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
if(AMS && AMS.control_unit && link_control(AMS.control_unit))
break
proc/controllerscan(var/priorscan = 0) if(!control_unit)//No other guys nearby look for a control unit
//Make sure we are the only one here for(var/direction in cardinal)
if(!istype(src.loc, /turf)) for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src))
del(src) if(AMC.add_shielding(src))
return
for(var/obj/machinery/am_shielding/AMS in loc.contents)
if(AMS == src) continue
spawn(0)
del(src)
return
//Search for shielding first
for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
if(AMS && AMS.control_unit && link_control(AMS.control_unit))
break break
if(!control_unit)//No other guys nearby look for a control unit if(!control_unit)
for(var/direction in cardinal) if(!priorscan)
for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src)) spawn(20)
if(AMC.add_shielding(src)) controllerscan(1)//Last chance
break
if(!control_unit)
if(!priorscan)
spawn(20)
controllerscan(1)//Last chance
return
spawn(0)
del(src)
return
Del()
if(control_unit) control_unit.remove_shielding(src)
if(processing) shutdown_core()
visible_message("\red The [src.name] melts!")
//Might want to have it leave a mess on the floor but no sprites for now
..()
return
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
return 0
process()
if(!processing) ..()
//TODO: core functions and stability
//TODO: think about checking the airmix for plasma and increasing power output
return
emp_act()//Immune due to not really much in the way of electronics.
return 0
blob_act()
stability -= 20
if(prob(100-stability))
if(prob(10))//Might create a node
new /obj/effect/blob/node(src.loc,150)
else
new /obj/effect/blob(src.loc,60)
spawn(0)
del(src)
return return
check_stability() spawn(0)
return del(src)
return
ex_act(severity) /obj/machinery/am_shielding/Del()
switch(severity) if(control_unit) control_unit.remove_shielding(src)
if(1.0) if(processing) shutdown_core()
stability -= 80 visible_message("\red The [src.name] melts!")
if(2.0) //Might want to have it leave a mess on the floor but no sprites for now
stability -= 40 ..()
if(3.0) return
stability -= 20
check_stability()
return
bullet_act(var/obj/item/projectile/Proj) /obj/machinery/am_shielding/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(Proj.flag != "bullet") if(air_group || (height==0)) return 1
stability -= Proj.force/2 return 0
return 0
update_icon() /obj/machinery/am_shielding/process()
overlays = null if(!processing) ..()
for(var/direction in alldirs) //TODO: core functions and stability
var/machine = locate(/obj/machinery, get_step(loc, direction)) //TODO: think about checking the airmix for plasma and increasing power output
if((istype(machine, /obj/machinery/am_shielding) && machine:control_unit == control_unit)||(istype(machine, /obj/machinery/power/am_control_unit) && machine == control_unit)) return
overlays += "shield_[direction]"
if(core_check())
overlays += "core"
if(!processing) setup_core()
else if(processing) shutdown_core()
attackby(obj/item/W, mob/user) /obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
if(!istype(W) || !user) return return 0
if(W.force > 10)
stability -= W.force/2
check_stability()
..()
return
/obj/machinery/am_shielding/blob_act()
//Call this to link a detected shilding unit to the controller stability -= 20
proc/link_control(var/obj/machinery/power/am_control_unit/AMC) if(prob(100-stability))
if(!istype(AMC)) return 0 if(prob(10))//Might create a node
if(control_unit && control_unit != AMC) return 0//Already have one new /obj/effect/blob/node(src.loc,150)
control_unit = AMC else
control_unit.add_shielding(src,1) new /obj/effect/blob(src.loc,60)
return 1 spawn(0)
//Scans cards for shields or the control unit and if all there it
proc/core_check()
for(var/direction in alldirs)
var/machine = locate(/obj/machinery, get_step(loc, direction))
if(!machine) return 0//Need all for a core
if(!istype(machine, /obj/machinery/am_shielding) && !istype(machine, /obj/machinery/power/am_control_unit)) return 0
return 1
proc/setup_core()
processing = 1
machines.Add(src)
if(!control_unit) return
control_unit.linked_cores.Add(src)
control_unit.reported_core_efficiency += efficiency
return
proc/shutdown_core()
processing = 0
machines.Remove(src)
if(!control_unit) return
control_unit.linked_cores.Remove(src)
control_unit.reported_core_efficiency -= efficiency
return
proc/check_stability(var/injecting_fuel = 0)
if(stability > 0) return
if(injecting_fuel && control_unit)
control_unit.exploding = 1
if(src)
del(src) del(src)
return return
check_stability()
return
proc/recalc_efficiency(var/new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp /obj/machinery/am_shielding/ex_act(severity)
if(!control_unit || !processing) return switch(severity)
if(stability < 50) if(1.0)
new_efficiency /= 2 stability -= 80
control_unit.reported_core_efficiency += (new_efficiency - efficiency) if(2.0)
efficiency = new_efficiency stability -= 40
return if(3.0)
stability -= 20
check_stability()
return
/obj/machinery/am_shielding/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
stability -= Proj.force/2
return 0
/obj/machinery/am_shielding/update_icon()
overlays = null
for(var/direction in alldirs)
var/machine = locate(/obj/machinery, get_step(loc, direction))
if((istype(machine, /obj/machinery/am_shielding) && machine:control_unit == control_unit)||(istype(machine, /obj/machinery/power/am_control_unit) && machine == control_unit))
overlays += "shield_[direction]"
if(core_check())
overlays += "core"
if(!processing) setup_core()
else if(processing) shutdown_core()
/obj/machinery/am_shielding/attackby(obj/item/W, mob/user)
if(!istype(W) || !user) return
if(W.force > 10)
stability -= W.force/2
check_stability()
..()
return
//Call this to link a detected shilding unit to the controller
/obj/machinery/am_shielding/proc/link_control(var/obj/machinery/power/am_control_unit/AMC)
if(!istype(AMC)) return 0
if(control_unit && control_unit != AMC) return 0//Already have one
control_unit = AMC
control_unit.add_shielding(src,1)
return 1
//Scans cards for shields or the control unit and if all there it
/obj/machinery/am_shielding/proc/core_check()
for(var/direction in alldirs)
var/machine = locate(/obj/machinery, get_step(loc, direction))
if(!machine) return 0//Need all for a core
if(!istype(machine, /obj/machinery/am_shielding) && !istype(machine, /obj/machinery/power/am_control_unit)) return 0
return 1
/obj/machinery/am_shielding/proc/setup_core()
processing = 1
machines.Add(src)
if(!control_unit) return
control_unit.linked_cores.Add(src)
control_unit.reported_core_efficiency += efficiency
return
/obj/machinery/am_shielding/proc/shutdown_core()
processing = 0
machines.Remove(src)
if(!control_unit) return
control_unit.linked_cores.Remove(src)
control_unit.reported_core_efficiency -= efficiency
return
/obj/machinery/am_shielding/proc/check_stability(var/injecting_fuel = 0)
if(stability > 0) return
if(injecting_fuel && control_unit)
control_unit.exploding = 1
if(src)
del(src)
return
/obj/machinery/am_shielding/proc/recalc_efficiency(var/new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp
if(!control_unit || !processing) return
if(stability < 50)
new_efficiency /= 2
control_unit.reported_core_efficiency += (new_efficiency - efficiency)
efficiency = new_efficiency
return
@@ -214,10 +214,10 @@ proc/cardinalrange(var/center)
m_amt = 100 m_amt = 100
w_amt = 2000 w_amt = 2000
attackby(var/obj/item/I, var/mob/user) /obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf)) if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
new/obj/machinery/am_shielding(src.loc) new/obj/machinery/am_shielding(src.loc)
del(src) del(src)
return
..()
return return
..()
return

View File

@@ -20,145 +20,145 @@
var/lastgenlev = -1 var/lastgenlev = -1
New() /obj/machinery/power/generator/New()
..() ..()
spawn(5) spawn(5)
circ1 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,WEST) circ1 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,WEST)
circ2 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,EAST) circ2 = locate(/obj/machinery/atmospherics/binary/circulator) in get_step(src,EAST)
if(circ1) if(circ1)
circ1.side = 1 circ1.side = 1
circ1.update_icon() circ1.update_icon()
if(circ2) if(circ2)
circ2.side = 2 circ2.side = 2
circ2.update_icon() circ2.update_icon()
if(!circ1 || !circ2) if(!circ1 || !circ2)
stat |= BROKEN stat |= BROKEN
updateicon() updateicon()
proc/updateicon() /obj/machinery/power/generator/proc/updateicon()
if(stat & (NOPOWER|BROKEN)) if(stat & (NOPOWER|BROKEN))
overlays = null overlays = null
else else
overlays = null overlays = null
if(lastgenlev != 0) if(lastgenlev != 0)
overlays += image('icons/obj/power.dmi', "teg-op[lastgenlev]") overlays += image('icons/obj/power.dmi', "teg-op[lastgenlev]")
#define GENRATE 800 // generator output coefficient from Q #define GENRATE 800 // generator output coefficient from Q
process() /obj/machinery/power/generator/process()
//world << "Generator process ran" //world << "Generator process ran"
if(!circ1 || !circ2) if(!circ1 || !circ2)
return return
//world << "circ1 and circ2 pass" //world << "circ1 and circ2 pass"
var/datum/gas_mixture/cold_air = circ1.return_transfer_air() var/datum/gas_mixture/cold_air = circ1.return_transfer_air()
var/datum/gas_mixture/hot_air = circ2.return_transfer_air() var/datum/gas_mixture/hot_air = circ2.return_transfer_air()
lastgen = 0 lastgen = 0
//world << "hot_air = [hot_air]; cold_air = [cold_air];" //world << "hot_air = [hot_air]; cold_air = [cold_air];"
if(cold_air && hot_air) if(cold_air && hot_air)
//world << "hot_air = [hot_air] temperature = [hot_air.temperature]; cold_air = [cold_air] temperature = [hot_air.temperature];" //world << "hot_air = [hot_air] temperature = [hot_air.temperature]; cold_air = [cold_air] temperature = [hot_air.temperature];"
//world << "coldair and hotair pass" //world << "coldair and hotair pass"
var/cold_air_heat_capacity = cold_air.heat_capacity() var/cold_air_heat_capacity = cold_air.heat_capacity()
var/hot_air_heat_capacity = hot_air.heat_capacity() var/hot_air_heat_capacity = hot_air.heat_capacity()
var/delta_temperature = hot_air.temperature - cold_air.temperature var/delta_temperature = hot_air.temperature - cold_air.temperature
//world << "delta_temperature = [delta_temperature]; cold_air_heat_capacity = [cold_air_heat_capacity]; hot_air_heat_capacity = [hot_air_heat_capacity]" //world << "delta_temperature = [delta_temperature]; cold_air_heat_capacity = [cold_air_heat_capacity]; hot_air_heat_capacity = [hot_air_heat_capacity]"
if(delta_temperature > 0 && cold_air_heat_capacity > 0 && hot_air_heat_capacity > 0) if(delta_temperature > 0 && cold_air_heat_capacity > 0 && hot_air_heat_capacity > 0)
var/efficiency = 0.65 var/efficiency = 0.65
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity) var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/heat = energy_transfer*(1-efficiency) var/heat = energy_transfer*(1-efficiency)
lastgen = energy_transfer*efficiency lastgen = energy_transfer*efficiency
//world << "lastgen = [lastgen]; heat = [heat]; delta_temperature = [delta_temperature]; hot_air_heat_capacity = [hot_air_heat_capacity]; cold_air_heat_capacity = [cold_air_heat_capacity];" //world << "lastgen = [lastgen]; heat = [heat]; delta_temperature = [delta_temperature]; hot_air_heat_capacity = [hot_air_heat_capacity]; cold_air_heat_capacity = [cold_air_heat_capacity];"
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]" world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
add_avail(lastgen) add_avail(lastgen)
// update icon overlays only if displayed level has changed // update icon overlays only if displayed level has changed
if(hot_air) if(hot_air)
circ2.air2.merge(hot_air) circ2.air2.merge(hot_air)
if(cold_air) if(cold_air)
circ1.air2.merge(cold_air) circ1.air2.merge(cold_air)
var/genlev = max(0, min( round(11*lastgen / 100000), 11)) var/genlev = max(0, min( round(11*lastgen / 100000), 11))
if(genlev != lastgenlev) if(genlev != lastgenlev)
lastgenlev = genlev lastgenlev = genlev
updateicon()
src.updateDialog()
attack_ai(mob/user)
if(stat & (BROKEN|NOPOWER)) return
interact(user)
attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER)) return
interact(user)
proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ) && (!istype(user, /mob/living/silicon/ai)))
user.machine = null
user << browse(null, "window=teg")
return
user.machine = src
var/t = "<PRE><B>Thermo-Electric Generator</B><HR>"
t += "Output : [round(lastgen)] W<BR><BR>"
t += "<B>Cold loop</B><BR>"
t += "Temperature Inlet: [round(circ1.air1.temperature, 0.1)] K Outlet: [round(circ1.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(circ1.air1.return_pressure(), 0.1)] kPa Outlet: [round(circ1.air2.return_pressure(), 0.1)] kPa<BR>"
t += "<B>Hot loop</B><BR>"
t += "Temperature Inlet: [round(circ2.air1.temperature, 0.1)] K Outlet: [round(circ2.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(circ2.air1.return_pressure(), 0.1)] kPa Outlet: [round(circ2.air2.return_pressure(), 0.1)] kPa<BR>"
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</PRE>"
user << browse(t, "window=teg;size=460x300")
onclose(user, "teg")
return 1
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=teg")
usr.machine = null
return 0
return 1
power_change()
..()
updateicon() updateicon()
src.updateDialog()
/obj/machinery/power/generator/attack_ai(mob/user)
if(stat & (BROKEN|NOPOWER)) return
interact(user)
/obj/machinery/power/generator/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER)) return
interact(user)
/obj/machinery/power/generator/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ) && (!istype(user, /mob/living/silicon/ai)))
user.machine = null
user << browse(null, "window=teg")
return
user.machine = src
var/t = "<PRE><B>Thermo-Electric Generator</B><HR>"
t += "Output : [round(lastgen)] W<BR><BR>"
t += "<B>Cold loop</B><BR>"
t += "Temperature Inlet: [round(circ1.air1.temperature, 0.1)] K Outlet: [round(circ1.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(circ1.air1.return_pressure(), 0.1)] kPa Outlet: [round(circ1.air2.return_pressure(), 0.1)] kPa<BR>"
t += "<B>Hot loop</B><BR>"
t += "Temperature Inlet: [round(circ2.air1.temperature, 0.1)] K Outlet: [round(circ2.air2.temperature, 0.1)] K<BR>"
t += "Pressure Inlet: [round(circ2.air1.return_pressure(), 0.1)] kPa Outlet: [round(circ2.air2.return_pressure(), 0.1)] kPa<BR>"
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</PRE>"
user << browse(t, "window=teg;size=460x300")
onclose(user, "teg")
return 1
/obj/machinery/power/generator/Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=teg")
usr.machine = null
return 0
return 1
/obj/machinery/power/generator/power_change()
..()
updateicon()

View File

@@ -12,131 +12,131 @@
var/lastgenlev = -1 var/lastgenlev = -1
New() /obj/machinery/power/generator_type2/New()
..() ..()
spawn(5) spawn(5)
input1 = locate(/obj/machinery/atmospherics/unary/generator_input) in get_step(src,WEST) input1 = locate(/obj/machinery/atmospherics/unary/generator_input) in get_step(src,WEST)
input2 = locate(/obj/machinery/atmospherics/unary/generator_input) in get_step(src,EAST) input2 = locate(/obj/machinery/atmospherics/unary/generator_input) in get_step(src,EAST)
if(!input1 || !input2) if(!input1 || !input2)
stat |= BROKEN stat |= BROKEN
updateicon() updateicon()
proc/updateicon() /obj/machinery/power/generator_type2/proc/updateicon()
if(stat & (NOPOWER|BROKEN)) if(stat & (NOPOWER|BROKEN))
overlays = null overlays = null
else else
overlays = null overlays = null
if(lastgenlev != 0) if(lastgenlev != 0)
overlays += image('icons/obj/power.dmi', "teg-op[lastgenlev]") overlays += image('icons/obj/power.dmi', "teg-op[lastgenlev]")
#define GENRATE 800 // generator output coefficient from Q #define GENRATE 800 // generator output coefficient from Q
process() /obj/machinery/power/generator_type2/process()
if(!input1 || !input2) if(!input1 || !input2)
return return
var/datum/gas_mixture/air1 = input1.return_exchange_air() var/datum/gas_mixture/air1 = input1.return_exchange_air()
var/datum/gas_mixture/air2 = input2.return_exchange_air() var/datum/gas_mixture/air2 = input2.return_exchange_air()
lastgen = 0 lastgen = 0
if(air1 && air2) if(air1 && air2)
var/datum/gas_mixture/hot_air = air1 var/datum/gas_mixture/hot_air = air1
var/datum/gas_mixture/cold_air = air2 var/datum/gas_mixture/cold_air = air2
if(hot_air.temperature < cold_air.temperature) if(hot_air.temperature < cold_air.temperature)
hot_air = air2 hot_air = air2
cold_air = air1 cold_air = air1
var/hot_air_heat_capacity = hot_air.heat_capacity() var/hot_air_heat_capacity = hot_air.heat_capacity()
var/cold_air_heat_capacity = cold_air.heat_capacity() var/cold_air_heat_capacity = cold_air.heat_capacity()
var/delta_temperature = hot_air.temperature - cold_air.temperature var/delta_temperature = hot_air.temperature - cold_air.temperature
if(delta_temperature > 1 && cold_air_heat_capacity > 0.01 && hot_air_heat_capacity > 0.01) if(delta_temperature > 1 && cold_air_heat_capacity > 0.01 && hot_air_heat_capacity > 0.01)
var/efficiency = (1 - cold_air.temperature/hot_air.temperature)*0.65 //65% of Carnot efficiency var/efficiency = (1 - cold_air.temperature/hot_air.temperature)*0.65 //65% of Carnot efficiency
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity) var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/heat = energy_transfer*(1-efficiency) var/heat = energy_transfer*(1-efficiency)
lastgen = energy_transfer*efficiency lastgen = energy_transfer*efficiency
hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity hot_air.temperature = hot_air.temperature - energy_transfer/hot_air_heat_capacity
cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity cold_air.temperature = cold_air.temperature + heat/cold_air_heat_capacity
world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]" world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
if(input1.network) if(input1.network)
input1.network.update = 1 input1.network.update = 1
if(input2.network) if(input2.network)
input2.network.update = 1 input2.network.update = 1
add_avail(lastgen) add_avail(lastgen)
// update icon overlays only if displayed level has changed // update icon overlays only if displayed level has changed
var/genlev = max(0, min( round(11*lastgen / 100000), 11)) var/genlev = max(0, min( round(11*lastgen / 100000), 11))
if(genlev != lastgenlev) if(genlev != lastgenlev)
lastgenlev = genlev lastgenlev = genlev
updateicon()
src.updateDialog()
attack_ai(mob/user)
if(stat & (BROKEN|NOPOWER)) return
interact(user)
attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER)) return
interact(user)
proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ) && (!istype(user, /mob/living/silicon/ai)))
user.machine = null
user << browse(null, "window=teg")
return
user.machine = src
var/t = "<PRE><B>Thermo-Electric Generator</B><HR>"
t += "Output : [round(lastgen)] W<BR><BR>"
t += "<B>Cold loop</B><BR>"
t += "Temperature: [round(input1.air_contents.temperature, 0.1)] K<BR>"
t += "Pressure: [round(input1.air_contents.return_pressure(), 0.1)] kPa<BR>"
t += "<B>Hot loop</B><BR>"
t += "Temperature: [round(input2.air_contents.temperature, 0.1)] K<BR>"
t += "Pressure: [round(input2.air_contents.return_pressure(), 0.1)] kPa<BR>"
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</PRE>"
user << browse(t, "window=teg;size=460x300")
onclose(user, "teg")
return 1
Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=teg")
usr.machine = null
return 0
return 1
power_change()
..()
updateicon() updateicon()
src.updateDialog()
/obj/machinery/power/generator_type2/attack_ai(mob/user)
if(stat & (BROKEN|NOPOWER)) return
interact(user)
/obj/machinery/power/generator_type2/attack_hand(mob/user)
add_fingerprint(user)
if(stat & (BROKEN|NOPOWER)) return
interact(user)
/obj/machinery/power/generator_type2/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ) && (!istype(user, /mob/living/silicon/ai)))
user.machine = null
user << browse(null, "window=teg")
return
user.machine = src
var/t = "<PRE><B>Thermo-Electric Generator</B><HR>"
t += "Output : [round(lastgen)] W<BR><BR>"
t += "<B>Cold loop</B><BR>"
t += "Temperature: [round(input1.air_contents.temperature, 0.1)] K<BR>"
t += "Pressure: [round(input1.air_contents.return_pressure(), 0.1)] kPa<BR>"
t += "<B>Hot loop</B><BR>"
t += "Temperature: [round(input2.air_contents.temperature, 0.1)] K<BR>"
t += "Pressure: [round(input2.air_contents.return_pressure(), 0.1)] kPa<BR>"
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</PRE>"
user << browse(t, "window=teg;size=460x300")
onclose(user, "teg")
return 1
/obj/machinery/power/generator_type2/Topic(href, href_list)
..()
if( href_list["close"] )
usr << browse(null, "window=teg")
usr.machine = null
return 0
return 1
/obj/machinery/power/generator_type2/power_change()
..()
updateicon()

View File

@@ -106,187 +106,185 @@ display round(lastgen) and plasmatank amount
var/time_per_sheet = 10 var/time_per_sheet = 10
var/heat = 0 var/heat = 0
New() /obj/machinery/power/port_gen/pacman/New()
..() ..()
component_parts = list() component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src) component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src) component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
component_parts += new /obj/item/weapon/cable_coil(src) component_parts += new /obj/item/weapon/cable_coil(src)
component_parts += new /obj/item/weapon/cable_coil(src) component_parts += new /obj/item/weapon/cable_coil(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src) component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new board_path(src) component_parts += new board_path(src)
RefreshParts()
RefreshParts() RefreshParts()
var/temp_rating = 0
var/temp_reliability = 0
for(var/obj/item/weapon/stock_parts/SP in component_parts)
if(istype(SP, /obj/item/weapon/stock_parts/matter_bin))
max_sheets = SP.rating * SP.rating * 50
else if(istype(SP, /obj/item/weapon/stock_parts/micro_laser) || istype(SP, /obj/item/weapon/stock_parts/capacitor))
temp_rating += SP.rating
for(var/obj/item/weapon/CP in component_parts)
temp_reliability += CP.reliability
reliability = min(round(temp_reliability / 4), 100)
power_gen = round(initial(power_gen) * (max(2, temp_rating) / 2))
examine() /obj/machinery/power/port_gen/pacman/RefreshParts()
..() var/temp_rating = 0
usr << "\blue The generator has [sheets] units of fuel left, producing [power_gen] per cycle." var/temp_reliability = 0
if(crit_fail) usr << "\red The generator seems to have broken down." for(var/obj/item/weapon/stock_parts/SP in component_parts)
if(istype(SP, /obj/item/weapon/stock_parts/matter_bin))
max_sheets = SP.rating * SP.rating * 50
else if(istype(SP, /obj/item/weapon/stock_parts/micro_laser) || istype(SP, /obj/item/weapon/stock_parts/capacitor))
temp_rating += SP.rating
for(var/obj/item/weapon/CP in component_parts)
temp_reliability += CP.reliability
reliability = min(round(temp_reliability / 4), 100)
power_gen = round(initial(power_gen) * (max(2, temp_rating) / 2))
HasFuel() /obj/machinery/power/port_gen/pacman/examine()
if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left) ..()
return 1 usr << "\blue The generator has [sheets] units of fuel left, producing [power_gen] per cycle."
return 0 if(crit_fail) usr << "\red The generator seems to have broken down."
UseFuel() /obj/machinery/power/port_gen/pacman/HasFuel()
var/needed_sheets = 1 / (time_per_sheet / power_output) if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left)
var/temp = min(needed_sheets, sheet_left) return 1
needed_sheets -= temp return 0
sheet_left -= temp
sheets -= round(needed_sheets)
needed_sheets -= round(needed_sheets)
if (sheet_left <= 0 && sheets > 0)
sheet_left = 1 - needed_sheets
sheets--
var/lower_limit = 56 + power_output * 10 /obj/machinery/power/port_gen/pacman/UseFuel()
var/upper_limit = 76 + power_output * 10 var/needed_sheets = 1 / (time_per_sheet / power_output)
var/bias = 0 var/temp = min(needed_sheets, sheet_left)
if (power_output > 4) needed_sheets -= temp
upper_limit = 400 sheet_left -= temp
bias = power_output * 3 sheets -= round(needed_sheets)
needed_sheets -= round(needed_sheets)
if (sheet_left <= 0 && sheets > 0)
sheet_left = 1 - needed_sheets
sheets--
var/lower_limit = 56 + power_output * 10
var/upper_limit = 76 + power_output * 10
var/bias = 0
if (power_output > 4)
upper_limit = 400
bias = power_output * 3
if (heat < lower_limit)
heat += 3
else
heat += rand(-7 + bias, 7 + bias)
if (heat < lower_limit) if (heat < lower_limit)
heat += 3 heat = lower_limit
else if (heat > upper_limit)
heat += rand(-7 + bias, 7 + bias) heat = upper_limit
if (heat < lower_limit)
heat = lower_limit
if (heat > upper_limit)
heat = upper_limit
if (heat > 300) if (heat > 300)
overheat() overheat()
del(src)
return
/obj/machinery/power/port_gen/pacman/handleInactive()
heat -= 2
if (heat < 0)
heat = 0
else
for(var/mob/M in viewers(1, src))
if (M.client && M.machine == src)
src.updateUsrDialog()
/obj/machinery/power/port_gen/pacman/proc/overheat()
explosion(src.loc, 2, 5, 2, -1)
/obj/machinery/power/port_gen/pacman/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, sheet_path))
var/obj/item/stack/addstack = O
var/amount = min((max_sheets - sheets), addstack.amount)
if(amount < 1)
user << "\blue The [src.name] is full!"
return
user << "\blue You add [amount] sheets to the [src.name]."
sheets += amount
addstack.use(amount)
return
else if (istype(O, /obj/item/weapon/card/emag))
emagged = 1
emp_act(1)
else if(!active)
if(istype(O, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(anchored)
user << "\blue You secure the generator to the floor."
else
user << "\blue You unsecure the generator from the floor."
makepowernets()
else if(istype(O, /obj/item/weapon/screwdriver))
open = !open
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(open)
user << "\blue You open the access panel."
else
user << "\blue You close the access panel."
else if(istype(O, /obj/item/weapon/crowbar) && !open)
var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
for(var/obj/item/I in component_parts)
if(I.reliability < 100)
I.crit_fail = 1
I.loc = src.loc
new_frame.state = 2
new_frame.icon_state = "box_1"
del(src) del(src)
/obj/machinery/power/port_gen/pacman/attack_hand(mob/user as mob)
..()
if (!anchored)
return return
handleInactive() interact(user)
heat -= 2
if (heat < 0)
heat = 0
else
for(var/mob/M in viewers(1, src))
if (M.client && M.machine == src)
src.updateUsrDialog()
proc /obj/machinery/power/port_gen/pacman/attack_ai(mob/user as mob)
overheat() interact(user)
explosion(src.loc, 2, 5, 2, -1)
attackby(var/obj/item/O as obj, var/mob/user as mob) /obj/machinery/power/port_gen/pacman/attack_paw(mob/user as mob)
if(istype(O, sheet_path)) interact(user)
var/obj/item/stack/addstack = O
var/amount = min((max_sheets - sheets), addstack.amount)
if(amount < 1)
user << "\blue The [src.name] is full!"
return
user << "\blue You add [amount] sheets to the [src.name]."
sheets += amount
addstack.use(amount)
return
else if (istype(O, /obj/item/weapon/card/emag))
emagged = 1
emp_act(1)
else if(!active)
if(istype(O, /obj/item/weapon/wrench))
anchored = !anchored
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(anchored)
user << "\blue You secure the generator to the floor."
else
user << "\blue You unsecure the generator from the floor."
makepowernets()
else if(istype(O, /obj/item/weapon/screwdriver))
open = !open
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
if(open)
user << "\blue You open the access panel."
else
user << "\blue You close the access panel."
else if(istype(O, /obj/item/weapon/crowbar) && !open)
var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
for(var/obj/item/I in component_parts)
if(I.reliability < 100)
I.crit_fail = 1
I.loc = src.loc
new_frame.state = 2
new_frame.icon_state = "box_1"
del(src)
attack_hand(mob/user as mob) /obj/machinery/power/port_gen/pacman/proc/interact(mob/user)
..() if (get_dist(src, user) > 1 )
if (!anchored) if (!istype(user, /mob/living/silicon/ai))
user.machine = null
user << browse(null, "window=port_gen")
return return
interact(user) user.machine = src
attack_ai(mob/user as mob) var/dat = text("<b>[name]</b><br>")
interact(user) if (active)
dat += text("Generator: <A href='?src=\ref[src];action=disable'>On</A><br>")
else
dat += text("Generator: <A href='?src=\ref[src];action=enable'>Off</A><br>")
dat += text("sheets: [sheets]<br>")
var/stack_percent = round(sheet_left * 100, 1)
dat += text("Current stack: [stack_percent]%<br>")
dat += text("Power output: <A href='?src=\ref[src];action=lower_power'>-</A> [power_gen * power_output] <A href='?src=\ref[src];action=higher_power'>+</A><br>")
dat += text("Heat: [heat]<br>")
dat += "<br><A href='?src=\ref[src];action=close'>Close</A>"
user << browse("[dat]", "window=port_gen")
attack_paw(mob/user as mob) /obj/machinery/power/port_gen/pacman/Topic(href, href_list)
interact(user) if(..())
return
proc src.add_fingerprint(usr)
interact(mob/user) if(href_list["action"])
if (get_dist(src, user) > 1 ) if(href_list["action"] == "enable")
if (!istype(user, /mob/living/silicon/ai)) if(!active && HasFuel() && !crit_fail)
user.machine = null active = 1
user << browse(null, "window=port_gen") icon_state = "portgen1"
return src.updateUsrDialog()
if(href_list["action"] == "disable")
user.machine = src
var/dat = text("<b>[name]</b><br>")
if (active) if (active)
dat += text("Generator: <A href='?src=\ref[src];action=disable'>On</A><br>") active = 0
else icon_state = "portgen0"
dat += text("Generator: <A href='?src=\ref[src];action=enable'>Off</A><br>") src.updateUsrDialog()
dat += text("sheets: [sheets]<br>") if(href_list["action"] == "lower_power")
var/stack_percent = round(sheet_left * 100, 1) if (power_output > 1)
dat += text("Current stack: [stack_percent]%<br>") power_output--
dat += text("Power output: <A href='?src=\ref[src];action=lower_power'>-</A> [power_gen * power_output] <A href='?src=\ref[src];action=higher_power'>+</A><br>") src.updateUsrDialog()
dat += text("Heat: [heat]<br>") if (href_list["action"] == "higher_power")
dat += "<br><A href='?src=\ref[src];action=close'>Close</A>" if (power_output < 4 || emagged)
user << browse("[dat]", "window=port_gen") power_output++
src.updateUsrDialog()
Topic(href, href_list) if (href_list["action"] == "close")
if(..()) usr << browse(null, "window=port_gen")
return usr.machine = null
src.add_fingerprint(usr)
if(href_list["action"])
if(href_list["action"] == "enable")
if(!active && HasFuel() && !crit_fail)
active = 1
icon_state = "portgen1"
src.updateUsrDialog()
if(href_list["action"] == "disable")
if (active)
active = 0
icon_state = "portgen0"
src.updateUsrDialog()
if(href_list["action"] == "lower_power")
if (power_output > 1)
power_output--
src.updateUsrDialog()
if (href_list["action"] == "higher_power")
if (power_output < 4 || emagged)
power_output++
src.updateUsrDialog()
if (href_list["action"] == "close")
usr << browse(null, "window=port_gen")
usr.machine = null
/obj/machinery/power/port_gen/pacman/super /obj/machinery/power/port_gen/pacman/super
name = "S.U.P.E.R.P.A.C.M.A.N.-type Portable Generator" name = "S.U.P.E.R.P.A.C.M.A.N.-type Portable Generator"

View File

@@ -318,12 +318,11 @@ Turfs have these additional procs and vars:
\********************************************************************/ \********************************************************************/
var var/sd_dark_icon = 'icons/effects/ss13_dark_alpha7.dmi' // icon used for darkness
sd_dark_icon = 'icons/effects/ss13_dark_alpha7.dmi' // icon used for darkness var/sd_dark_shades = 7 // number of icon state in sd_dark_icon
sd_dark_shades = 7 // number of icon state in sd_dark_icon var/sd_light_layer = 10 // graphics layer for light effect
sd_light_layer = 10 // graphics layer for light effect var/sd_light_outside = 0 // how bright it is outside
sd_light_outside = 0 // how bright it is outside var/sd_top_luminosity = 0
sd_top_luminosity = 0
// since we're not using these, comment out all occurances to save CPU // since we're not using these, comment out all occurances to save CPU
/* /*
@@ -351,309 +350,303 @@ proc
for(var/turf/T in sd_light_spill_turfs) for(var/turf/T in sd_light_spill_turfs)
T.sd_ApplySpill() T.sd_ApplySpill()
*/ */
proc proc/sd_SetDarkIcon(icon, shades)
sd_SetDarkIcon(icon, shades) // reset the darkness icon and number of shades of darkness
// reset the darkness icon and number of shades of darkness sd_dark_icon = icon
sd_dark_icon = icon sd_dark_shades = shades
sd_dark_shades = shades // change existing areas
// change existing areas for(var/area/A)
for(var/area/A) if(A.sd_darkimage) A.sd_LightLevel(A.sd_light_level,0)
if(A.sd_darkimage) A.sd_LightLevel(A.sd_light_level,0)
atom atom/New()
New() ..()
..() // if this is not an area and is luminous
// if this is not an area and is luminous if(!isarea(src)&&(luminosity>0))
if(!isarea(src)&&(luminosity>0)) spawn(1) // delay to allow map load
spawn(1) // delay to allow map load sd_ApplyLum()
sd_ApplyLum()
Del() atom/Del()
// if this is not an area and is luminous // if this is not an area and is luminous
if(!isarea(src)&&(luminosity>0)) if(!isarea(src)&&(luminosity>0))
sd_StripLum() sd_StripLum()
..() ..()
proc atom/proc/sd_ApplyLum(list/V = view(luminosity,src), center = src)
sd_ApplyLum(list/V = view(luminosity,src), center = src) if(src.luminosity>sd_top_luminosity)
if(src.luminosity>sd_top_luminosity) sd_top_luminosity = src.luminosity
sd_top_luminosity = src.luminosity // loop through all the turfs in V
// loop through all the turfs in V for(var/turf/T in V)
for(var/turf/T in V) /* increase the turf's brightness depending on the
/* increase the turf's brightness depending on the brightness and distance of the lightsource */
brightness and distance of the lightsource */ T.sd_lumcount += (luminosity-get_dist(center,T))
T.sd_lumcount += (luminosity-get_dist(center,T)) // update the turf's area
// update the turf's area
// //
//if(T.tag == "sdd") //if(T.tag == "sdd")
// slog << "\red lc+([luminosity-get_dist(center,T)]) from [center] ([center:x],[center:y])" // slog << "\red lc+([luminosity-get_dist(center,T)]) from [center] ([center:x],[center:y])"
// slog << "now [T.sd_lumcount]" // slog << "now [T.sd_lumcount]"
T.sd_LumUpdate() T.sd_LumUpdate()
sd_StripLum(list/V = view(luminosity,src), center = src) atom/proc/sd_StripLum(list/V = view(luminosity,src), center = src)
// loop through all the turfs in V // loop through all the turfs in V
for(var/turf/T in V) for(var/turf/T in V)
/* increase the turf's brightness depending on the /* increase the turf's brightness depending on the
brightness and distance of the lightsource */ brightness and distance of the lightsource */
T.sd_lumcount -= (luminosity-get_dist(center,T)) T.sd_lumcount -= (luminosity-get_dist(center,T))
T.sd_lumcount = max(0, T.sd_lumcount) T.sd_lumcount = max(0, T.sd_lumcount)
//if(T.tag == "sdd") //if(T.tag == "sdd")
// slog << "\red lc-([luminosity-get_dist(center,T)]) from [center] ([center:x],[center:y])" // slog << "\red lc-([luminosity-get_dist(center,T)]) from [center] ([center:x],[center:y])"
// slog << "now [T.sd_lumcount]" // slog << "now [T.sd_lumcount]"
// update the turf's area // update the turf's area
T.sd_LumUpdate() T.sd_LumUpdate()
sd_ApplyLocalLum(list/affected = view(sd_top_luminosity,src)) atom/proc/sd_ApplyLocalLum(list/affected = view(sd_top_luminosity,src))
// Reapplies the lighting effect of all atoms in affected. // Reapplies the lighting effect of all atoms in affected.
for(var/atom/A in affected) for(var/atom/A in affected)
if(A.luminosity) A.sd_ApplyLum() if(A.luminosity) A.sd_ApplyLum()
//if(sd_light_outside && (A in sd_light_spill_turfs)) //if(sd_light_outside && (A in sd_light_spill_turfs))
// A:sd_ApplySpill() // A:sd_ApplySpill()
sd_StripLocalLum() atom/proc/sd_StripLocalLum()
/* strips all local luminosity /* strips all local luminosity
RETURNS: list of all the luminous atoms stripped RETURNS: list of all the luminous atoms stripped
IMPORTANT! Each sd_StripLocalLum() call should have a matching IMPORTANT! Each sd_StripLocalLum() call should have a matching
sd_ApplyLocalLum() to restore the local effect. */ sd_ApplyLocalLum() to restore the local effect. */
var/list/affected = list() var/list/affected = list()
for(var/atom/A in view(sd_top_luminosity,src)) for(var/atom/A in view(sd_top_luminosity,src))
var/turfflag = (isturf(src)?1:0) var/turfflag = (isturf(src)?1:0)
if(A.luminosity && (get_dist(src,A) <= A.luminosity + turfflag)) if(A.luminosity && (get_dist(src,A) <= A.luminosity + turfflag))
A.sd_StripLum() A.sd_StripLum()
affected += A affected += A
//if(sd_light_outside && (A in sd_light_spill_turfs)) //if(sd_light_outside && (A in sd_light_spill_turfs))
// A:sd_StripSpill() // A:sd_StripSpill()
// affected += A // affected += A
return affected return affected
sd_SetLuminosity(new_luminosity as num) atom/proc/sd_SetLuminosity(new_luminosity as num)
/* This proc should be called everytime you want to change the /* This proc should be called everytime you want to change the
luminosity of an atom instead of setting it directly. luminosity of an atom instead of setting it directly.
new_luminosity is the new value for luminosity. */ new_luminosity is the new value for luminosity. */
if(luminosity>0) if(luminosity>0)
sd_StripLum() sd_StripLum()
luminosity = new_luminosity luminosity = new_luminosity
if(luminosity>0) if(luminosity>0)
sd_ApplyLum() sd_ApplyLum()
sd_SetOpacity(new_opacity as num) atom/proc/sd_SetOpacity(new_opacity as num)
/* if(opacity != new_opacity) /* if(opacity != new_opacity)
var/list/affected = sd_StripLocalLum() var/list/affected = sd_StripLocalLum()
opacity = new_opacity opacity = new_opacity
sd_ApplyLocalLum(affected) */ sd_ApplyLocalLum(affected) */
if(opacity == (new_opacity ? 1 : 0)) return if(opacity == (new_opacity ? 1 : 0)) return
var var
list list
affected = new
//spill
atom/A
turf
T
ATurf
affected = new affected = new
for(A in range(sd_top_luminosity,src)) //spill
T = A atom/A
while(T && !istype(T)) T = T.loc turf
if(T) T
var/list/V = view(A.luminosity,T) ATurf
if(!(src in V)) continue affected = new
var/turfflag = 0 for(A in range(sd_top_luminosity,src))
if(A == T) turfflag = 1 T = A
if(A.luminosity && get_dist(A,src)<=A.luminosity+turfflag) while(T && !istype(T)) T = T.loc
affected[A] = V if(T)
//if(sd_light_outside && (A in sd_light_spill_turfs)) var/list/V = view(A.luminosity,T)
// if(!spill) spill=new if(!(src in V)) continue
// spill[A] = view(sd_light_outside, T) var/turfflag = 0
opacity = new_opacity if(A == T) turfflag = 1
if(opacity) if(A.luminosity && get_dist(A,src)<=A.luminosity+turfflag)
for(A in affected) affected[A] = V
ATurf = A //if(sd_light_outside && (A in sd_light_spill_turfs))
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc // if(!spill) spill=new
if(ATurf) // spill[A] = view(sd_light_outside, T)
for(T in affected[A]-view(A.luminosity, ATurf)) opacity = new_opacity
T.sd_lumcount -= (A.luminosity-get_dist(A,T)) if(opacity)
T.sd_lumcount = max(0, T.sd_lumcount) for(A in affected)
ATurf = A
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
if(ATurf)
for(T in affected[A]-view(A.luminosity, ATurf))
T.sd_lumcount -= (A.luminosity-get_dist(A,T))
T.sd_lumcount = max(0, T.sd_lumcount)
//if(T.tag == "sdd") //if(T.tag == "sdd")
// slog << "\red lc(1)-([A.luminosity-get_dist(A,T)]) from [A] ([A.x],[A.y])" // slog << "\red lc(1)-([A.luminosity-get_dist(A,T)]) from [A] ([A.x],[A.y])"
// slog << "now [T.sd_lumcount]" // slog << "now [T.sd_lumcount]"
T.sd_LumUpdate() T.sd_LumUpdate()
/* /*
for(A in spill) for(A in spill)
if(A.opacity && A!=src) continue if(A.opacity && A!=src) continue
ATurf = A ATurf = A
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
if(ATurf) if(ATurf)
//spill[A] -= view(sd_light_outside, A) //spill[A] -= view(sd_light_outside, A)
for(T in (A==src)?spill[A]:(spill[A]-view(sd_light_outside,ATurf))) for(T in (A==src)?spill[A]:(spill[A]-view(sd_light_outside,ATurf)))
if(T.loc:sd_outside) continue if(T.loc:sd_outside) continue
T.sd_lumcount -= (sd_light_outside-get_dist(A,T)) T.sd_lumcount -= (sd_light_outside-get_dist(A,T))
//if(T.tag == "sdd") //if(T.tag == "sdd")
// slog << "\red lc(O)-([sd_light_outside-get_dist(A,T)]) from [A] ([A:x],[A:y])" // slog << "\red lc(O)-([sd_light_outside-get_dist(A,T)]) from [A] ([A:x],[A:y])"
// slog << "now [T.sd_lumcount]" // slog << "now [T.sd_lumcount]"
T.sd_LumUpdate() T.sd_LumUpdate()
*/ */
// end new_opacity = 1 block // end new_opacity = 1 block
else else
for(A in affected) for(A in affected)
ATurf = A ATurf = A
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
if(ATurf) if(ATurf)
for(T in view(A.luminosity, ATurf) - affected[A]) for(T in view(A.luminosity, ATurf) - affected[A])
T.sd_lumcount += (A.luminosity-get_dist(A,T)) T.sd_lumcount += (A.luminosity-get_dist(A,T))
//if(T.tag == "sdd") //if(T.tag == "sdd")
// slog << "\red lc(1)+([A.luminosity-get_dist(A,T)]) from [A] ([A.x],[A.y])" // slog << "\red lc(1)+([A.luminosity-get_dist(A,T)]) from [A] ([A.x],[A.y])"
// slog << "now [T.sd_lumcount]" // slog << "now [T.sd_lumcount]"
T.sd_LumUpdate() T.sd_LumUpdate()
/* /*
for(A in spill) for(A in spill)
if(A.opacity) continue if(A.opacity) continue
ATurf = A ATurf = A
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
if(ATurf) if(ATurf)
for(T in (A==src)?spill[A]:(view(sd_light_outside, ATurf)-spill[A])) for(T in (A==src)?spill[A]:(view(sd_light_outside, ATurf)-spill[A]))
if(T.loc:sd_outside) continue if(T.loc:sd_outside) continue
T.sd_lumcount += (sd_light_outside-get_dist(A,T)) T.sd_lumcount += (sd_light_outside-get_dist(A,T))
//if(T.tag == "sdd") //if(T.tag == "sdd")
// slog << "\red lc(O)+([sd_light_outside-get_dist(A,T)]) from [A] ([A:x],[A:y])" // slog << "\red lc(O)+([sd_light_outside-get_dist(A,T)]) from [A] ([A:x],[A:y])"
// slog << "now [T.sd_lumcount]" // slog << "now [T.sd_lumcount]"
T.sd_LumUpdate() T.sd_LumUpdate()
*/ */
// end new_opacity = 0 block // end new_opacity = 0 block
/// ///
sd_NewOpacity(var/new_opacity) atom/proc/sd_NewOpacity(var/new_opacity)
if(opacity != new_opacity) if(opacity != new_opacity)
var/list/affected = sd_StripLocalLum() var/list/affected = sd_StripLocalLum()
opacity = new_opacity opacity = new_opacity
var/atom/T = src var/atom/T = src
while(T && !isturf(T)) while(T && !isturf(T))
T = T.loc T = T.loc
if(T) if(T)
T:sd_lumcount = 0 T:sd_lumcount = 0
sd_ApplyLocalLum(affected) sd_ApplyLocalLum(affected)
/// ///
turf turf
var var/sd_light_spill = 0
// set to 1 to have outside light spill indoors from this turf var/tmp/sd_lumcount = 0 // the brightness of the turf
sd_light_spill = 0
tmp
sd_lumcount = 0 // the brightness of the turf
proc
sd_LumReset()
/* Clear local lum, reset this turf's sd_lumcount, and
re-apply local lum*/
var/list/affected = sd_StripLocalLum()
sd_lumcount = 0
//if(src.tag == "sdd")
// slog << "\red lc(LR)=0"
sd_ApplyLocalLum(affected) turf/proc/sd_LumReset()
/* Clear local lum, reset this turf's sd_lumcount, and
re-apply local lum*/
var/list/affected = sd_StripLocalLum()
sd_lumcount = 0
//if(src.tag == "sdd")
// slog << "\red lc(LR)=0"
sd_LumUpdate() sd_ApplyLocalLum(affected)
set background = 1
var/area/Loc = loc
if(!istype(Loc) || !Loc.sd_lighting) return
// change the turf's area depending on its brightness turf/proc/sd_LumUpdate()
// restrict light to valid levels set background = 1
var/light = min(max(sd_lumcount,0),sd_dark_shades) var/area/Loc = loc
var/ltag = copytext(Loc.tag,1,findtext(Loc.tag,"sd_L")) + "sd_L[light]" if(!istype(Loc) || !Loc.sd_lighting) return
if(Loc.tag!=ltag) //skip if already in this area // change the turf's area depending on its brightness
var/area/A = locate(ltag) // find an appropriate area // restrict light to valid levels
if(!A) var/light = min(max(sd_lumcount,0),sd_dark_shades)
A = new Loc.type() // create area if it wasn't found var/ltag = copytext(Loc.tag,1,findtext(Loc.tag,"sd_L")) + "sd_L[light]"
A.tag = ltag
// replicate vars if(Loc.tag!=ltag) //skip if already in this area
for(var/V in Loc.vars-"contents") var/area/A = locate(ltag) // find an appropriate area
if(issaved(Loc.vars[V])) A.vars[V] = Loc.vars[V] if(!A)
A = new Loc.type() // create area if it wasn't found
A.tag = ltag
// replicate vars
for(var/V in Loc.vars-"contents")
if(issaved(Loc.vars[V])) A.vars[V] = Loc.vars[V]
A.tag = ltag A.tag = ltag
/* /*
if(A.sd_outside) if(A.sd_outside)
if(!(A in sd_outside_areas)) if(!(A in sd_outside_areas))
sd_outside_areas += A sd_outside_areas += A
A.sd_light_level = light A.sd_light_level = light
A.sd_LightLevel(light + sd_light_outside,0) A.sd_LightLevel(light + sd_light_outside,0)
else else
*/ */
A.sd_LightLevel(light) A.sd_LightLevel(light)
// endelse // endelse
A.contents += src // move the turf into the area A.contents += src // move the turf into the area
/* /*
sd_ApplySpill() turf/proc/sd_ApplySpill()
if(opacity) return if(opacity) return
var/oldlum = luminosity var/oldlum = luminosity
luminosity = sd_light_outside luminosity = sd_light_outside
// loop through all the turfs in V // loop through all the turfs in V
for(var/turf/T in view(sd_light_outside,src)) for(var/turf/T in view(sd_light_outside,src))
var/area/A = T.loc var/area/A = T.loc
if(!istype(A) || A.sd_outside) continue if(!istype(A) || A.sd_outside) continue
/* increase the turf's brightness depending on the /* increase the turf's brightness depending on the
brightness and distance of the lightsource */ brightness and distance of the lightsource */
T.sd_lumcount += (sd_light_outside-get_dist(src,T)) T.sd_lumcount += (sd_light_outside-get_dist(src,T))
//if(T.tag == "sdd") //if(T.tag == "sdd")
// slog << "\red lc(AS)+([sd_light_outside-get_dist(src,T)]) from [src] ([src:x],[src:y])" // slog << "\red lc(AS)+([sd_light_outside-get_dist(src,T)]) from [src] ([src:x],[src:y])"
// slog << "now [T.sd_lumcount]" // slog << "now [T.sd_lumcount]"
// update the turf's area // update the turf's area
T.sd_LumUpdate() T.sd_LumUpdate()
luminosity = oldlum luminosity = oldlum
sd_StripSpill() turf/proc/sd_StripSpill()
if(opacity) return if(opacity) return
var/oldlum = luminosity var/oldlum = luminosity
luminosity = sd_light_outside luminosity = sd_light_outside
// loop through all the turfs in V // loop through all the turfs in V
for(var/turf/T in view(sd_light_outside,src)) for(var/turf/T in view(sd_light_outside,src))
var/area/A = T.loc var/area/A = T.loc
if(!istype(A) || A.sd_outside) continue if(!istype(A) || A.sd_outside) continue
/* increase the turf's brightness depending on the /* increase the turf's brightness depending on the
brightness and distance of the lightsource */ brightness and distance of the lightsource */
T.sd_lumcount -= (sd_light_outside-get_dist(src,T)) T.sd_lumcount -= (sd_light_outside-get_dist(src,T))
//if(T.tag == "sdd") //if(T.tag == "sdd")
// slog << "\red lc(AS)-([sd_light_outside-get_dist(src,T)]) from [src] ([src:x],[src:y])" // slog << "\red lc(AS)-([sd_light_outside-get_dist(src,T)]) from [src] ([src:x],[src:y])"
// slog << "now [T.sd_lumcount]" // slog << "now [T.sd_lumcount]"
// update the turf's area // update the turf's area
T.sd_LumUpdate() T.sd_LumUpdate()
luminosity = oldlum luminosity = oldlum
New() turf/New()
..() ..()
if(sd_light_spill) if(sd_light_spill)
sd_light_spill_turfs += src sd_light_spill_turfs += src
@@ -684,91 +677,89 @@ atom/movable/Move() // when something moves
sd_ApplyLum() sd_ApplyLum()
area area
var
/* Turn this flag off to prevent sd_DynamicAreaLighting from affecting /* Turn this flag off to prevent sd_DynamicAreaLighting from affecting
this area */ this area */
sd_lighting = 1 var/sd_lighting = 1
/* This var determines if an area is outside (affected by sunlight) or /* This var determines if an area is outside (affected by sunlight) or
not. */ not. */
sd_outside = 0 var/sd_outside = 0
sd_light_level = 0 // the current light level of the area var/sd_light_level = 0 // the current light level of the area
sd_darkimage // tracks the darkness image of the area for easy removal var/sd_darkimage // tracks the darkness image of the area for easy removal
proc area/proc/sd_LightLevel(slevel = sd_light_level as num, keep = 1)
sd_LightLevel(slevel = sd_light_level as num, keep = 1) if(!src) return
if(!src) return overlays -= sd_darkimage
overlays -= sd_darkimage
if(keep) sd_light_level = slevel if(keep) sd_light_level = slevel
slevel = min(max(slevel,0),sd_dark_shades) // restrict range slevel = min(max(slevel,0),sd_dark_shades) // restrict range
if(slevel > 0) if(slevel > 0)
luminosity = 1 luminosity = 1
else else
luminosity = 0 luminosity = 0
sd_darkimage = image(sd_dark_icon,,num2text(slevel),sd_light_layer) sd_darkimage = image(sd_dark_icon,,num2text(slevel),sd_light_layer)
overlays += sd_darkimage overlays += sd_darkimage
/* /*
New() area/proc/New()
..() ..()
if(!tag) tag = "[type]" if(!tag) tag = "[type]"
spawn(1) // wait a tick spawn(1) // wait a tick
if(sd_lighting) if(sd_lighting)
// see if this area was created by the library // see if this area was created by the library
if(!findtext(tag, "sd_L")) if(!findtext(tag, "sd_L"))
/* show the dark overlay so areas outside of luminous regions /* show the dark overlay so areas outside of luminous regions
won't be bright as day when they should be dark. */ won't be bright as day when they should be dark. */
sd_LightLevel() sd_LightLevel()
if(sd_outside) if(sd_outside)
sd_outside_areas += src sd_outside_areas += src
*/ */
proc/sd_New(sd_created) area/proc/sd_New(sd_created)
if(!tag) tag = "[type]" if(!tag) tag = "[type]"
spawn(1) // wait a tick spawn(1) // wait a tick
if(sd_lighting) if(sd_lighting)
// see if this area was created by the library // see if this area was created by the library
if(!sd_created) if(!sd_created)
/* show the dark overlay so areas outside of luminous regions /* show the dark overlay so areas outside of luminous regions
won't be bright as day when they should be dark. */ won't be bright as day when they should be dark. */
sd_LightLevel() sd_LightLevel()
//if(sd_outside) //if(sd_outside)
// sd_outside_areas += src // sd_outside_areas += src
area/Del()
..()
related -= src
Del()
..()
related -= src
mob
/* extend the mob procs to compensate for sight settings. */ /* extend the mob procs to compensate for sight settings. */
sd_ApplyLum(list/V, center = src) mob/sd_ApplyLum(list/V, center = src)
if(!V) if(!V)
if(isturf(loc)) if(isturf(loc))
V = view(luminosity,loc) V = view(luminosity,loc)
else else
V = view(luminosity,src) V = view(luminosity,src)
. = ..(V, center) . = ..(V, center)
sd_StripLum(list/V, center = src) mob/sd_StripLum(list/V, center = src)
if(!V) if(!V)
if(isturf(loc)) if(isturf(loc))
V = view(luminosity,loc) V = view(luminosity,loc)
else else
V = view(luminosity,src) V = view(luminosity,src)
. = ..(V, center) . = ..(V, center)
sd_ApplyLocalLum(list/affected) mob/sd_ApplyLocalLum(list/affected)
if(!affected) if(!affected)
if(isturf(loc)) if(isturf(loc))
affected = view(sd_top_luminosity,loc) affected = view(sd_top_luminosity,loc)
else else
affected = view(sd_top_luminosity,src) affected = view(sd_top_luminosity,src)
. = ..(affected) . = ..(affected)

View File

@@ -17,127 +17,127 @@
var/locked = 0 var/locked = 0
var/drainratio = 1 var/drainratio = 1
process() /obj/machinery/power/rad_collector/process()
if(P) if(P)
if(P.air_contents.toxins <= 0) if(P.air_contents.toxins <= 0)
investigate_log("<font color='red'>out of fuel</font>.","singulo") investigate_log("<font color='red'>out of fuel</font>.","singulo")
P.air_contents.toxins = 0 P.air_contents.toxins = 0
eject() eject()
else
P.air_contents.toxins -= 0.001*drainratio
return
attack_hand(mob/user as mob)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"You turn the [src.name] [active? "on":"off"].")
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.toxins/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
return
else
user << "\red The controls are locked!"
return
..()
attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/device/analyzer))
user << "\blue The [W.name] detects that [last_power]W were recently produced."
return 1
else if(istype(W, /obj/item/weapon/tank/plasma))
if(!src.anchored)
user << "\red The [src] needs to be secured to the floor first."
return 1
if(src.P)
user << "\red There's already a plasma tank loaded."
return 1
user.drop_item()
src.P = W
W.loc = src
updateicon()
else if(istype(W, /obj/item/weapon/crowbar))
if(P && !src.locked)
eject()
return 1
else if(istype(W, /obj/item/weapon/wrench))
if(P)
user << "\blue Remove the plasma tank first."
return 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
src.anchored = !src.anchored
user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
"You [anchored? "secure":"undo"] the external bolts.", \
"You hear a ratchet")
if(anchored)
connect_to_network()
else
disconnect_from_network()
else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
if(active)
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "\red The controls can only be locked when the [src] is active"
else
user << "\red Access denied!"
return 1
else else
..() P.air_contents.toxins -= 0.001*drainratio
return 1 return
ex_act(severity) /obj/machinery/power/rad_collector/attack_hand(mob/user as mob)
switch(severity) if(anchored)
if(2, 3) if(!src.locked)
eject()
return ..()
proc/eject()
locked = 0
var/obj/item/weapon/tank/plasma/Z = src.P
if (!Z)
return
Z.loc = get_turf(src)
Z.layer = initial(Z.layer)
src.P = null
if(active)
toggle_power() toggle_power()
else user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
updateicon() "You turn the [src.name] [active? "on":"off"].")
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.toxins/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
proc/receive_pulse(var/pulse_strength)
if(P && active)
var/power_produced = 0
power_produced = P.air_contents.toxins*pulse_strength*20
add_avail(power_produced)
last_power = power_produced
return return
return
proc/updateicon()
overlays = null
if(P)
overlays += image('icons/obj/singularity.dmi', "ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
overlays += image('icons/obj/singularity.dmi', "on")
proc/toggle_power()
active = !active
if(active)
icon_state = "ca_on"
flick("ca_active", src)
else else
icon_state = "ca" user << "\red The controls are locked!"
flick("ca_deactive", src) return
..()
/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/device/analyzer))
user << "\blue The [W.name] detects that [last_power]W were recently produced."
return 1
else if(istype(W, /obj/item/weapon/tank/plasma))
if(!src.anchored)
user << "\red The [src] needs to be secured to the floor first."
return 1
if(src.P)
user << "\red There's already a plasma tank loaded."
return 1
user.drop_item()
src.P = W
W.loc = src
updateicon() updateicon()
return else if(istype(W, /obj/item/weapon/crowbar))
if(P && !src.locked)
eject()
return 1
else if(istype(W, /obj/item/weapon/wrench))
if(P)
user << "\blue Remove the plasma tank first."
return 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
src.anchored = !src.anchored
user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
"You [anchored? "secure":"undo"] the external bolts.", \
"You hear a ratchet")
if(anchored)
connect_to_network()
else
disconnect_from_network()
else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
if(active)
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "\red The controls can only be locked when the [src] is active"
else
user << "\red Access denied!"
return 1
else
..()
return 1
/obj/machinery/power/rad_collector/ex_act(severity)
switch(severity)
if(2, 3)
eject()
return ..()
/obj/machinery/power/rad_collector/proc/eject()
locked = 0
var/obj/item/weapon/tank/plasma/Z = src.P
if (!Z)
return
Z.loc = get_turf(src)
Z.layer = initial(Z.layer)
src.P = null
if(active)
toggle_power()
else
updateicon()
/obj/machinery/power/rad_collector/proc/receive_pulse(var/pulse_strength)
if(P && active)
var/power_produced = 0
power_produced = P.air_contents.toxins*pulse_strength*20
add_avail(power_produced)
last_power = power_produced
return
return
/obj/machinery/power/rad_collector/proc/updateicon()
overlays = null
if(P)
overlays += image('icons/obj/singularity.dmi', "ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
overlays += image('icons/obj/singularity.dmi', "on")
/obj/machinery/power/rad_collector/proc/toggle_power()
active = !active
if(active)
icon_state = "ca_on"
flick("ca_active", src)
else
icon_state = "ca"
flick("ca_deactive", src)
updateicon()
return

View File

@@ -13,99 +13,99 @@
var/obj/machinery/field_generator/FG2 = null var/obj/machinery/field_generator/FG2 = null
var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second. var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
New() /obj/machinery/containment_field/New()
spawn(1) spawn(1)
src.sd_SetLuminosity(5) src.sd_SetLuminosity(5)
Del() /obj/machinery/containment_field/Del()
if(FG1 && !FG1.clean_up) if(FG1 && !FG1.clean_up)
FG1.cleanup() FG1.cleanup()
if(FG2 && !FG2.clean_up) if(FG2 && !FG2.clean_up)
FG2.cleanup() FG2.cleanup()
..() ..()
attack_hand(mob/user as mob) /obj/machinery/containment_field/attack_hand(mob/user as mob)
if(get_dist(src, user) > 1) if(get_dist(src, user) > 1)
return 0
else
shock(user)
return 1
blob_act()
return 0 return 0
else
shock(user)
return 1
ex_act(severity) /obj/machinery/containment_field/blob_act()
return 0
/obj/machinery/containment_field/ex_act(severity)
return 0
/obj/machinery/containment_field/HasProximity(atom/movable/AM as mob|obj)
if(istype(AM,/mob/living/silicon) && prob(40))
shock(AM)
return 1
if(istype(AM,/mob/living/carbon) && prob(50))
shock(AM)
return 1
return 0
/obj/machinery/containment_field/proc/shock(mob/living/user as mob)
if(hasShocked)
return 0 return 0
if(!FG1 || !FG2)
del(src)
HasProximity(atom/movable/AM as mob|obj)
if(istype(AM,/mob/living/silicon) && prob(40))
shock(AM)
return 1
if(istype(AM,/mob/living/carbon) && prob(50))
shock(AM)
return 1
return 0 return 0
if(iscarbon(user))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, user.loc)
s.start()
hasShocked = 1
var/shock_damage = min(rand(30,40),rand(30,40))
user.burn_skin(shock_damage)
user.updatehealth()
user.visible_message("\red [user.name] was shocked by the [src.name]!", \
"\red <B>You feel a powerful shock course through your body sending you flying!</B>", \
"\red You hear a heavy electrical crack")
proc var/stun = min(shock_damage, 15)
shock(mob/living/user as mob) user.Stun(stun)
if(hasShocked) user.Weaken(10)
return 0
if(!FG1 || !FG2)
del(src)
return 0
if(iscarbon(user))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, user.loc)
s.start()
hasShocked = 1 user.updatehealth()
var/shock_damage = min(rand(30,40),rand(30,40)) var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src)))
user.burn_skin(shock_damage) user.throw_at(target, 200, 4)
user.updatehealth()
user.visible_message("\red [user.name] was shocked by the [src.name]!", \
"\red <B>You feel a powerful shock course through your body sending you flying!</B>", \
"\red You hear a heavy electrical crack")
var/stun = min(shock_damage, 15) sleep(20)
user.Stun(stun) hasShocked = 0
user.Weaken(10) return
user.updatehealth() else if(issilicon(user))
var/atom/target = get_edge_target_turf(user, get_dir(src, get_step_away(user, src))) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
user.throw_at(target, 200, 4) s.set_up(5, 1, user.loc)
s.start()
sleep(20) hasShocked = 1
hasShocked = 0 var/shock_damage = rand(15,30)
return user.take_overall_damage(0,shock_damage)
user.visible_message("\red [user.name] was shocked by the [src.name]!", \
"\red <B>Energy pulse detected, system damaged!</B>", \
"\red You hear an electrical crack")
if(prob(20))
user.Stun(2)
else if(issilicon(user)) sleep(20)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread hasShocked = 0
s.set_up(5, 1, user.loc) return
s.start()
hasShocked = 1 return
var/shock_damage = rand(15,30)
user.take_overall_damage(0,shock_damage)
user.visible_message("\red [user.name] was shocked by the [src.name]!", \
"\red <B>Energy pulse detected, system damaged!</B>", \
"\red You hear an electrical crack")
if(prob(20))
user.Stun(2)
sleep(20) /obj/machinery/containment_field/proc/set_master(var/master1,var/master2)
hasShocked = 0 if(!master1 || !master2)
return return 0
FG1 = master1
return FG2 = master2
return 1
set_master(var/master1,var/master2)
if(!master1 || !master2)
return 0
FG1 = master1
FG2 = master2
return 1

View File

@@ -21,192 +21,192 @@
var/locked = 0 var/locked = 0
verb/rotate() /obj/machinery/emitter/verb/rotate()
set name = "Rotate" set name = "Rotate"
set category = "Object" set category = "Object"
set src in oview(1) set src in oview(1)
if (src.anchored || usr:stat) if (src.anchored || usr:stat)
usr << "It is fastened to the floor!" usr << "It is fastened to the floor!"
return 0 return 0
src.dir = turn(src.dir, 90) src.dir = turn(src.dir, 90)
return 1 return 1
New() /obj/machinery/emitter/New()
..() ..()
return return
Del() /obj/machinery/emitter/Del()
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo") investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
..() ..()
update_icon() /obj/machinery/emitter/update_icon()
if (active && !(stat & (NOPOWER|BROKEN))) if (active && !(stat & (NOPOWER|BROKEN)))
icon_state = "emitter_+a" icon_state = "emitter_+a"
else else
icon_state = "emitter" icon_state = "emitter"
attack_hand(mob/user as mob) /obj/machinery/emitter/attack_hand(mob/user as mob)
src.add_fingerprint(user) src.add_fingerprint(user)
if(state == 2) if(state == 2)
if(!src.locked) if(!src.locked)
if(src.active==1) if(src.active==1)
src.active = 0
user << "You turn off the [src]."
src.use_power = 1
investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
else
src.active = 1
user << "You turn on the [src]."
src.shot_number = 0
src.fire_delay = 100
src.use_power = 2
investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
update_icon()
else
user << "\red The controls are locked!"
else
user << "\red The [src] needs to be firmly secured to the floor first."
return 1
emp_act(var/severity)//Emitters are hardened but still might have issues
use_power(50)
if((severity == 1)&&prob(1)&&prob(1))
if(src.active)
src.active = 0 src.active = 0
user << "You turn off the [src]."
src.use_power = 1 src.use_power = 1
investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
else
src.active = 1
user << "You turn on the [src]."
src.shot_number = 0
src.fire_delay = 100
src.use_power = 2
investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
update_icon()
else
user << "\red The controls are locked!"
else
user << "\red The [src] needs to be firmly secured to the floor first."
return 1 return 1
process() /obj/machinery/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
if(stat & (NOPOWER|BROKEN)) use_power(50)
return if((severity == 1)&&prob(1)&&prob(1))
if(src.state != 2) if(src.active)
src.active = 0 src.active = 0
src.use_power = 1
return 1
/obj/machinery/emitter/process()
if(stat & (NOPOWER|BROKEN))
return
if(src.state != 2)
src.active = 0
return
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
src.last_shot = world.time
if(src.shot_number < 3)
src.fire_delay = 2
src.shot_number ++
else
src.fire_delay = rand(20,100)
src.shot_number = 0
use_power(1000)
var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc )
playsound(src.loc, 'emitter.ogg', 25, 1)
if(prob(35))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
A.dir = src.dir
if(src.dir == 1)//Up
A.yo = 20
A.xo = 0
else if(src.dir == 2)//Down
A.yo = -20
A.xo = 0
else if(src.dir == 4)//Right
A.yo = 0
A.xo = 20
else if(src.dir == 8)//Left
A.yo = 0
A.xo = -20
else // Any other
A.yo = -20
A.xo = 0
A.process()
/obj/machinery/emitter/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/weapon/wrench))
if(active)
user << "Turn off the [src] first."
return return
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1)) switch(state)
src.last_shot = world.time if(0)
if(src.shot_number < 3) state = 1
src.fire_delay = 2 playsound(src.loc, 'Ratchet.ogg', 75, 1)
src.shot_number ++ user.visible_message("[user.name] secures [src.name] to the floor.", \
else "You secure the external reinforcing bolts to the floor.", \
src.fire_delay = rand(20,100) "You hear a ratchet")
src.shot_number = 0 src.anchored = 1
use_power(1000) if(1)
var/obj/item/projectile/beam/emitter/A = new /obj/item/projectile/beam/emitter( src.loc ) state = 0
playsound(src.loc, 'emitter.ogg', 25, 1) playsound(src.loc, 'Ratchet.ogg', 75, 1)
if(prob(35)) user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread "You undo the external reinforcing bolts.", \
s.set_up(5, 1, src) "You hear a ratchet")
s.start() src.anchored = 0
A.dir = src.dir if(2)
if(src.dir == 1)//Up user << "\red The [src.name] needs to be unwelded from the floor."
A.yo = 20 return
A.xo = 0
else if(src.dir == 2)//Down
A.yo = -20
A.xo = 0
else if(src.dir == 4)//Right
A.yo = 0
A.xo = 20
else if(src.dir == 8)//Left
A.yo = 0
A.xo = -20
else // Any other
A.yo = -20
A.xo = 0
A.process()
if(istype(W, /obj/item/weapon/weldingtool))
attackby(obj/item/W, mob/user) var/obj/item/weapon/weldingtool/WT = W
if(active)
if(istype(W, /obj/item/weapon/wrench)) user << "Turn off the [src] first."
if(active)
user << "Turn off the [src] first."
return
switch(state)
if(0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear a ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear a ratchet")
src.anchored = 0
if(2)
user << "\red The [src.name] needs to be unwelded from the floor."
return return
switch(state)
if(istype(W, /obj/item/weapon/weldingtool)) if(0)
var/obj/item/weapon/weldingtool/WT = W user << "\red The [src.name] needs to be wrenched to the floor."
if(active) if(1)
user << "Turn off the [src] first." if (WT.remove_fuel(0,user))
return playsound(src.loc, 'Welder2.ogg', 50, 1)
switch(state) user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
if(0) "You start to weld the [src] to the floor.", \
user << "\red The [src.name] needs to be wrenched to the floor." "You hear welding")
if(1) if (do_after(user,20))
if (WT.remove_fuel(0,user)) if(!src || !WT.isOn()) return
playsound(src.loc, 'Welder2.ogg', 50, 1) state = 2
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \ user << "You weld the [src] to the floor."
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the [src] to the floor."
else
user << "\red You need more welding fuel to complete this task."
if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
else
user << "\red You need more welding fuel to complete this task."
return
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
user << "\red The lock seems to be broken"
return
if(src.allowed(user))
if(active)
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else else
src.locked = 0 //just in case it somehow gets locked user << "\red You need more welding fuel to complete this task."
user << "\red The controls can only be locked when the [src] is online" if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
else
user << "\red You need more welding fuel to complete this task."
return
if(istype(W, /obj/item/weapon/card/id) || istype(W, /obj/item/device/pda))
if(emagged)
user << "\red The lock seems to be broken"
return
if(src.allowed(user))
if(active)
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else else
user << "\red Access denied." src.locked = 0 //just in case it somehow gets locked
return user << "\red The controls can only be locked when the [src] is online"
else
user << "\red Access denied."
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
return
..()
return return
power_change() if(istype(W, /obj/item/weapon/card/emag) && !emagged)
..() locked = 0
update_icon() emagged = 1
user.visible_message("[user.name] emags the [src.name].","\red You short out the lock.")
return return
..()
return
/obj/machinery/emitter/power_change()
..()
update_icon()
return

View File

@@ -33,318 +33,318 @@ field_generator power level display
var/clean_up = 0 var/clean_up = 0
update_icon() /obj/machinery/field_generator/update_icon()
overlays = null overlays = null
if(!active) if(!active)
if(warming_up) if(warming_up)
overlays += "+a[warming_up]" overlays += "+a[warming_up]"
if(fields.len) if(fields.len)
overlays += "+on" overlays += "+on"
// Power level indicator // Power level indicator
// Scale % power to % num_power_levels and truncate value // Scale % power to % num_power_levels and truncate value
var/level = round(num_power_levels * power / field_generator_max_power) var/level = round(num_power_levels * power / field_generator_max_power)
// Clamp between 0 and num_power_levels for out of range power values // Clamp between 0 and num_power_levels for out of range power values
level = between(0, level, num_power_levels) level = between(0, level, num_power_levels)
if(level) if(level)
overlays += "+p[level]" overlays += "+p[level]"
return return
New() /obj/machinery/field_generator/New()
..() ..()
fields = list() fields = list()
connected_gens = list() connected_gens = list()
return return
process() /obj/machinery/field_generator/process()
if(Varedit_start == 1) if(Varedit_start == 1)
if(active == 0) if(active == 0)
active = 1
state = 2
power = field_generator_max_power
anchored = 1
warming_up = 3
start_fields()
update_icon()
Varedit_start = 0
if(src.active == 2)
calc_power()
update_icon()
return
attack_hand(mob/user as mob)
if(state == 2)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(src.active >= 1)
user << "You are unable to turn off the [src.name] once it is online."
return 1
else
user.visible_message("[user.name] turns on the [src.name]", \
"You turn on the [src.name].", \
"You hear heavy droning")
turn_on()
investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
src.add_fingerprint(user)
else
user << "The [src] needs to be firmly secured to the floor first."
return
attackby(obj/item/W, mob/user)
if(active)
user << "The [src] needs to be off."
return
else if(istype(W, /obj/item/weapon/wrench))
switch(state)
if(0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear ratchet")
src.anchored = 0
if(2)
user << "\red The [src.name] needs to be unwelded from the floor."
return
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
switch(state)
if(0)
user << "\red The [src.name] needs to be wrenched to the floor."
return
if(1)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the field generator to the floor."
else
return
if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
else
return
else
..()
return
emp_act()
return 0
blob_act()
if(active)
return 0
else
..()
bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power += Proj.damage
update_icon()
return 0
Del()
src.cleanup()
..()
proc
turn_off()
active = 0
spawn(1)
src.cleanup()
update_icon()
turn_on()
active = 1 active = 1
warming_up = 1 state = 2
spawn(1) power = field_generator_max_power
while (warming_up<3 && active) anchored = 1
sleep(50) warming_up = 3
warming_up++ start_fields()
update_icon()
if(warming_up >= 3)
start_fields()
update_icon() update_icon()
Varedit_start = 0
if(src.active == 2)
calc_power() calc_power()
if(Varpower) update_icon()
return 1 return
update_icon()
if(src.power > field_generator_max_power)
src.power = field_generator_max_power
var/power_draw = 2 /obj/machinery/field_generator/attack_hand(mob/user as mob)
for (var/obj/machinery/containment_field/F in fields) if(state == 2)
if (isnull(F)) if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
continue if(src.active >= 1)
power_draw++ user << "You are unable to turn off the [src.name] once it is online."
if(draw_power(round(power_draw/2,1)))
return 1 return 1
else else
for(var/mob/M in viewers(src)) user.visible_message("[user.name] turns on the [src.name]", \
M.show_message("\red The [src.name] shuts down!") "You turn on the [src.name].", \
turn_off() "You hear heavy droning")
investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo") turn_on()
src.power = 0 investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
return 0
src.add_fingerprint(user)
else
user << "The [src] needs to be firmly secured to the floor first."
return
/obj/machinery/field_generator/attackby(obj/item/W, mob/user)
if(active)
user << "The [src] needs to be off."
return
else if(istype(W, /obj/item/weapon/wrench))
switch(state)
if(0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear ratchet")
src.anchored = 0
if(2)
user << "\red The [src.name] needs to be unwelded from the floor."
return
else if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
switch(state)
if(0)
user << "\red The [src.name] needs to be wrenched to the floor."
return
if(1)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 2
user << "You weld the field generator to the floor."
else
return
if(2)
if (WT.remove_fuel(0,user))
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
if(!src || !WT.isOn()) return
state = 1
user << "You cut the [src] free from the floor."
else
return
else
..()
return
/obj/machinery/field_generator/emp_act()
return 0
/obj/machinery/field_generator/blob_act()
if(active)
return 0
else
..()
/obj/machinery/field_generator/bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power += Proj.damage
update_icon()
return 0
/obj/machinery/field_generator/Del()
src.cleanup()
..()
/obj/machinery/field_generator/proc/turn_off()
active = 0
spawn(1)
src.cleanup()
update_icon()
/obj/machinery/field_generator/proc/turn_on()
active = 1
warming_up = 1
spawn(1)
while (warming_up<3 && active)
sleep(50)
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
update_icon()
/obj/machinery/field_generator/proc/calc_power()
if(Varpower)
return 1
update_icon()
if(src.power > field_generator_max_power)
src.power = field_generator_max_power
var/power_draw = 2
for (var/obj/machinery/containment_field/F in fields)
if (isnull(F))
continue
power_draw++
if(draw_power(round(power_draw/2,1)))
return 1
else
for(var/mob/M in viewers(src))
M.show_message("\red The [src.name] shuts down!")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
src.power = 0
return 0
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport //This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null) /obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
if(Varpower) if(Varpower)
return 1 return 1
if((G && G == src) || (failsafe >= 8))//Loopin, set fail if((G && G == src) || (failsafe >= 8))//Loopin, set fail
return 0 return 0
else else
failsafe++ failsafe++
if(src.power >= draw)//We have enough power if(src.power >= draw)//We have enough power
src.power -= draw src.power -= draw
return 1 return 1
else//Need more power else//Need more power
draw -= src.power draw -= src.power
src.power = 0 src.power = 0
for(var/obj/machinery/field_generator/FG in connected_gens) for(var/obj/machinery/field_generator/FG in connected_gens)
if(isnull(FG)) if(isnull(FG))
continue continue
if(FG == last)//We just asked you if(FG == last)//We just asked you
continue continue
if(G)//Another gen is askin for power and we dont have it if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1 return 1
else else
return 0 return 0
else//We are askin another for power else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src)) if(FG.draw_power(draw,failsafe,src,src))
return 1 return 1
else else
return 0
start_fields()
if(!src.state == 2 || !anchored)
turn_off()
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
src.active = 2
setup_field(var/NSEW)
var/turf/T = src.loc
var/obj/machinery/field_generator/G
var/steps = 0
if(!NSEW)//Make sure its ran right
return
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0 return 0
for(var/atom/A in T.contents)
if(ismob(A))
continue
if(!istype(A,/obj/machinery/field_generator))
if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
return 0
steps += 1
G = locate(/obj/machinery/field_generator) in T
if(!isnull(G))
steps -= 1
if(!G.active)
return 0
break
if(isnull(G))
return
T = src.loc
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/containment_field) in T)
var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
CF.set_master(src,G)
fields += CF
G.fields += CF
CF.loc = T
CF.dir = field_dir
var/listcheck = 0
for(var/obj/machinery/field_generator/FG in connected_gens)
if (isnull(FG))
continue
if(FG == G)
listcheck = 1
break
if(!listcheck)
connected_gens.Add(G)
listcheck = 0
for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
if (isnull(FG2))
continue
if(FG2 == src)
listcheck = 1
break
if(!listcheck)
G.connected_gens.Add(src)
cleanup() /obj/machinery/field_generator/proc/start_fields()
clean_up = 1 if(!src.state == 2 || !anchored)
for (var/obj/machinery/containment_field/F in fields) turn_off()
if (isnull(F)) return
continue spawn(1)
del(F) setup_field(1)
fields = list() spawn(2)
for(var/obj/machinery/field_generator/FG in connected_gens) setup_field(2)
if (isnull(FG)) spawn(3)
continue setup_field(4)
FG.connected_gens.Remove(src) spawn(4)
connected_gens.Remove(FG) setup_field(8)
connected_gens = list() src.active = 2
clean_up = 0
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing. /obj/machinery/field_generator/proc/setup_field(var/NSEW)
//I want to avoid using global variables. var/turf/T = src.loc
spawn(1) var/obj/machinery/field_generator/G
var/temp = 1 //stops spam var/steps = 0
for(var/obj/machinery/singularity/O in world) if(!NSEW)//Make sure its ran right
if(O.last_warning && temp) return
if((world.time - O.last_warning) > 50) //to stop message-spam for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
temp = 0 T = get_step(T, NSEW)
message_admins("A singulo exists and a containment field has failed.",1) if(T.density)//We cant shoot a field though this
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo") return 0
O.last_warning = world.time for(var/atom/A in T.contents)
if(ismob(A))
continue
if(!istype(A,/obj/machinery/field_generator))
if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
return 0
steps += 1
G = locate(/obj/machinery/field_generator) in T
if(!isnull(G))
steps -= 1
if(!G.active)
return 0
break
if(isnull(G))
return
T = src.loc
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/containment_field) in T)
var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
CF.set_master(src,G)
fields += CF
G.fields += CF
CF.loc = T
CF.dir = field_dir
var/listcheck = 0
for(var/obj/machinery/field_generator/FG in connected_gens)
if (isnull(FG))
continue
if(FG == G)
listcheck = 1
break
if(!listcheck)
connected_gens.Add(G)
listcheck = 0
for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
if (isnull(FG2))
continue
if(FG2 == src)
listcheck = 1
break
if(!listcheck)
G.connected_gens.Add(src)
/obj/machinery/field_generator/proc/cleanup()
clean_up = 1
for (var/obj/machinery/containment_field/F in fields)
if (isnull(F))
continue
del(F)
fields = list()
for(var/obj/machinery/field_generator/FG in connected_gens)
if (isnull(FG))
continue
FG.connected_gens.Remove(src)
connected_gens.Remove(FG)
connected_gens = list()
clean_up = 0
//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
//singulo eats the evidence". It's not fool-proof but better than nothing.
//I want to avoid using global variables.
spawn(1)
var/temp = 1 //stops spam
for(var/obj/machinery/singularity/O in world)
if(O.last_warning && temp)
if((world.time - O.last_warning) > 50) //to stop message-spam
temp = 0
message_admins("A singulo exists and a containment field has failed.",1)
investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
O.last_warning = world.time

View File

@@ -10,66 +10,66 @@
var/movement_range = 10 var/movement_range = 10
var/energy = 10 var/energy = 10
weak /obj/effect/accelerated_particle/weak
movement_range = 8 movement_range = 8
energy = 5 energy = 5
strong /obj/effect/accelerated_particle/strong
movement_range = 15 movement_range = 15
energy = 15 energy = 15
New(loc, dir = 2) /obj/effect/accelerated_particle/New(loc, dir = 2)
src.loc = loc src.loc = loc
src.dir = dir src.dir = dir
if(movement_range > 20) if(movement_range > 20)
movement_range = 20 movement_range = 20
spawn(0) spawn(0)
move(1) move(1)
return return
Bump(atom/A) /obj/effect/accelerated_particle/Bump(atom/A)
if (A) if (A)
if(ismob(A))
toxmob(A)
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/machinery/singularity/)))
A:energy += energy
return
Bumped(atom/A)
if(ismob(A)) if(ismob(A))
Bump(A) toxmob(A)
return if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/machinery/singularity/)))
A:energy += energy
return
ex_act(severity) /obj/effect/accelerated_particle/Bumped(atom/A)
del(src) if(ismob(A))
return Bump(A)
return
proc /obj/effect/accelerated_particle/ex_act(severity)
toxmob(var/mob/living/M) del(src)
var/radiation = (energy*2) return
/obj/effect/accelerated_particle/proc/toxmob(var/mob/living/M)
var/radiation = (energy*2)
/* if(istype(M,/mob/living/carbon/human)) /* if(istype(M,/mob/living/carbon/human))
if(M:wear_suit) //TODO: check for radiation protection if(M:wear_suit) //TODO: check for radiation protection
radiation = round(radiation/2,1) radiation = round(radiation/2,1)
if(istype(M,/mob/living/carbon/monkey)) if(istype(M,/mob/living/carbon/monkey))
if(M:wear_suit) //TODO: check for radiation protection if(M:wear_suit) //TODO: check for radiation protection
radiation = round(radiation/2,1)*/ radiation = round(radiation/2,1)*/
M.apply_effect((radiation*3),IRRADIATE,0) M.apply_effect((radiation*3),IRRADIATE,0)
M.updatehealth() M.updatehealth()
//M << "\red You feel odd." //M << "\red You feel odd."
return return
move(var/lag) /obj/effect/accelerated_particle/proc/move(var/lag)
if(!step(src,dir)) if(!step(src,dir))
src.loc = get_step(src,dir) src.loc = get_step(src,dir)
movement_range-- movement_range--
if(movement_range <= 0) if(movement_range <= 0)
del(src) del(src)
else else
sleep(lag) sleep(lag)
move(lag) move(lag)

View File

@@ -71,212 +71,187 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
var/strength = null var/strength = null
var/desc_holder = null var/desc_holder = null
end_cap /obj/structure/particle_accelerator/end_cap
name = "Alpha Particle Generation Array" name = "Alpha Particle Generation Array"
desc_holder = "This is where Alpha particles are generated from \[REDACTED\]" desc_holder = "This is where Alpha particles are generated from \[REDACTED\]"
icon_state = "end_cap" icon_state = "end_cap"
reference = "end_cap" reference = "end_cap"
/* update_icon() /obj/structure/particle_accelerator/update_icon()
switch(construction_state) ..()
if(0) return
icon_state="[reference]"
if(1)
icon_state="[reference]" /obj/structure/particle_accelerator/verb/rotate()
if(2) set name = "Rotate Clockwise"
icon_state="[reference]w" set category = "Object"
if(3) set src in oview(1)
if(powered)
switch(strength) if (src.anchored || usr:stat)
if(0) usr << "It is fastened to the floor!"
icon_state="[reference]p0" return 0
if(1) src.dir = turn(src.dir, 270)
icon_state="[reference]p1" return 1
if(2)
icon_state="[reference]p2" /obj/structure/particle_accelerator/verb/rotateccw()
else set name = "Rotate Counter Clockwise"
icon_state="[reference]p" set category = "Object"
else set src in oview(1)
icon_state="[reference]c"
if (src.anchored || usr:stat)
usr << "It is fastened to the floor!"
return 0
src.dir = turn(src.dir, 90)
return 1
/obj/structure/particle_accelerator/examine()
switch(src.construction_state)
if(0)
src.desc = text("A [name], looks like it's not attached to the flooring")
if(1)
src.desc = text("A [name], it is missing some cables")
if(2)
src.desc = text("A [name], the panel is open")
if(3)
src.desc = text("The [name] is assembled")
if(powered)
src.desc = src.desc_holder
..()
return
/obj/structure/particle_accelerator/attackby(obj/item/W, mob/user)
if(istool(W))
if(src.process_tool_hit(W,user))
return return
*/ ..()
return
update_icon()
..() /obj/structure/particle_accelerator/Move()
..()
if(master && master.active)
master.toggle_power()
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)
del(src)
return return
if(2.0)
if (prob(50))
verb/rotate()
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
usr << "It is fastened to the floor!"
return 0
src.dir = turn(src.dir, 270)
return 1
verb/rotateccw()
set name = "Rotate Counter Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
usr << "It is fastened to the floor!"
return 0
src.dir = turn(src.dir, 90)
return 1
examine()
switch(src.construction_state)
if(0)
src.desc = text("A [name], looks like it's not attached to the flooring")
if(1)
src.desc = text("A [name], it is missing some cables")
if(2)
src.desc = text("A [name], the panel is open")
if(3)
src.desc = text("The [name] is assembled")
if(powered)
src.desc = src.desc_holder
..()
return
attackby(obj/item/W, mob/user)
if(istool(W))
if(src.process_tool_hit(W,user))
return
..()
return
Move()
..()
if(master && master.active)
master.toggle_power()
investigate_log("was moved whilst active; it <font color='red'>powered down</font>.","singulo")
ex_act(severity)
switch(severity)
if(1.0)
del(src) del(src)
return return
if(2.0) if(3.0)
if (prob(50)) if (prob(25))
del(src) del(src)
return return
if(3.0) else
if (prob(25)) return
del(src)
return
/obj/structure/particle_accelerator/blob_act()
if(prob(50))
del(src)
return
/obj/structure/particle_accelerator/meteorhit()
if(prob(50))
del(src)
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 else
return icon_state="[reference]c"
return
/obj/structure/particle_accelerator/proc/update_state()
if(master)
master.update_state()
return 0
blob_act() /obj/structure/particle_accelerator/proc/report_ready(var/obj/O)
if(prob(50)) if(O && (O == master))
del(src) if(construction_state >= 3)
return return 1
return 0
meteorhit() /obj/structure/particle_accelerator/proc/report_master()
if(prob(50)) if(master)
del(src) return master
return return 0
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
proc
update_state()
if(master)
master.update_state()
return 0
report_ready(var/obj/O) /obj/structure/particle_accelerator/proc/connect_master(var/obj/O)
if(O && (O == master)) if(O && istype(O,/obj/machinery/particle_accelerator/control_box))
if(construction_state >= 3) if(O.dir == src.dir)
return 1 master = O
return 0 return 1
return 0
report_master() /obj/structure/particle_accelerator/proc/process_tool_hit(var/obj/O, var/mob/user)
if(master) if(!(O) || !(user))
return master return 0
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
connect_master(var/obj/O) if(0)
if(O && istype(O,/obj/machinery/particle_accelerator/control_box)) if(iswrench(O))
if(O.dir == src.dir) playsound(src.loc, 'Ratchet.ogg', 75, 1)
master = O src.anchored = 1
return 1 user.visible_message("[user.name] secures the [src.name] to the floor.", \
return 0 "You secure the external bolts.")
temp_state++
if(1)
process_tool_hit(var/obj/O, var/mob/user) if(iswrench(O))
if(!(O) || !(user)) playsound(src.loc, 'Ratchet.ogg', 75, 1)
return 0 src.anchored = 0
if(!ismob(user) || !isobj(O)) user.visible_message("[user.name] detaches the [src.name] from the floor.", \
return 0 "You remove the external bolts.")
var/temp_state = src.construction_state temp_state--
else if(iscoil(O))
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps if(O:use(1,user))
if(0) user.visible_message("[user.name] adds wires to the [src.name].", \
if(iswrench(O)) "You add some wires.")
playsound(src.loc, 'Ratchet.ogg', 75, 1) temp_state++
src.anchored = 1 if(2)
user.visible_message("[user.name] secures the [src.name] to the floor.", \ if(iswirecutter(O))//TODO:Shock user if its on?
"You secure the external bolts.") user.visible_message("[user.name] removes some wires from the [src.name].", \
temp_state++ "You remove some wires.")
if(1) temp_state--
if(iswrench(O)) else if(isscrewdriver(O))
playsound(src.loc, 'Ratchet.ogg', 75, 1) user.visible_message("[user.name] closes the [src.name]'s access panel.", \
src.anchored = 0 "You close the access panel.")
user.visible_message("[user.name] detaches the [src.name] from the floor.", \ temp_state++
"You remove the external bolts.") if(3)
temp_state-- if(isscrewdriver(O))
else if(iscoil(O)) user.visible_message("[user.name] opens the [src.name]'s access panel.", \
if(O:use(1,user)) "You open the access panel.")
user.visible_message("[user.name] adds wires to the [src.name].", \ temp_state--
"You add some wires.") if(temp_state == src.construction_state)//Nothing changed
temp_state++ return 0
if(2) else
if(iswirecutter(O))//TODO:Shock user if its on? src.construction_state = temp_state
user.visible_message("[user.name] removes some wires from the [src.name].", \ if(src.construction_state < 3)//Was taken apart, update state
"You remove some wires.") update_state()
temp_state-- update_icon()
else if(isscrewdriver(O)) return 1
user.visible_message("[user.name] closes the [src.name]'s access panel.", \ return 0
"You close the access panel.")
temp_state++
if(3)
if(isscrewdriver(O))
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
return 0
@@ -298,138 +273,138 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
var/desc_holder = null var/desc_holder = null
verb/rotate() /obj/machinery/particle_accelerator/verb/rotate()
set name = "Rotate Clockwise" set name = "Rotate Clockwise"
set category = "Object" set category = "Object"
set src in oview(1) set src in oview(1)
if (src.anchored || usr:stat) if (src.anchored || usr:stat)
usr << "It is fastened to the floor!" usr << "It is fastened to the floor!"
return 0 return 0
src.dir = turn(src.dir, 270) src.dir = turn(src.dir, 270)
return 1 return 1
verb/rotateccw() /obj/machinery/particle_accelerator/verb/rotateccw()
set name = "Rotate Counter-Clockwise" set name = "Rotate Counter-Clockwise"
set category = "Object" set category = "Object"
set src in oview(1) set src in oview(1)
if (src.anchored || usr:stat) if (src.anchored || usr:stat)
usr << "It is fastened to the floor!" usr << "It is fastened to the floor!"
return 0 return 0
src.dir = turn(src.dir, 90) src.dir = turn(src.dir, 90)
return 1 return 1
update_icon() /obj/machinery/particle_accelerator/update_icon()
return return
examine() /obj/machinery/particle_accelerator/examine()
switch(src.construction_state) switch(src.construction_state)
if(0) if(0)
src.desc = text("A [name], looks like it's not attached to the flooring") src.desc = text("A [name], looks like it's not attached to the flooring")
if(1) if(1)
src.desc = text("A [name], it is missing some cables") src.desc = text("A [name], it is missing some cables")
if(2) if(2)
src.desc = text("A [name], the panel is open") src.desc = text("A [name], the panel is open")
if(3) if(3)
src.desc = text("The [name] is assembled") src.desc = text("The [name] is assembled")
if(powered) if(powered)
src.desc = src.desc_holder src.desc = src.desc_holder
..() ..()
return return
attackby(obj/item/W, mob/user) /obj/machinery/particle_accelerator/attackby(obj/item/W, mob/user)
if(istool(W)) if(istool(W))
if(src.process_tool_hit(W,user)) if(src.process_tool_hit(W,user))
return return
..() ..()
return return
ex_act(severity) /obj/machinery/particle_accelerator/ex_act(severity)
switch(severity) switch(severity)
if(1.0) if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src) del(src)
return return
if(2.0) if(3.0)
if (prob(50)) if (prob(25))
del(src) del(src)
return return
if(3.0) else
if (prob(25)) return
del(src)
return
else
return
blob_act() /obj/machinery/particle_accelerator/blob_act()
if(prob(50)) if(prob(50))
del(src) del(src)
return return
meteorhit() /obj/machinery/particle_accelerator/meteorhit()
if(prob(50)) if(prob(50))
del(src) del(src)
return return
proc
update_state()
return 0
process_tool_hit(var/obj/O, var/mob/user) /obj/machinery/particle_accelerator/proc/update_state()
if(!(O) || !(user)) return 0
return 0
if(!ismob(user) || !isobj(O))
return 0 /obj/machinery/particle_accelerator/proc/process_tool_hit(var/obj/O, var/mob/user)
var/temp_state = src.construction_state if(!(O) || !(user))
switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps return 0
if(0) if(!ismob(user) || !isobj(O))
if(iswrench(O)) return 0
playsound(src.loc, 'Ratchet.ogg', 75, 1) var/temp_state = src.construction_state
src.anchored = 1 switch(src.construction_state)//TODO:Might be more interesting to have it need several parts rather than a single list of steps
user.visible_message("[user.name] secures the [src.name] to the floor.", \ if(0)
"You secure the external bolts.") if(iswrench(O))
temp_state++ playsound(src.loc, 'Ratchet.ogg', 75, 1)
if(1) src.anchored = 1
if(iswrench(O)) user.visible_message("[user.name] secures the [src.name] to the floor.", \
playsound(src.loc, 'Ratchet.ogg', 75, 1) "You secure the external bolts.")
src.anchored = 0 temp_state++
user.visible_message("[user.name] detaches the [src.name] from the floor.", \ if(1)
"You remove the external bolts.") if(iswrench(O))
temp_state-- playsound(src.loc, 'Ratchet.ogg', 75, 1)
else if(iscoil(O)) src.anchored = 0
if(O:use(1)) user.visible_message("[user.name] detaches the [src.name] from the floor.", \
user.visible_message("[user.name] adds wires to the [src.name].", \ "You remove the external bolts.")
"You add some wires.") temp_state--
temp_state++ else if(iscoil(O))
if(2) if(O:use(1))
if(iswirecutter(O))//TODO:Shock user if its on? user.visible_message("[user.name] adds wires to the [src.name].", \
user.visible_message("[user.name] removes some wires from the [src.name].", \ "You add some wires.")
"You remove some wires.") temp_state++
temp_state-- if(2)
else if(isscrewdriver(O)) if(iswirecutter(O))//TODO:Shock user if its on?
user.visible_message("[user.name] closes the [src.name]'s access panel.", \ user.visible_message("[user.name] removes some wires from the [src.name].", \
"You close the access panel.") "You remove some wires.")
temp_state++ temp_state--
if(3) else if(isscrewdriver(O))
if(isscrewdriver(O)) user.visible_message("[user.name] closes the [src.name]'s access panel.", \
user.visible_message("[user.name] opens the [src.name]'s access panel.", \ "You close the access panel.")
"You open the access panel.") temp_state++
temp_state-- if(3)
active = 0 if(isscrewdriver(O))
if(temp_state == src.construction_state)//Nothing changed user.visible_message("[user.name] opens the [src.name]'s access panel.", \
return 0 "You open the access panel.")
else temp_state--
if(src.construction_state < 3)//Was taken apart, update state active = 0
update_state() if(temp_state == src.construction_state)//Nothing changed
if(use_power) return 0
use_power = 0 else
src.construction_state = temp_state if(src.construction_state < 3)//Was taken apart, update state
if(src.construction_state >= 3) update_state()
use_power = 1 if(use_power)
update_icon() use_power = 0
return 1 src.construction_state = temp_state
return 0 if(src.construction_state >= 3)
use_power = 1
update_icon()
return 1
return 0

View File

@@ -5,6 +5,6 @@
icon_state = "fuel_chamber" icon_state = "fuel_chamber"
reference = "fuel_chamber" reference = "fuel_chamber"
update_icon() /obj/structure/particle_accelerator/fuel_chamber/update_icon()
..() ..()
return return

View File

@@ -14,217 +14,215 @@
construction_state = 0 construction_state = 0
active = 0 active = 0
dir = 1 dir = 1
var var/list/obj/structure/particle_accelerator/connected_parts
list/obj/structure/particle_accelerator/connected_parts var/assembled = 0
var/parts = null
/obj/machinery/particle_accelerator/control_box/New()
connected_parts = list()
..()
/obj/machinery/particle_accelerator/control_box/attack_hand(mob/user as mob)
if(construction_state >= 3)
interact(user)
/obj/machinery/particle_accelerator/control_box/update_state()
if(construction_state < 3)
use_power = 0
assembled = 0 assembled = 0
parts = null active = 0
for(var/obj/structure/particle_accelerator/part in connected_parts)
New() part.strength = null
part.powered = 0
part.update_icon()
connected_parts = list() connected_parts = list()
..()
attack_hand(mob/user as mob)
if(construction_state >= 3)
interact(user)
update_state()
if(construction_state < 3)
use_power = 0
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())
use_power = 1
active = 0
connected_parts = list()
return return
if(!part_scan())
use_power = 1
active = 0
connected_parts = list()
update_icon() return
if(active)
icon_state = "[reference]p1" /obj/machinery/particle_accelerator/control_box/update_icon()
if(active)
icon_state = "[reference]p1"
else
if(use_power)
if(assembled)
icon_state = "[reference]p"
else
icon_state = "u[reference]p"
else else
if(use_power) switch(construction_state)
if(assembled) if(0)
icon_state = "[reference]p" icon_state = "[reference]"
if(1)
icon_state = "[reference]"
if(2)
icon_state = "[reference]w"
else else
icon_state = "u[reference]p" icon_state = "[reference]c"
else return
switch(construction_state)
if(0) /obj/machinery/particle_accelerator/control_box/Topic(href, href_list)
icon_state = "[reference]" ..()
if(1) //Ignore input if we are broken, !silicon guy cant touch us, or nonai controlling from super far away
icon_state = "[reference]" if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon)) || (get_dist(src, usr) > 8 && !istype(usr, /mob/living/silicon/ai)))
if(2) usr.machine = null
icon_state = "[reference]w" usr << browse(null, "window=pacontrol")
else
icon_state = "[reference]c"
return return
Topic(href, href_list) if( href_list["close"] )
..() usr << browse(null, "window=pacontrol")
//Ignore input if we are broken, !silicon guy cant touch us, or nonai controlling from super far away usr.machine = null
if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon)) || (get_dist(src, usr) > 8 && !istype(usr, /mob/living/silicon/ai))) return
usr.machine = null if(href_list["togglep"])
usr << browse(null, "window=pacontrol") src.toggle_power()
return investigate_log("turned [active?"<font color='red'>ON</font>":"<font color='green'>OFF</font>"] by [usr.key]","singulo")
else if(href_list["scan"])
src.part_scan()
else if(href_list["strengthup"])
strength++
if(strength > 2)
strength = 2
else
investigate_log("increased to <font color='red'>[strength]</font> by [usr.key]","singulo")
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
if( href_list["close"] ) else if(href_list["strengthdown"])
usr << browse(null, "window=pacontrol") strength--
usr.machine = null if(strength < 0)
return strength = 0
if(href_list["togglep"]) else
investigate_log("decreased to <font color='green'>[strength]</font> by [usr.key]","singulo")
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
src.updateDialog()
src.update_icon()
return
/obj/machinery/particle_accelerator/control_box/power_change()
..()
if(stat & NOPOWER)
active = 0
use_power = 0
else if(!stat && construction_state == 3)
use_power = 1
return
/obj/machinery/particle_accelerator/control_box/process()
if(src.active)
//a part is missing!
if( length(connected_parts) < 6 )
investigate_log("lost a connected part; It <font color='red'>powered down</font>.","singulo")
src.toggle_power() src.toggle_power()
investigate_log("turned [active?"<font color='red'>ON</font>":"<font color='green'>OFF</font>"] by [usr.key]","singulo")
else if(href_list["scan"])
src.part_scan()
else if(href_list["strengthup"])
strength++
if(strength > 2)
strength = 2
else
investigate_log("increased to <font color='red'>[strength]</font> by [usr.key]","singulo")
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
else if(href_list["strengthdown"])
strength--
if(strength < 0)
strength = 0
else
investigate_log("decreased to <font color='green'>[strength]</font> by [usr.key]","singulo")
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = strength
part.update_icon()
src.updateDialog()
src.update_icon()
return
power_change()
..()
if(stat & NOPOWER)
active = 0
use_power = 0
else if(!stat && construction_state == 3)
use_power = 1
return
process()
if(src.active)
//a part is missing!
if( length(connected_parts) < 6 )
investigate_log("lost a connected part; It <font color='red'>powered down</font>.","singulo")
src.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)
return
proc
part_scan()
for(var/obj/structure/particle_accelerator/fuel_chamber/F in orange(1,src))
src.dir = F.dir
connected_parts = list()
var/tally = 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,rdir)
if(check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
tally++
T = get_step(T,odir)
if(check_part(T,/obj/structure/particle_accelerator/end_cap))
tally++
T = get_step(T,dir)
T = get_step(T,dir)
if(check_part(T,/obj/structure/particle_accelerator/power_box))
tally++
T = get_step(T,dir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
tally++
T = get_step(T,ldir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
tally++
T = get_step(T,rdir)
T = get_step(T,rdir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
tally++
if(tally >= 6)
assembled = 1
return 1
else
assembled = 0
return 0
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))
if(PA.connect_master(src))
if(PA.report_ready(src))
src.connected_parts.Add(PA)
return 1
return 0
toggle_power()
src.active = !src.active
if(src.active)
src.use_power = 2
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = src.strength
part.powered = 1
part.update_icon()
else
src.use_power = 1
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
return 1
interact(mob/user)
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=pacontrol")
return
user.machine = src
var/dat = ""
dat += "Particle Accelerator Control Panel<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR><BR>"
dat += "Status:<BR>"
if(!assembled)
dat += "Unable to detect all parts!<BR>"
dat += "<A href='?src=\ref[src];scan=1'>Run Scan</A><BR><BR>"
else
dat += "All parts in place.<BR><BR>"
dat += "Power:"
if(active)
dat += "On<BR>"
else
dat += "Off <BR>"
dat += "<A href='?src=\ref[src];togglep=1'>Toggle Power</A><BR><BR>"
dat += "Particle Strength: [src.strength] "
dat += "<A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
user << browse(dat, "window=pacontrol;size=420x500")
onclose(user, "pacontrol")
return return
//emit some particles
for(var/obj/structure/particle_accelerator/particle_emitter/PE in connected_parts)
if(PE)
PE.emit_particle(src.strength)
return
/obj/machinery/particle_accelerator/control_box/proc/part_scan()
for(var/obj/structure/particle_accelerator/fuel_chamber/F in orange(1,src))
src.dir = F.dir
connected_parts = list()
var/tally = 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,rdir)
if(check_part(T,/obj/structure/particle_accelerator/fuel_chamber))
tally++
T = get_step(T,odir)
if(check_part(T,/obj/structure/particle_accelerator/end_cap))
tally++
T = get_step(T,dir)
T = get_step(T,dir)
if(check_part(T,/obj/structure/particle_accelerator/power_box))
tally++
T = get_step(T,dir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/center))
tally++
T = get_step(T,ldir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/left))
tally++
T = get_step(T,rdir)
T = get_step(T,rdir)
if(check_part(T,/obj/structure/particle_accelerator/particle_emitter/right))
tally++
if(tally >= 6)
assembled = 1
return 1
else
assembled = 0
return 0
/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))
if(PA.connect_master(src))
if(PA.report_ready(src))
src.connected_parts.Add(PA)
return 1
return 0
/obj/machinery/particle_accelerator/control_box/proc/toggle_power()
src.active = !src.active
if(src.active)
src.use_power = 2
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = src.strength
part.powered = 1
part.update_icon()
else
src.use_power = 1
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/interact(mob/user)
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=pacontrol")
return
user.machine = src
var/dat = ""
dat += "Particle Accelerator Control Panel<BR>"
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR><BR>"
dat += "Status:<BR>"
if(!assembled)
dat += "Unable to detect all parts!<BR>"
dat += "<A href='?src=\ref[src];scan=1'>Run Scan</A><BR><BR>"
else
dat += "All parts in place.<BR><BR>"
dat += "Power:"
if(active)
dat += "On<BR>"
else
dat += "Off <BR>"
dat += "<A href='?src=\ref[src];togglep=1'>Toggle Power</A><BR><BR>"
dat += "Particle Strength: [src.strength] "
dat += "<A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
user << browse(dat, "window=pacontrol;size=420x500")
onclose(user, "pacontrol")
return

View File

@@ -8,43 +8,42 @@
var/fire_delay = 50 var/fire_delay = 50
var/last_shot = 0 var/last_shot = 0
center /obj/structure/particle_accelerator/particle_emitter/center
icon_state = "emitter_center" icon_state = "emitter_center"
reference = "emitter_center" reference = "emitter_center"
left /obj/structure/particle_accelerator/particle_emitter/left
icon_state = "emitter_left" icon_state = "emitter_left"
reference = "emitter_left" reference = "emitter_left"
right /obj/structure/particle_accelerator/particle_emitter/right
icon_state = "emitter_right" icon_state = "emitter_right"
reference = "emitter_right" reference = "emitter_right"
update_icon() /obj/structure/particle_accelerator/particle_emitter/update_icon()
..() ..()
return return
proc /obj/structure/particle_accelerator/particle_emitter/proc/set_delay(var/delay)
set_delay(var/delay) if(delay && delay >= 0)
if(delay && delay >= 0) src.fire_delay = delay
src.fire_delay = delay return 1
return 1 return 0
return 0
emit_particle(var/strength = 0) /obj/structure/particle_accelerator/particle_emitter/proc/emit_particle(var/strength = 0)
if((src.last_shot + src.fire_delay) <= world.time) if((src.last_shot + src.fire_delay) <= world.time)
src.last_shot = world.time src.last_shot = world.time
var/obj/effect/accelerated_particle/A = null var/obj/effect/accelerated_particle/A = null
var/turf/T = get_step(src,dir) var/turf/T = get_step(src,dir)
switch(strength) switch(strength)
if(0) if(0)
A = new/obj/effect/accelerated_particle/weak(T, dir) A = new/obj/effect/accelerated_particle/weak(T, dir)
if(1) if(1)
A = new/obj/effect/accelerated_particle(T, dir) A = new/obj/effect/accelerated_particle(T, dir)
if(2) if(2)
A = new/obj/effect/accelerated_particle/strong(T, dir) A = new/obj/effect/accelerated_particle/strong(T, dir)
if(A) if(A)
A.dir = src.dir A.dir = src.dir
return 1 return 1
return 0 return 0

View File

@@ -5,6 +5,6 @@
icon_state = "power_box" icon_state = "power_box"
reference = "power_box" reference = "power_box"
update_icon() /obj/structure/particle_accelerator/power_box/update_icon()
..() ..()
return return

View File

@@ -32,507 +32,508 @@ var/global/list/uneatable = list(
var/teleport_del = 0 var/teleport_del = 0
var/last_warning var/last_warning
New(loc, var/starting_energy = 50, var/temp = 0) /obj/machinery/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
//CARN: admin-alert for chuckle-fuckery. //CARN: admin-alert for chuckle-fuckery.
last_warning = world.time last_warning = world.time
var/count = 0 var/count = 0
for(var/obj/machinery/containment_field/CF in world) for(var/obj/machinery/containment_field/CF in world)
count = 1 count = 1
break
if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1)
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
src.energy = starting_energy
if(temp)
spawn(temp)
del(src)
..()
for(var/obj/machinery/singularity_beacon/singubeacon in world)
if(singubeacon.active)
target = singubeacon
break break
if(!count) message_admins("A singulo has been created without containment fields active ([x],[y],[z])",1) return
investigate_log("was created. [count?"":"<font color='red'>No containment fields were active</font>"]","singulo")
src.energy = starting_energy
if(temp)
spawn(temp)
del(src)
..()
for(var/obj/machinery/singularity_beacon/singubeacon in world)
if(singubeacon.active)
target = singubeacon
break
return
Del() /obj/machinery/singularity/Del()
//Could have it do something bad when this happens, explode/implode or something //Could have it do something bad when this happens, explode/implode or something
..() ..()
attack_hand(mob/user as mob) /obj/machinery/singularity/attack_hand(mob/user as mob)
consume(user) consume(user)
return 1 return 1
blob_act(severity) /obj/machinery/singularity/blob_act(severity)
return return
ex_act(severity) /obj/machinery/singularity/ex_act(severity)
switch(severity) switch(severity)
if(1.0) if(1.0)
if(prob(25))
del(src)
return
else
energy += 50
if(2.0 to 3.0)
energy += round((rand(20,60)/2),1)
return
return
Bump(atom/A)
consume(A)
return
Bumped(atom/A)
consume(A)
return
process()
eat()
dissipate()
check_energy()
if(current_size >= 3)
move()
if(current_size <= 7)
pulse()
if(current_size >= 5)
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
event()
return
attack_ai() //to prevent ais from gibbing themselves when they click on one.
return
proc
dissipate()
if(!dissipate)
return
if(dissipate_track >= dissipate_delay)
src.energy -= dissipate_strength
dissipate_track = 0
else
dissipate_track++
expand(var/force_size = 0)
var/temp_allowed_size = src.allowed_size
if(force_size)
temp_allowed_size = force_size
switch(temp_allowed_size)
if(1)
current_size = 1
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
pixel_x = 0
pixel_y = 0
grav_pull = 4
consume_range = 0
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 1
if(3)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
current_size = 3
icon = 'icons/effects/96x96.dmi'
icon_state = "singularity_s3"
pixel_x = -32
pixel_y = -32
grav_pull = 6
consume_range = 1
dissipate_delay = 5
dissipate_track = 0
dissipate_strength = 5
if(5)
if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
current_size = 5
icon = 'icons/effects/160x160.dmi'
icon_state = "singularity_s5"
pixel_x = -64
pixel_y = -64
grav_pull = 8
consume_range = 2
dissipate_delay = 4
dissipate_track = 0
dissipate_strength = 20
if(7)
if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
current_size = 7
icon = 'icons/effects/224x224.dmi'
icon_state = "singularity_s7"
pixel_x = -96
pixel_y = -96
grav_pull = 10
consume_range = 3
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 10
if(9)//this one also lacks a check for gens because it eats everything
current_size = 9
icon = 'icons/effects/288x288.dmi'
icon_state = "singularity_s9"
pixel_x = -128
pixel_y = -128
grav_pull = 10
consume_range = 4
dissipate = 0 //It cant go smaller due to e loss
if(current_size == allowed_size)
investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
return 1
else if(current_size < (--temp_allowed_size))
expand(temp_allowed_size)
else
return 0
check_energy()
if(energy <= 0)
del(src)
return 0
switch(energy)//Some of these numbers might need to be changed up later -Mport
if(1 to 199)
allowed_size = 1
if(200 to 499)
allowed_size = 3
if(500 to 999)
allowed_size = 5
if(1000 to 1999)
allowed_size = 7
if(2000 to INFINITY)
allowed_size = 9
if(current_size != allowed_size)
expand()
return 1
eat()
set background = 1
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
for(var/atom/movable/X in orange(consume_range,src))
consume(X)
for(var/turf/X in orange(consume_range,src))
consume(X)
for(var/atom/movable/X in orange(grav_pull,src))
if(is_type_in_list(X, uneatable)) continue
if(((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
step_towards(X,src)
else if(istype(X,/mob/living/carbon/human))
var/mob/living/carbon/human/H = X
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
step_towards(H,src)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
return
consume(var/atom/A)
var/gain = 0
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))//Mobs get gibbed
gain = 20
if(istype(A,/mob/living/carbon/human))
if(A:mind)
if((A:mind:assigned_role == "Station Engineer") || (A:mind:assigned_role == "Chief Engineer") )
gain = 100
spawn()
A:gib()
sleep(1)
else if(istype(A,/obj/))
if (istype(A,/obj/item/weapon/storage/backpack/holding))
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
return
if(istype(A, /obj/machinery/singularity))//Welp now you did it
var/obj/machinery/singularity/S = A
src.energy += (S.energy/2)//Absorb most of it
del(S)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
return//Quits here, the obj should be gone, hell we might be
if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
var/obj/O = A
O.x = 2
O.y = 2
O.z = 2
else
A:ex_act(1.0)
if(A) del(A)
gain = 2
else if(isturf(A))
var/turf/T = A
if(T.intact)
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
src.consume(O)
A:ReplaceWithSpace()
gain = 2
src.energy += gain
return
move(var/movement_dir = 0)
if(!move_self)
return 0
if(target && prob(60))
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
else if(!(movement_dir in cardinal))
movement_dir = pick(NORTH, SOUTH, EAST, WEST)
if(movement_dir == last_failed_movement)
var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
L.Remove(last_failed_movement)
movement_dir = pick(L)
if(current_size >= 9)//The superlarge one does not care about things in its way
spawn(0)
step(src, movement_dir)
spawn(1)
step(src, movement_dir)
return 1
else if(check_turfs_in(movement_dir))
last_failed_movement = 0//Reset this because we moved
spawn(0)
step(src, movement_dir)
return 1
else
last_failed_movement = movement_dir
return 0
check_turfs_in(var/direction = 0, var/step = 0)
if(!direction)
return 0
var/steps = 0
if(!step)
switch(current_size)
if(1)
steps = 1
if(3)
steps = 3//Yes this is right
if(5)
steps = 3
if(7)
steps = 4
if(9)
steps = 5
else
steps = step
var/list/turfs = list()
var/turf/T = src.loc
for(var/i = 1 to steps)
T = get_step(T,direction)
if(!isturf(T))
return 0
turfs.Add(T)
var/dir2 = 0
var/dir3 = 0
switch(direction)
if(NORTH||SOUTH)
dir2 = 4
dir3 = 8
if(EAST||WEST)
dir2 = 1
dir3 = 2
var/turf/T2 = T
for(var/j = 1 to steps)
T2 = get_step(T2,dir2)
if(!isturf(T2))
return 0
turfs.Add(T2)
for(var/k = 1 to steps)
T = get_step(T,dir3)
if(!isturf(T))
return 0
turfs.Add(T)
for(var/turf/T3 in turfs)
if(isnull(T3))
continue
if(!can_move(T3))
return 0
return 1
can_move(var/turf/T)
if(!T)
return 0
if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
return 0
else if(locate(/obj/machinery/field_generator) in T)
var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
if(G && G.active)
return 0
else if(locate(/obj/machinery/shieldwallgen) in T)
var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
if(S && S.active)
return 0
return 1
event()
var/numb = pick(1,2,3,4,5,6)
switch(numb)
if(1)//EMP
emp_area()
if(2,3)//tox damage all carbon mobs in area
toxmob()
if(4)//Stun mobs who lack optic scanners
mezzer()
else
return 0
return 1
toxmob()
var/toxrange = 10
var/toxdamage = 4
var/radiation = 15
var/radiationmin = 3
if (src.energy>200)
toxdamage = round(((src.energy-150)/50)*4,1)
radiation = round(((src.energy-150)/50)*5,1)
radiationmin = round((radiation/5),1)//
for(var/mob/living/M in view(toxrange, src.loc))
if(istype(M,/mob/living/))
M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
M.apply_effect(toxdamage, TOX)
return
mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(istype(M,/mob/living/carbon/human))
if(istype(M:glasses,/obj/item/clothing/glasses/meson))
M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
return
M << "\red You look directly into The [src.name] and feel weak."
M.apply_effect(3, STUN)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
return
emp_area()
empulse(src, 8, 10)
return
pulse()
for(var/obj/machinery/power/rad_collector/R in orange(15,src))
if(istype(R,/obj/machinery/power/rad_collector))
R.receive_pulse(energy)
return
narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
name = "Tear in the Fabric of Reality"
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
icon = 'icons/obj/magic_terror.dmi'
pixel_x = -89
pixel_y = -85
current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
contained = 0 //Are we going to move around?
dissipate = 0 //Do we lose energy over time?
move_self = 1 //Do we move on our own?
grav_pull = 10 //How many tiles out do we pull?
consume_range = 3 //How many tiles out do we eat
process()
eat()
if(!target || prob(5))
pickcultist()
move()
if(prob(25)) if(prob(25))
mezzer() del(src)
consume(var/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))//Mobs get gibbed
A:gib()
else if(istype(A,/obj/))
A:ex_act(1.0)
if(A) del(A)
else if(isturf(A))
var/turf/T = A
if(T.intact)
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
src.consume(O)
A:ReplaceWithSpace()
return
ex_act() //No throwing bombs at it either. --NEO
return
proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
var/list/cultists = list()
for(var/datum/mind/cult_nh_mind in ticker.mode.cult)
if(!cult_nh_mind.current)
continue
if(cult_nh_mind.current.stat)
continue
cultists += cult_nh_mind.current
if(cultists.len)
acquire(pick(cultists))
return return
//If there was living cultists, it picks one to follow.
for(var/mob/living/carbon/human/food in living_mob_list)
if(food.stat)
continue
cultists += food
if(cultists.len)
acquire(pick(cultists))
return
//no living cultists, pick a living human instead.
for(var/mob/dead/observer/ghost in player_list)
if(!ghost.client)
continue
cultists += ghost
if(cultists.len)
acquire(pick(cultists))
return
//no living humans, follow a ghost instead.
proc/acquire(var/mob/food)
target << "\blue <b>NAR-SIE HAS LOST INTEREST IN YOU</b>"
target = food
if(ishuman(target))
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
else else
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>" energy += 50
if(2.0 to 3.0)
energy += round((rand(20,60)/2),1)
return
return
/obj/machinery/singularity/Bump(atom/A)
consume(A)
return
/obj/machinery/singularity/Bumped(atom/A)
consume(A)
return
/obj/machinery/singularity/process()
eat()
dissipate()
check_energy()
if(current_size >= 3)
move()
if(current_size <= 7)
pulse()
if(current_size >= 5)
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
event()
return
/obj/machinery/singularity/attack_ai() //to prevent ais from gibbing themselves when they click on one.
return
/obj/machinery/singularity/proc/dissipate()
if(!dissipate)
return
if(dissipate_track >= dissipate_delay)
src.energy -= dissipate_strength
dissipate_track = 0
else
dissipate_track++
/obj/machinery/singularity/proc/expand(var/force_size = 0)
var/temp_allowed_size = src.allowed_size
if(force_size)
temp_allowed_size = force_size
switch(temp_allowed_size)
if(1)
current_size = 1
icon = 'icons/obj/singularity.dmi'
icon_state = "singularity_s1"
pixel_x = 0
pixel_y = 0
grav_pull = 4
consume_range = 0
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 1
if(3)//1 to 3 does not check for the turfs if you put the gens right next to a 1x1 then its going to eat them
current_size = 3
icon = 'icons/effects/96x96.dmi'
icon_state = "singularity_s3"
pixel_x = -32
pixel_y = -32
grav_pull = 6
consume_range = 1
dissipate_delay = 5
dissipate_track = 0
dissipate_strength = 5
if(5)
if((check_turfs_in(1,2))&&(check_turfs_in(2,2))&&(check_turfs_in(4,2))&&(check_turfs_in(8,2)))
current_size = 5
icon = 'icons/effects/160x160.dmi'
icon_state = "singularity_s5"
pixel_x = -64
pixel_y = -64
grav_pull = 8
consume_range = 2
dissipate_delay = 4
dissipate_track = 0
dissipate_strength = 20
if(7)
if((check_turfs_in(1,3))&&(check_turfs_in(2,3))&&(check_turfs_in(4,3))&&(check_turfs_in(8,3)))
current_size = 7
icon = 'icons/effects/224x224.dmi'
icon_state = "singularity_s7"
pixel_x = -96
pixel_y = -96
grav_pull = 10
consume_range = 3
dissipate_delay = 10
dissipate_track = 0
dissipate_strength = 10
if(9)//this one also lacks a check for gens because it eats everything
current_size = 9
icon = 'icons/effects/288x288.dmi'
icon_state = "singularity_s9"
pixel_x = -128
pixel_y = -128
grav_pull = 10
consume_range = 4
dissipate = 0 //It cant go smaller due to e loss
if(current_size == allowed_size)
investigate_log("<font color='red'>grew to size [current_size]</font>","singulo")
return 1
else if(current_size < (--temp_allowed_size))
expand(temp_allowed_size)
else
return 0
/obj/machinery/singularity/proc/check_energy()
if(energy <= 0)
del(src)
return 0
switch(energy)//Some of these numbers might need to be changed up later -Mport
if(1 to 199)
allowed_size = 1
if(200 to 499)
allowed_size = 3
if(500 to 999)
allowed_size = 5
if(1000 to 1999)
allowed_size = 7
if(2000 to INFINITY)
allowed_size = 9
if(current_size != allowed_size)
expand()
return 1
/obj/machinery/singularity/proc/eat()
set background = 1
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
for(var/atom/movable/X in orange(consume_range,src))
consume(X)
for(var/turf/X in orange(consume_range,src))
consume(X)
for(var/atom/movable/X in orange(grav_pull,src))
if(is_type_in_list(X, uneatable)) continue
if(((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human)))|| (src.current_size >= 9))
step_towards(X,src)
else if(istype(X,/mob/living/carbon/human))
var/mob/living/carbon/human/H = X
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
step_towards(H,src)
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
return
/obj/machinery/singularity/proc/consume(var/atom/A)
var/gain = 0
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))//Mobs get gibbed
gain = 20
if(istype(A,/mob/living/carbon/human))
if(A:mind)
if((A:mind:assigned_role == "Station Engineer") || (A:mind:assigned_role == "Chief Engineer") )
gain = 100
spawn()
A:gib()
sleep(1)
else if(istype(A,/obj/))
if (istype(A,/obj/item/weapon/storage/backpack/holding))
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
return
if(istype(A, /obj/machinery/singularity))//Welp now you did it
var/obj/machinery/singularity/S = A
src.energy += (S.energy/2)//Absorb most of it
del(S)
var/dist = max((current_size - 2),1)
explosion(src.loc,(dist),(dist*2),(dist*4))
return//Quits here, the obj should be gone, hell we might be
if((teleport_del) && (!istype(A, /obj/machinery)))//Going to see if it does not lag less to tele items over to Z 2
var/obj/O = A
O.x = 2
O.y = 2
O.z = 2
else
A:ex_act(1.0)
if(A) del(A)
gain = 2
else if(isturf(A))
var/turf/T = A
if(T.intact)
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
src.consume(O)
A:ReplaceWithSpace()
gain = 2
src.energy += gain
return
/obj/machinery/singularity/proc/move(var/movement_dir = 0)
if(!move_self)
return 0
if(target && prob(60))
movement_dir = get_dir(src,target) //moves to a singulo beacon, if there is one
else if(!(movement_dir in cardinal))
movement_dir = pick(NORTH, SOUTH, EAST, WEST)
if(movement_dir == last_failed_movement)
var/list/L = new/list(NORTH, SOUTH, EAST, WEST)
L.Remove(last_failed_movement)
movement_dir = pick(L)
if(current_size >= 9)//The superlarge one does not care about things in its way
spawn(0)
step(src, movement_dir)
spawn(1)
step(src, movement_dir)
return 1
else if(check_turfs_in(movement_dir))
last_failed_movement = 0//Reset this because we moved
spawn(0)
step(src, movement_dir)
return 1
else
last_failed_movement = movement_dir
return 0
/obj/machinery/singularity/proc/check_turfs_in(var/direction = 0, var/step = 0)
if(!direction)
return 0
var/steps = 0
if(!step)
switch(current_size)
if(1)
steps = 1
if(3)
steps = 3//Yes this is right
if(5)
steps = 3
if(7)
steps = 4
if(9)
steps = 5
else
steps = step
var/list/turfs = list()
var/turf/T = src.loc
for(var/i = 1 to steps)
T = get_step(T,direction)
if(!isturf(T))
return 0
turfs.Add(T)
var/dir2 = 0
var/dir3 = 0
switch(direction)
if(NORTH||SOUTH)
dir2 = 4
dir3 = 8
if(EAST||WEST)
dir2 = 1
dir3 = 2
var/turf/T2 = T
for(var/j = 1 to steps)
T2 = get_step(T2,dir2)
if(!isturf(T2))
return 0
turfs.Add(T2)
for(var/k = 1 to steps)
T = get_step(T,dir3)
if(!isturf(T))
return 0
turfs.Add(T)
for(var/turf/T3 in turfs)
if(isnull(T3))
continue
if(!can_move(T3))
return 0
return 1
/obj/machinery/singularity/proc/can_move(var/turf/T)
if(!T)
return 0
if((locate(/obj/machinery/containment_field) in T)||(locate(/obj/machinery/shieldwall) in T))
return 0
else if(locate(/obj/machinery/field_generator) in T)
var/obj/machinery/field_generator/G = locate(/obj/machinery/field_generator) in T
if(G && G.active)
return 0
else if(locate(/obj/machinery/shieldwallgen) in T)
var/obj/machinery/shieldwallgen/S = locate(/obj/machinery/shieldwallgen) in T
if(S && S.active)
return 0
return 1
/obj/machinery/singularity/proc/event()
var/numb = pick(1,2,3,4,5,6)
switch(numb)
if(1)//EMP
emp_area()
if(2,3)//tox damage all carbon mobs in area
toxmob()
if(4)//Stun mobs who lack optic scanners
mezzer()
else
return 0
return 1
/obj/machinery/singularity/proc/toxmob()
var/toxrange = 10
var/toxdamage = 4
var/radiation = 15
var/radiationmin = 3
if (src.energy>200)
toxdamage = round(((src.energy-150)/50)*4,1)
radiation = round(((src.energy-150)/50)*5,1)
radiationmin = round((radiation/5),1)//
for(var/mob/living/M in view(toxrange, src.loc))
if(istype(M,/mob/living/))
M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
M.apply_effect(toxdamage, TOX)
return
/obj/machinery/singularity/proc/mezzer()
for(var/mob/living/carbon/M in oviewers(8, src))
if(istype(M,/mob/living/carbon/human))
if(istype(M:glasses,/obj/item/clothing/glasses/meson))
M << "\blue You look directly into The [src.name], good thing you had your protective eyewear on!"
return
M << "\red You look directly into The [src.name] and feel weak."
M.apply_effect(3, STUN)
for(var/mob/O in viewers(M, null))
O.show_message(text("\red <B>[] stares blankly at The []!</B>", M, src), 1)
return
/obj/machinery/singularity/proc/emp_area()
empulse(src, 8, 10)
return
/obj/machinery/singularity/proc/pulse()
for(var/obj/machinery/power/rad_collector/R in orange(15,src))
if(istype(R,/obj/machinery/power/rad_collector))
R.receive_pulse(energy)
return
/obj/machinery/singularity/narsie //Moving narsie to a child object of the singularity so it can be made to function differently. --NEO
name = "Tear in the Fabric of Reality"
desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
icon = 'icons/obj/magic_terror.dmi'
pixel_x = -89
pixel_y = -85
current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO
contained = 0 //Are we going to move around?
dissipate = 0 //Do we lose energy over time?
move_self = 1 //Do we move on our own?
grav_pull = 10 //How many tiles out do we pull?
consume_range = 3 //How many tiles out do we eat
/obj/machinery/singularity/narsie/process()
eat()
if(!target || prob(5))
pickcultist()
move()
if(prob(25))
mezzer()
/obj/machinery/singularity/narsie/consume(var/atom/A) //Has its own consume proc because it doesn't need energy and I don't want BoHs to explode it. --NEO
if(is_type_in_list(A, uneatable))
return 0
if (istype(A,/mob/living))//Mobs get gibbed
A:gib()
else if(istype(A,/obj/))
A:ex_act(1.0)
if(A) del(A)
else if(isturf(A))
var/turf/T = A
if(T.intact)
for(var/obj/O in T.contents)
if(O.level != 1)
continue
if(O.invisibility == 101)
src.consume(O)
A:ReplaceWithSpace()
return
/obj/machinery/singularity/narsie/ex_act() //No throwing bombs at it either. --NEO
return
/obj/machinery/singularity/narsie/proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
var/list/cultists = list()
for(var/datum/mind/cult_nh_mind in ticker.mode.cult)
if(!cult_nh_mind.current)
continue
if(cult_nh_mind.current.stat)
continue
cultists += cult_nh_mind.current
if(cultists.len)
acquire(pick(cultists))
return
//If there was living cultists, it picks one to follow.
for(var/mob/living/carbon/human/food in living_mob_list)
if(food.stat)
continue
cultists += food
if(cultists.len)
acquire(pick(cultists))
return
//no living cultists, pick a living human instead.
for(var/mob/dead/observer/ghost in player_list)
if(!ghost.client)
continue
cultists += ghost
if(cultists.len)
acquire(pick(cultists))
return
//no living humans, follow a ghost instead.
/obj/machinery/singularity/narsie/proc/acquire(var/mob/food)
target << "\blue <b>NAR-SIE HAS LOST INTEREST IN YOU</b>"
target = food
if(ishuman(target))
target << "\red <b>NAR-SIE HUNGERS FOR YOUR SOUL</b>"
else
target << "\red <b>NAR-SIE HAS CHOSEN YOU TO LEAD HIM TO HIS NEXT MEAL</b>"
//Wizard narsie
/obj/machinery/singularity/narsie/wizard /obj/machinery/singularity/narsie/wizard
grav_pull = 0 grav_pull = 0
eat()
set background = 1 /obj/machinery/singularity/narsie/wizard/eat()
if(defer_powernet_rebuild != 2) set background = 1
defer_powernet_rebuild = 1 if(defer_powernet_rebuild != 2)
for(var/atom/movable/X in orange(consume_range,src)) defer_powernet_rebuild = 1
consume(X) for(var/atom/movable/X in orange(consume_range,src))
for(var/turf/X in orange(consume_range,src)) consume(X)
consume(X) for(var/turf/X in orange(consume_range,src))
if(defer_powernet_rebuild != 2) consume(X)
defer_powernet_rebuild = 0 if(defer_powernet_rebuild != 2)
return defer_powernet_rebuild = 0
return

View File

@@ -24,328 +24,328 @@
var/obj/machinery/power/terminal/terminal = null var/obj/machinery/power/terminal/terminal = null
New() /obj/machinery/power/smes/New()
..() ..()
spawn(5) spawn(5)
dir_loop: dir_loop:
for(var/d in cardinal) for(var/d in cardinal)
var/turf/T = get_step(src, d) var/turf/T = get_step(src, d)
for(var/obj/machinery/power/terminal/term in T) for(var/obj/machinery/power/terminal/term in T)
if(term && term.dir == turn(d, 180)) if(term && term.dir == turn(d, 180))
terminal = term terminal = term
break dir_loop break dir_loop
if(!terminal) if(!terminal)
stat |= BROKEN stat |= BROKEN
return return
terminal.master = src terminal.master = src
updateicon() updateicon()
return return
proc/updateicon() /obj/machinery/power/smes/proc/updateicon()
overlays = null overlays = null
if(stat & BROKEN) return if(stat & BROKEN) return
overlays += image('icons/obj/power.dmi', "smes-op[online]") overlays += image('icons/obj/power.dmi', "smes-op[online]")
if(charging) if(charging)
overlays += image('icons/obj/power.dmi', "smes-oc1") overlays += image('icons/obj/power.dmi', "smes-oc1")
else else
if(chargemode) if(chargemode)
overlays += image('icons/obj/power.dmi', "smes-oc0") overlays += image('icons/obj/power.dmi', "smes-oc0")
var/clevel = chargedisplay() var/clevel = chargedisplay()
if(clevel>0) if(clevel>0)
overlays += image('icons/obj/power.dmi', "smes-og[clevel]") overlays += image('icons/obj/power.dmi', "smes-og[clevel]")
return return
proc/chargedisplay() /obj/machinery/power/smes/proc/chargedisplay()
return round(5.5*charge/capacity) return round(5.5*charge/capacity)
#define SMESRATE 0.05 // rate of internal charge to external power #define SMESRATE 0.05 // rate of internal charge to external power
process() /obj/machinery/power/smes/process()
if(stat & BROKEN) return if(stat & BROKEN) return
//store machine state to see if we need to update the icon overlays //store machine state to see if we need to update the icon overlays
var/last_disp = chargedisplay() var/last_disp = chargedisplay()
var/last_chrg = charging var/last_chrg = charging
var/last_onln = online var/last_onln = online
if(terminal) if(terminal)
var/excess = terminal.surplus() var/excess = terminal.surplus()
if(charging) if(charging)
if(excess >= 0) // if there's power available, try to charge if(excess >= 0) // if there's power available, try to charge
var/load = min((capacity-charge)/SMESRATE, chargelevel) // charge at set rate, limited to spare capacity var/load = min((capacity-charge)/SMESRATE, chargelevel) // charge at set rate, limited to spare capacity
charge += load * SMESRATE // increase the charge charge += load * SMESRATE // increase the charge
add_load(load) // add the load to the terminal side network add_load(load) // add the load to the terminal side network
else // if not enough capcity else // if not enough capcity
charging = 0 // stop charging charging = 0 // stop charging
chargecount = 0 chargecount = 0
else else
if(chargemode) if(chargemode)
if(chargecount > rand(3,6)) if(chargecount > rand(3,6))
charging = 1 charging = 1
chargecount = 0
if(excess > chargelevel)
chargecount++
else
chargecount = 0
else
chargecount = 0 chargecount = 0
if(online) // if outputting if(excess > chargelevel)
lastout = min( charge/SMESRATE, output) //limit output to that stored chargecount++
else
chargecount = 0
else
chargecount = 0
charge -= lastout*SMESRATE // reduce the storage (may be recovered in /restore() if excessive) if(online) // if outputting
lastout = min( charge/SMESRATE, output) //limit output to that stored
add_avail(lastout) // add output to powernet (smes side) charge -= lastout*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
if(charge < 0.0001) add_avail(lastout) // add output to powernet (smes side)
online = 0 // stop output if charge falls to zero
// only update icon if state changed if(charge < 0.0001)
if(last_disp != chargedisplay() || last_chrg != charging || last_onln != online) online = 0 // stop output if charge falls to zero
updateicon()
for(var/mob/M in viewers(1, src)) // only update icon if state changed
if ((M.client && M.machine == src)) if(last_disp != chargedisplay() || last_chrg != charging || last_onln != online)
src.interact(M) updateicon()
AutoUpdateAI(src)
return for(var/mob/M in viewers(1, src))
if ((M.client && M.machine == src))
src.interact(M)
AutoUpdateAI(src)
return
// called after all power processes are finished // called after all power processes are finished
// restores charge level to smes if there was excess this ptick // restores charge level to smes if there was excess this ptick
proc/restore() /obj/machinery/power/smes/proc/restore()
if(stat & BROKEN) if(stat & BROKEN)
return
if(!online)
loaddemand = 0
return
var/excess = powernet.netexcess // this was how much wasn't used on the network last ptick, minus any removed by other SMESes
excess = min(lastout, excess) // clamp it to how much was actually output by this SMES last ptick
excess = min((capacity-charge)/SMESRATE, excess) // for safety, also limit recharge by space capacity of SMES (shouldn't happen)
// now recharge this amount
var/clev = chargedisplay()
charge += excess * SMESRATE
powernet.netexcess -= excess // remove the excess from the powernet, so later SMESes don't try to use it
loaddemand = lastout-excess
if(clev != chargedisplay() )
updateicon()
return return
if(!online)
add_load(var/amount) loaddemand = 0
if(terminal && terminal.powernet)
terminal.powernet.newload += amount
attack_ai(mob/user)
add_fingerprint(user)
if(stat & BROKEN) return
interact(user)
attack_hand(mob/user)
add_fingerprint(user)
if(stat & BROKEN) return
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("SMES",src,user:wear_suit)
return
interact(user)
proc/interact(mob/user)
if(get_dist(src, user) > 1 && !istype(user, /mob/living/silicon/ai))
user.machine = null
user << browse(null, "window=smes")
return
user.machine = src
var/t = "<TT><B>SMES Power Storage Unit</B> [n_tag? "([n_tag])" : null]<HR><PRE>"
t += "Stored capacity : [round(100.0*charge/capacity, 0.1)]%<BR><BR>"
t += "Input: [charging ? "Charging" : "Not Charging"] [chargemode ? "<B>Auto</B> <A href = '?src=\ref[src];cmode=1'>Off</A>" : "<A href = '?src=\ref[src];cmode=1'>Auto</A> <B>Off</B> "]<BR>"
t += "Input level: <A href = '?src=\ref[src];input=-4'>M</A> <A href = '?src=\ref[src];input=-3'>-</A> <A href = '?src=\ref[src];input=-2'>-</A> <A href = '?src=\ref[src];input=-1'>-</A> [add_lspace(chargelevel,5)] <A href = '?src=\ref[src];input=1'>+</A> <A href = '?src=\ref[src];input=2'>+</A> <A href = '?src=\ref[src];input=3'>+</A> <A href = '?src=\ref[src];input=4'>M</A><BR>"
t += "<BR><BR>"
t += "Output: [online ? "<B>Online</B> <A href = '?src=\ref[src];online=1'>Offline</A>" : "<A href = '?src=\ref[src];online=1'>Online</A> <B>Offline</B> "]<BR>"
t += "Output level: <A href = '?src=\ref[src];output=-4'>M</A> <A href = '?src=\ref[src];output=-3'>-</A> <A href = '?src=\ref[src];output=-2'>-</A> <A href = '?src=\ref[src];output=-1'>-</A> [add_lspace(output,5)] <A href = '?src=\ref[src];output=1'>+</A> <A href = '?src=\ref[src];output=2'>+</A> <A href = '?src=\ref[src];output=3'>+</A> <A href = '?src=\ref[src];output=4'>M</A><BR>"
t += "Output load: [round(loaddemand)] W<BR>"
t += "<BR></PRE><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</TT>"
user << browse(t, "window=smes;size=460x300")
onclose(user, "smes")
return return
var/excess = powernet.netexcess // this was how much wasn't used on the network last ptick, minus any removed by other SMESes
Topic(href, href_list) excess = min(lastout, excess) // clamp it to how much was actually output by this SMES last ptick
..()
if (usr.stat || usr.restrained() ) excess = min((capacity-charge)/SMESRATE, excess) // for safety, also limit recharge by space capacity of SMES (shouldn't happen)
// now recharge this amount
var/clev = chargedisplay()
charge += excess * SMESRATE
powernet.netexcess -= excess // remove the excess from the powernet, so later SMESes don't try to use it
loaddemand = lastout-excess
if(clev != chargedisplay() )
updateicon()
return
/obj/machinery/power/smes/add_load(var/amount)
if(terminal && terminal.powernet)
terminal.powernet.newload += amount
/obj/machinery/power/smes/attack_ai(mob/user)
add_fingerprint(user)
if(stat & BROKEN) return
interact(user)
/obj/machinery/power/smes/attack_hand(mob/user)
add_fingerprint(user)
if(stat & BROKEN) return
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("SMES",src,user:wear_suit)
return return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") interact(user)
if(!istype(usr, /mob/living/silicon/ai))
usr << "\red You don't have the dexterity to do this!"
return
//world << "[href] ; [href_list[href]]"
if (( usr.machine==src && ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon/ai)))
if( href_list["close"] ) /obj/machinery/power/smes/proc/interact(mob/user)
usr << browse(null, "window=smes") if(get_dist(src, user) > 1 && !istype(user, /mob/living/silicon/ai))
usr.machine = null user.machine = null
return user << browse(null, "window=smes")
return
else if( href_list["cmode"] ) user.machine = src
chargemode = !chargemode
if(!chargemode)
charging = 0
updateicon()
else if( href_list["online"] ) var/t = "<TT><B>SMES Power Storage Unit</B> [n_tag? "([n_tag])" : null]<HR><PRE>"
online = !online
updateicon()
else if( href_list["input"] )
var/i = text2num(href_list["input"]) t += "Stored capacity : [round(100.0*charge/capacity, 0.1)]%<BR><BR>"
var/d = 0 t += "Input: [charging ? "Charging" : "Not Charging"] [chargemode ? "<B>Auto</B> <A href = '?src=\ref[src];cmode=1'>Off</A>" : "<A href = '?src=\ref[src];cmode=1'>Auto</A> <B>Off</B> "]<BR>"
switch(i)
if(-4)
chargelevel = 0
if(4)
chargelevel = SMESMAXCHARGELEVEL //30000
if(1)
d = 100
if(-1)
d = -100
if(2)
d = 1000
if(-2)
d = -1000
if(3)
d = 10000
if(-3)
d = -10000
chargelevel += d t += "Input level: <A href = '?src=\ref[src];input=-4'>M</A> <A href = '?src=\ref[src];input=-3'>-</A> <A href = '?src=\ref[src];input=-2'>-</A> <A href = '?src=\ref[src];input=-1'>-</A> [add_lspace(chargelevel,5)] <A href = '?src=\ref[src];input=1'>+</A> <A href = '?src=\ref[src];input=2'>+</A> <A href = '?src=\ref[src];input=3'>+</A> <A href = '?src=\ref[src];input=4'>M</A><BR>"
chargelevel = max(0, min(SMESMAXCHARGELEVEL, chargelevel)) // clamp to range
else if( href_list["output"] ) t += "<BR><BR>"
var/i = text2num(href_list["output"]) t += "Output: [online ? "<B>Online</B> <A href = '?src=\ref[src];online=1'>Offline</A>" : "<A href = '?src=\ref[src];online=1'>Online</A> <B>Offline</B> "]<BR>"
var/d = 0 t += "Output level: <A href = '?src=\ref[src];output=-4'>M</A> <A href = '?src=\ref[src];output=-3'>-</A> <A href = '?src=\ref[src];output=-2'>-</A> <A href = '?src=\ref[src];output=-1'>-</A> [add_lspace(output,5)] <A href = '?src=\ref[src];output=1'>+</A> <A href = '?src=\ref[src];output=2'>+</A> <A href = '?src=\ref[src];output=3'>+</A> <A href = '?src=\ref[src];output=4'>M</A><BR>"
switch(i)
if(-4)
output = 0
if(4)
output = SMESMAXOUTPUT //30000
if(1) t += "Output load: [round(loaddemand)] W<BR>"
d = 100
if(-1)
d = -100
if(2)
d = 1000
if(-2)
d = -1000
if(3)
d = 10000
if(-3)
d = -10000
output += d t += "<BR></PRE><HR><A href='?src=\ref[src];close=1'>Close</A>"
output = max(0, min(SMESMAXOUTPUT, output)) // clamp to range
investigate_log("input/output; [chargelevel>output?"<font color='green'>":"<font color='red'>"][chargelevel]/[output]</font> | Output-mode: [online?"<font color='green'>on</font>":"<font color='red'>off</font>"] | Input-mode: [chargemode?"<font color='green'>auto</font>":"<font color='red'>off</font>"] by [usr.key]","singulo") t += "</TT>"
src.updateUsrDialog() user << browse(t, "window=smes;size=460x300")
onclose(user, "smes")
return
else
/obj/machinery/power/smes/Topic(href, href_list)
..()
if (usr.stat || usr.restrained() )
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
if(!istype(usr, /mob/living/silicon/ai))
usr << "\red You don't have the dexterity to do this!"
return
//world << "[href] ; [href_list[href]]"
if (( usr.machine==src && ((get_dist(src, usr) <= 1) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon/ai)))
if( href_list["close"] )
usr << browse(null, "window=smes") usr << browse(null, "window=smes")
usr.machine = null usr.machine = null
return return
else if( href_list["cmode"] )
chargemode = !chargemode
if(!chargemode)
charging = 0
updateicon()
else if( href_list["online"] )
online = !online
updateicon()
else if( href_list["input"] )
var/i = text2num(href_list["input"])
var/d = 0
switch(i)
if(-4)
chargelevel = 0
if(4)
chargelevel = SMESMAXCHARGELEVEL //30000
if(1)
d = 100
if(-1)
d = -100
if(2)
d = 1000
if(-2)
d = -1000
if(3)
d = 10000
if(-3)
d = -10000
chargelevel += d
chargelevel = max(0, min(SMESMAXCHARGELEVEL, chargelevel)) // clamp to range
else if( href_list["output"] )
var/i = text2num(href_list["output"])
var/d = 0
switch(i)
if(-4)
output = 0
if(4)
output = SMESMAXOUTPUT //30000
if(1)
d = 100
if(-1)
d = -100
if(2)
d = 1000
if(-2)
d = -1000
if(3)
d = 10000
if(-3)
d = -10000
output += d
output = max(0, min(SMESMAXOUTPUT, output)) // clamp to range
investigate_log("input/output; [chargelevel>output?"<font color='green'>":"<font color='red'>"][chargelevel]/[output]</font> | Output-mode: [online?"<font color='green'>on</font>":"<font color='red'>off</font>"] | Input-mode: [chargemode?"<font color='green'>auto</font>":"<font color='red'>off</font>"] by [usr.key]","singulo")
src.updateUsrDialog()
else
usr << browse(null, "window=smes")
usr.machine = null
return
proc/ion_act() /obj/machinery/power/smes/proc/ion_act()
if(src.z == 1) if(src.z == 1)
if(prob(1)) //explosion if(prob(1)) //explosion
world << "\red SMES explosion in [src.loc.loc]" world << "\red SMES explosion in [src.loc.loc]"
for(var/mob/M in viewers(src)) for(var/mob/M in viewers(src))
M.show_message("\red The [src.name] is making strange noises!", 3, "\red You hear sizzling electronics.", 2) M.show_message("\red The [src.name] is making strange noises!", 3, "\red You hear sizzling electronics.", 2)
sleep(10*pick(4,5,6,7,10,14)) sleep(10*pick(4,5,6,7,10,14))
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread() var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
smoke.set_up(3, 0, src.loc) smoke.set_up(3, 0, src.loc)
smoke.attach(src) smoke.attach(src)
smoke.start() smoke.start()
explosion(src.loc, -1, 0, 1, 3, 0) explosion(src.loc, -1, 0, 1, 3, 0)
del(src) del(src)
return return
if(prob(15)) //Power drain if(prob(15)) //Power drain
world << "\red SMES power drain in [src.loc.loc]" world << "\red SMES power drain in [src.loc.loc]"
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src) s.set_up(3, 1, src)
s.start() s.start()
if(prob(50)) if(prob(50))
emp_act(1) emp_act(1)
else else
emp_act(2) emp_act(2)
if(prob(5)) //smoke only if(prob(5)) //smoke only
world << "\red SMES smoke in [src.loc.loc]" world << "\red SMES smoke in [src.loc.loc]"
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread() var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_smoke_spread()
smoke.set_up(3, 0, src.loc) smoke.set_up(3, 0, src.loc)
smoke.attach(src) smoke.attach(src)
smoke.start() smoke.start()
emp_act(severity) /obj/machinery/power/smes/emp_act(severity)
online = 0 online = 0
charging = 0 charging = 0
output = 0 output = 0
charge -= 1e6/severity charge -= 1e6/severity
if (charge < 0) if (charge < 0)
charge = 0 charge = 0
spawn(100) spawn(100)
output = initial(output) output = initial(output)
charging = initial(charging) charging = initial(charging)
online = initial(online) online = initial(online)
..() ..()

View File

@@ -20,129 +20,124 @@
var/ndir = SOUTH var/ndir = SOUTH
var/turn_angle = 0 var/turn_angle = 0
var/obj/machinery/power/solar_control/control = null var/obj/machinery/power/solar_control/control = null
proc
healthcheck()
/obj/machinery/power/solar/New()
..()
spawn(10)
updateicon() updateicon()
update_solar_exposure() update_solar_exposure()
broken() if(powernet)
for(var/obj/machinery/power/solar_control/SC in powernet.nodes)
if(SC.id == id)
control = SC
New() /obj/machinery/power/solar/attackby(obj/item/weapon/W, mob/user)
..() ..()
spawn(10) if (W)
updateicon() src.add_fingerprint(user)
update_solar_exposure() src.health -= W.force
if(powernet)
for(var/obj/machinery/power/solar_control/SC in powernet.nodes)
if(SC.id == id)
control = SC
attackby(obj/item/weapon/W, mob/user)
..()
if (W)
src.add_fingerprint(user)
src.health -= W.force
src.healthcheck()
return
blob_act()
src.health--
src.healthcheck() src.healthcheck()
return return
healthcheck() /obj/machinery/power/solar/blob_act()
if (src.health <= 0) src.health--
if(!(stat & BROKEN)) src.healthcheck()
broken() return
else
new /obj/item/weapon/shard(src.loc)
new /obj/item/weapon/shard(src.loc)
del(src)
return
return
updateicon() /obj/machinery/power/solar/proc/healthcheck()
overlays = null if (src.health <= 0)
if(stat & BROKEN) if(!(stat & BROKEN))
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
else
overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
src.dir = angle2dir(adir)
return
update_solar_exposure()
if(!sun)
return
if(obscured)
sunfrac = 0
return
var/p_angle = abs((360+adir)%360 - (360+sun.angle)%360)
if(p_angle > 90) // if facing more than 90deg from sun, zero output
sunfrac = 0
return
sunfrac = cos(p_angle) ** 2
process()
if(stat & BROKEN) return
if(!control) return
if(obscured) return
var/sgen = SOLARGENRATE * sunfrac
add_avail(sgen)
if(powernet && control)
if(control in powernet.nodes) //this line right here...
control.gen += sgen
if(adir != ndir)
spawn(10+rand(0,15))
adir = (360+adir+dd_range(-10,10,ndir-adir))%360
updateicon()
update_solar_exposure()
broken()
stat |= BROKEN
updateicon()
return
meteorhit()
if(stat & !BROKEN)
broken() broken()
else else
new /obj/item/weapon/shard(src.loc)
new /obj/item/weapon/shard(src.loc)
del(src) del(src)
return
return
ex_act(severity) /obj/machinery/power/solar/proc/updateicon()
switch(severity) overlays = null
if(1.0) if(stat & BROKEN)
del(src) overlays += image('icons/obj/power.dmi', icon_state = "solar_panel-b", layer = FLY_LAYER)
if(prob(15)) else
new /obj/item/weapon/shard( src.loc ) overlays += image('icons/obj/power.dmi', icon_state = "solar_panel", layer = FLY_LAYER)
return src.dir = angle2dir(adir)
if(2.0) return
if (prob(25))
new /obj/item/weapon/shard( src.loc )
del(src) /obj/machinery/power/solar/proc/update_solar_exposure()
return if(!sun)
if (prob(50))
broken()
if(3.0)
if (prob(25))
broken()
return return
if(obscured)
sunfrac = 0
return
var/p_angle = abs((360+adir)%360 - (360+sun.angle)%360)
if(p_angle > 90) // if facing more than 90deg from sun, zero output
sunfrac = 0
return
sunfrac = cos(p_angle) ** 2
blob_act() /obj/machinery/power/solar/process()
if(prob(75)) if(stat & BROKEN) return
broken() if(!control) return
src.density = 0 if(obscured) return
var/sgen = SOLARGENRATE * sunfrac
add_avail(sgen)
if(powernet && control)
if(control in powernet.nodes) //this line right here...
control.gen += sgen
if(adir != ndir)
spawn(10+rand(0,15))
adir = (360+adir+dd_range(-10,10,ndir-adir))%360
updateicon()
update_solar_exposure()
/obj/machinery/power/solar/proc/broken()
stat |= BROKEN
updateicon()
return
/obj/machinery/power/solar/meteorhit()
if(stat & !BROKEN)
broken()
else
del(src)
/obj/machinery/power/solar/ex_act(severity)
switch(severity)
if(1.0)
del(src)
if(prob(15))
new /obj/item/weapon/shard( src.loc )
return
if(2.0)
if (prob(25))
new /obj/item/weapon/shard( src.loc )
del(src)
return
if (prob(50))
broken()
if(3.0)
if (prob(25))
broken()
return
/obj/machinery/power/solar/blob_act()
if(prob(75))
broken()
src.density = 0
/obj/machinery/power/solar/fake/process() /obj/machinery/power/solar/fake/process()

View File

@@ -16,69 +16,69 @@
var/on = 0 //up is off, down is on var/on = 0 //up is off, down is on
var/busy = 0 //set to 1 when you start pulling var/busy = 0 //set to 1 when you start pulling
simple /obj/structure/powerswitch/simple
icon_state = "switch-up" icon_state = "switch-up"
icon_state_on = "switch-down" icon_state_on = "switch-down"
icon_state_off = "switch-up" icon_state_off = "switch-up"
examine() /obj/structure/powerswitch/examine()
..() ..()
if(on) if(on)
usr << "The switch is in the on position" usr << "The switch is in the on position"
else else
usr << "The switch is in the off position" usr << "The switch is in the off position"
attack_ai(mob/user) /obj/structure/powerswitch/attack_ai(mob/user)
user << "\red You're an AI. This is a manual switch. It's not going to work." user << "\red You're an AI. This is a manual switch. It's not going to work."
return
/obj/structure/powerswitch/attack_hand(mob/user)
if(busy)
user << "\red This switch is already being toggled."
return return
attack_hand(mob/user) ..()
if(busy) busy = 1
user << "\red This switch is already being toggled." for(var/mob/O in viewers(user))
return O.show_message(text("\red [user] started pulling the [src]."), 1)
..() if(do_after(user, 50))
set_state(!on)
busy = 1
for(var/mob/O in viewers(user)) for(var/mob/O in viewers(user))
O.show_message(text("\red [user] started pulling the [src]."), 1) O.show_message(text("\red [user] flipped the [src] into the [on ? "on": "off"] position."), 1)
busy = 0
if(do_after(user, 50)) /obj/structure/powerswitch/proc/set_state(var/state)
set_state(!on) on = state
for(var/mob/O in viewers(user)) if(on)
O.show_message(text("\red [user] flipped the [src] into the [on ? "on": "off"] position."), 1) icon_state = icon_state_on
busy = 0 var/list/connection_dirs = list()
for(var/direction in list(1,2,4,8,5,6,9,10))
for(var/obj/structure/cable/C in get_step(src,direction))
if(C.d1 == turn(direction, 180) || C.d2 == turn(direction, 180))
connection_dirs += direction
break
proc/set_state(var/state) for(var/direction in connection_dirs)
on = state var/obj/structure/cable/C = new/obj/structure/cable(src.loc)
if(on) C.d1 = 0
icon_state = icon_state_on C.d2 = direction
var/list/connection_dirs = list() C.icon_state = "[C.d1]-[C.d2]"
for(var/direction in list(1,2,4,8,5,6,9,10)) C.power_switch = src
for(var/obj/structure/cable/C in get_step(src,direction))
if(C.d1 == turn(direction, 180) || C.d2 == turn(direction, 180))
connection_dirs += direction
break
for(var/direction in connection_dirs) var/datum/powernet/PN = new()
var/obj/structure/cable/C = new/obj/structure/cable(src.loc) PN.number = powernets.len + 1
C.d1 = 0 powernets += PN
C.d2 = direction C.netnum = PN.number
C.icon_state = "[C.d1]-[C.d2]" PN.cables += C
C.power_switch = src
var/datum/powernet/PN = new() C.mergeConnectedNetworks(C.d2)
PN.number = powernets.len + 1 C.mergeConnectedNetworksOnTurf()
powernets += PN
C.netnum = PN.number
PN.cables += C
C.mergeConnectedNetworks(C.d2) else
C.mergeConnectedNetworksOnTurf() icon_state = icon_state_off
for(var/obj/structure/cable/C in src.loc)
else del(C)
icon_state = icon_state_off
for(var/obj/structure/cable/C in src.loc)
del(C)

View File

@@ -15,18 +15,18 @@
layer = 2.6 // a bit above wires layer = 2.6 // a bit above wires
New() /obj/machinery/power/terminal/New()
..() ..()
var/turf/T = src.loc var/turf/T = src.loc
if(level==1) hide(T.intact) if(level==1) hide(T.intact)
return return
hide(var/i) /obj/machinery/power/terminal/hide(var/i)
if(i) if(i)
invisibility = 101 invisibility = 101
icon_state = "term-f" icon_state = "term-f"
else else
invisibility = 0 invisibility = 0
icon_state = "term" icon_state = "term"

View File

@@ -15,36 +15,36 @@
var/sun_angle = 0 // sun angle as set by sun datum var/sun_angle = 0 // sun angle as set by sun datum
// called by datum/sun/calc_position() as sun's angle changes // called by datum/sun/calc_position() as sun's angle changes
proc/set_angle(var/angle) /obj/machinery/power/tracker/proc/set_angle(var/angle)
sun_angle = angle sun_angle = angle
//set icon dir to show sun illumination //set icon dir to show sun illumination
dir = turn(NORTH, -angle - 22.5) // 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST dir = turn(NORTH, -angle - 22.5) // 22.5 deg bias ensures, e.g. 67.5-112.5 is EAST
// check we can draw power // check we can draw power
if(stat & NOPOWER) if(stat & NOPOWER)
return
// find all solar controls and update them
// currently, just update all controllers in world
// ***TODO: better communication system using network
if(powernet)
for(var/obj/machinery/power/solar_control/C in powernet.nodes)
C.tracker_update(angle)
// timed process
// make sure we can draw power from the powernet
process()
var/avail = surplus()
if(avail > 500)
add_load(500)
stat &= ~NOPOWER
else
stat |= NOPOWER
// override power change to do nothing since we don't care about area power
power_change()
return return
// find all solar controls and update them
// currently, just update all controllers in world
// ***TODO: better communication system using network
if(powernet)
for(var/obj/machinery/power/solar_control/C in powernet.nodes)
C.tracker_update(angle)
// timed process
// make sure we can draw power from the powernet
/obj/machinery/power/tracker/process()
var/avail = surplus()
if(avail > 500)
add_load(500)
stat &= ~NOPOWER
else
stat |= NOPOWER
// override power change to do nothing since we don't care about area power
/obj/machinery/power/tracker/power_change()
return

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@@ -14,197 +14,236 @@
"an" = (/turf/simulated/floor,/area/lawoffice) "an" = (/turf/simulated/floor,/area/lawoffice)
"ao" = (/turf/simulated/wall,/area/storage/eva) "ao" = (/turf/simulated/wall,/area/storage/eva)
"ap" = (/turf/simulated/floor,/area/storage/eva) "ap" = (/turf/simulated/floor,/area/storage/eva)
"aq" = (/turf/simulated/shuttle/wall{tag = "icon-pwall (NORTH)"; icon_state = "pwall"; dir = 1},/area) "aq" = (/obj/item/weapon/paper{name = "atmos room for cargo"},/turf/simulated/floor/plating,/area)
"ar" = (/turf/simulated/shuttle/floor,/area) "ar" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden,/turf/simulated/floor/plating,/area)
"as" = (/turf/simulated/wall,/area/security/detectives_office) "as" = (/turf/simulated/shuttle/wall{tag = "icon-pwall (NORTH)"; icon_state = "pwall"; dir = 1},/area)
"at" = (/turf/simulated/wall,/area/quartermaster/qm) "at" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 6},/turf/simulated/floor,/area)
"au" = (/turf/simulated/wall,/area/quartermaster/storage) "au" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 4},/turf/simulated/floor/plating,/area)
"av" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s6"; icon_state = "swall_s6"; dir = 2},/area) "av" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 9},/turf/simulated/floor/plating,/area)
"aw" = (/turf/simulated/shuttle/wall{tag = "icon-swall12"; icon_state = "swall12"; dir = 2},/area) "aw" = (/turf/simulated/shuttle/floor,/area)
"ax" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s10"; icon_state = "swall_s10"; dir = 2},/area) "ax" = (/obj/item/weapon/paper{name = "atmos room for mining"},/turf/simulated/floor/plating,/area)
"ay" = (/turf/simulated/floor,/area/security/detectives_office) "ay" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden,/turf/simulated/floor,/area)
"az" = (/turf/simulated/floor,/area/quartermaster/qm) "az" = (/turf/simulated/wall,/area/security/detectives_office)
"aA" = (/turf/simulated/floor,/area/quartermaster/storage) "aA" = (/turf/simulated/wall,/area/quartermaster/qm)
"aB" = (/turf/simulated/shuttle/wall{tag = "icon-swall3"; icon_state = "swall3"; dir = 2},/area) "aB" = (/turf/simulated/wall,/area/quartermaster/storage)
"aC" = (/turf/simulated/wall,/area/storage/primary) "aC" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s6"; icon_state = "swall_s6"; dir = 2},/area)
"aD" = (/turf/simulated/floor/plating,/area/storage/primary) "aD" = (/turf/simulated/shuttle/wall{tag = "icon-swall12"; icon_state = "swall12"; dir = 2},/area)
"aE" = (/turf/simulated/floor/plating,/area/security/detectives_office) "aE" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s10"; icon_state = "swall_s10"; dir = 2},/area)
"aF" = (/turf/simulated/floor,/area/storage/primary) "aF" = (/turf/simulated/floor,/area/security/detectives_office)
"aG" = (/turf/simulated/wall,/area/quartermaster/miningdock) "aG" = (/turf/simulated/floor,/area/quartermaster/qm)
"aH" = (/turf/simulated/floor/plating,/area/quartermaster/storage) "aH" = (/turf/simulated/floor,/area/quartermaster/storage)
"aI" = (/obj/machinery/door/poddoor{density = 1; icon_state = "pdoor1"; id = "QMLoaddoor2"; name = "Supply Shuttle Loading Door"; opacity = 1},/obj/machinery/conveyor{dir = 4; id = "QMLoad2"},/turf/simulated/shuttle/plating,/area) "aI" = (/turf/simulated/shuttle/wall{tag = "icon-swall3"; icon_state = "swall3"; dir = 2},/area)
"aJ" = (/turf/simulated/floor,/area/quartermaster/miningdock) "aJ" = (/turf/simulated/wall,/area/storage/primary)
"aK" = (/turf/simulated/floor/plating,/area/quartermaster/miningdock) "aK" = (/turf/simulated/floor/plating,/area/storage/primary)
"aL" = (/obj/machinery/door/unpowered/shuttle,/turf/simulated/shuttle/floor,/area) "aL" = (/turf/simulated/floor/plating,/area/security/detectives_office)
"aM" = (/turf/simulated/wall,/area/janitor) "aM" = (/turf/simulated/floor,/area/storage/primary)
"aN" = (/turf/simulated/wall,/area/storage/art) "aN" = (/turf/simulated/wall,/area/quartermaster/miningdock)
"aO" = (/turf/simulated/floor,/area/janitor) "aO" = (/turf/simulated/floor/plating,/area/quartermaster/storage)
"aP" = (/obj/machinery/door/poddoor{density = 1; icon_state = "pdoor1"; id = "QMLoaddoor"; name = "Supply Shuttle Loading Door"; opacity = 1},/obj/machinery/conveyor{dir = 8; id = "QMLoad"},/turf/simulated/shuttle/plating,/area) "aP" = (/obj/machinery/door/poddoor{density = 1; icon_state = "pdoor1"; id = "QMLoaddoor2"; name = "Supply Shuttle Loading Door"; opacity = 1},/obj/machinery/conveyor{dir = 4; id = "QMLoad2"},/turf/simulated/shuttle/plating,/area)
"aQ" = (/turf/simulated/floor,/area/storage/art) "aQ" = (/turf/simulated/floor,/area/quartermaster/miningdock)
"aR" = (/turf/simulated/floor/plating,/area/janitor) "aR" = (/turf/simulated/floor/plating,/area/quartermaster/miningdock)
"aS" = (/turf/simulated/shuttle/wall{tag = "icon-swall7"; icon_state = "swall7"; dir = 2},/area) "aS" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 5},/turf/simulated/floor/plating,/area)
"aT" = (/turf/simulated/shuttle/wall{dir = 1; icon_state = "wall_floor"; tag = ""},/area) "aT" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 10},/turf/simulated/floor/plating,/area)
"aU" = (/turf/simulated/shuttle/wall{dir = 8; icon_state = "wall_floor"; tag = ""},/area) "aU" = (/obj/machinery/door/unpowered/shuttle,/turf/simulated/shuttle/floor,/area)
"aV" = (/turf/simulated/shuttle/wall{tag = "icon-swall11"; icon_state = "swall11"; dir = 2},/area) "aV" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 4},/turf/simulated/floor,/area)
"aW" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s5"; icon_state = "swall_s5"; dir = 2},/area) "aW" = (/obj/machinery/atmospherics/pipe/manifold/supplymain/hidden,/turf/simulated/floor,/area)
"aX" = (/turf/simulated/shuttle/wall{tag = "icon-swall15"; icon_state = "swall15"; dir = 2},/area) "aX" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 10},/turf/simulated/floor,/area)
"aY" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/shuttle/engine/heater,/turf/simulated/floor/plating,/area) "aY" = (/turf/simulated/wall,/area/janitor)
"aZ" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s9"; icon_state = "swall_s9"; dir = 2},/area) "aZ" = (/turf/simulated/wall,/area/storage/art)
"ba" = (/obj/structure/shuttle/engine/propulsion{tag = "icon-burst_l"; icon_state = "burst_l"},/turf/space,/area) "ba" = (/turf/simulated/floor,/area/janitor)
"bb" = (/obj/structure/shuttle/engine/propulsion,/turf/space,/area) "bb" = (/obj/machinery/door/poddoor{density = 1; icon_state = "pdoor1"; id = "QMLoaddoor"; name = "Supply Shuttle Loading Door"; opacity = 1},/obj/machinery/conveyor{dir = 8; id = "QMLoad"},/turf/simulated/shuttle/plating,/area)
"bc" = (/obj/structure/shuttle/engine/propulsion{tag = "icon-burst_r"; icon_state = "burst_r"},/turf/space,/area) "bc" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 6},/turf/simulated/floor,/area)
"bd" = (/turf/simulated/wall,/area/crew_quarters/sleep_female) "bd" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 4},/turf/simulated/floor,/area)
"be" = (/turf/simulated/floor/plating,/area/crew_quarters/sleep_female) "be" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 10},/turf/simulated/floor,/area)
"bf" = (/turf/simulated/floor{icon_state = "carpet"},/area/crew_quarters/sleep_female) "bf" = (/turf/simulated/floor,/area/storage/art)
"bg" = (/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/crew_quarters/sleep_female) "bg" = (/turf/simulated/floor/plating,/area/janitor)
"bh" = (/turf/simulated/wall,/area/crew_quarters/captain) "bh" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor,/area)
"bi" = (/turf/simulated/floor/plating,/area/crew_quarters/captain) "bi" = (/turf/simulated/shuttle/wall{tag = "icon-swall7"; icon_state = "swall7"; dir = 2},/area)
"bj" = (/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/captain) "bj" = (/turf/simulated/shuttle/wall{dir = 1; icon_state = "wall_floor"; tag = ""},/area)
"bk" = (/turf/simulated/wall,/area/bridge) "bk" = (/turf/simulated/shuttle/wall{dir = 8; icon_state = "wall_floor"; tag = ""},/area)
"bl" = (/turf/simulated/floor,/area/crew_quarters/sleep_female) "bl" = (/turf/simulated/shuttle/wall{tag = "icon-swall11"; icon_state = "swall11"; dir = 2},/area)
"bm" = (/turf/simulated/floor,/area/bridge) "bm" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s5"; icon_state = "swall_s5"; dir = 2},/area)
"bn" = (/turf/simulated/floor/plating,/area/bridge) "bn" = (/turf/simulated/shuttle/wall{tag = "icon-swall15"; icon_state = "swall15"; dir = 2},/area)
"bo" = (/turf/simulated/floor/plating/airless,/area) "bo" = (/obj/structure/window/reinforced{dir = 1},/obj/structure/shuttle/engine/heater,/turf/simulated/floor/plating,/area)
"bp" = (/turf/simulated/wall,/area/storage/emergency) "bp" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s9"; icon_state = "swall_s9"; dir = 2},/area)
"bq" = (/turf/simulated/floor,/area/storage/emergency) "bq" = (/obj/structure/shuttle/engine/propulsion{tag = "icon-burst_l"; icon_state = "burst_l"},/turf/space,/area)
"br" = (/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/sleep_female) "br" = (/obj/structure/shuttle/engine/propulsion,/turf/space,/area)
"bs" = (/turf/simulated/floor{icon_state = "freezerfloor"},/area/crew_quarters/sleep_female) "bs" = (/obj/structure/shuttle/engine/propulsion{tag = "icon-burst_r"; icon_state = "burst_r"},/turf/space,/area)
"bt" = (/obj/machinery/field_generator{anchored = 1; state = 2},/turf/simulated/floor/plating/airless,/area) "bt" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 9},/turf/simulated/floor,/area)
"bu" = (/turf/simulated/floor{icon_state = "wood"},/area/bridge) "bu" = (/obj/item/weapon/paper{name = "atmos room for bridge"},/turf/simulated/floor/plating,/area)
"bv" = (/turf/simulated/wall,/area/security/main) "bv" = (/turf/simulated/wall,/area/crew_quarters/sleep_female)
"bw" = (/turf/simulated/wall,/area/security/brig) "bw" = (/turf/simulated/floor/plating,/area/crew_quarters/sleep_female)
"bx" = (/turf/simulated/floor,/area/security/main) "bx" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 5},/turf/simulated/floor,/area)
"by" = (/turf/simulated/floor,/area/security/brig) "by" = (/obj/machinery/atmospherics/pipe/manifold/supplymain/hidden{dir = 4},/turf/simulated/floor,/area)
"bz" = (/turf/simulated/wall,/area/security/warden) "bz" = (/turf/simulated/floor{icon_state = "carpet"},/area/crew_quarters/sleep_female)
"bA" = (/turf/simulated/wall,/area/engine/engineering) "bA" = (/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/crew_quarters/sleep_female)
"bB" = (/turf/simulated/wall,/area/engine/chiefs_office) "bB" = (/turf/simulated/wall,/area/crew_quarters/captain)
"bC" = (/turf/simulated/floor{icon_state = "showroomfloor"},/area/security/warden) "bC" = (/turf/simulated/floor/plating,/area/crew_quarters/captain)
"bD" = (/turf/simulated/floor,/area/engine/engineering) "bD" = (/turf/simulated/floor/wood,/area/crew_quarters/captain)
"bE" = (/turf/simulated/floor,/area/engine/chiefs_office) "bE" = (/obj/machinery/atmospherics/pipe/manifold/scrubbers/hidden,/turf/simulated/floor,/area)
"bF" = (/turf/simulated/wall,/area/crew_quarters/bar) "bF" = (/turf/simulated/wall,/area/bridge)
"bG" = (/turf/simulated/floor/plating,/area/crew_quarters/bar) "bG" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 9},/turf/simulated/floor,/area)
"bH" = (/turf/simulated/wall,/area/crew_quarters/kitchen) "bH" = (/turf/simulated/floor,/area/crew_quarters/sleep_female)
"bI" = (/turf/simulated/floor/plating,/area/crew_quarters/kitchen) "bI" = (/turf/simulated/floor,/area/bridge)
"bJ" = (/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/bar) "bJ" = (/turf/simulated/floor/plating,/area/bridge)
"bK" = (/turf/simulated/floor{icon_state = "white"},/area/crew_quarters/kitchen) "bK" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden{dir = 5},/turf/simulated/floor,/area)
"bL" = (/turf/simulated/floor/plating,/area/engine/engineering) "bL" = (/obj/machinery/atmospherics/pipe/manifold/scrubbers/hidden{dir = 4},/turf/simulated/floor,/area)
"bM" = (/turf/simulated/floor/plating/airless,/area/engine/engineering) "bM" = (/turf/simulated/floor/plating/airless,/area)
"bN" = (/turf/simulated/floor{icon_state = "freezerfloor"},/area/crew_quarters/kitchen) "bN" = (/obj/machinery/atmospherics/pipe/manifold/supplymain/hidden{dir = 1},/turf/simulated/floor,/area)
"bO" = (/obj/machinery/field_generator{anchored = 1; state = 2},/turf/simulated/floor/plating/airless,/area/engine/engineering) "bO" = (/turf/simulated/wall,/area/storage/emergency)
"bP" = (/obj/structure/lattice,/turf/space,/area) "bP" = (/turf/simulated/floor,/area/storage/emergency)
"bQ" = (/obj/structure/lattice{tag = "icon-lattice-simple (WEST)"; icon_state = "lattice-simple"; dir = 8},/turf/space,/area) "bQ" = (/turf/simulated/floor/wood,/area/crew_quarters/sleep_female)
"bR" = (/obj/item/weapon/wirecutters,/turf/space,/area) "bR" = (/turf/simulated/floor{icon_state = "freezerfloor"},/area/crew_quarters/sleep_female)
"bS" = (/turf/simulated/floor{icon_state = "bar"},/area/crew_quarters/bar) "bS" = (/obj/machinery/field_generator{anchored = 1; state = 2},/turf/simulated/floor/plating/airless,/area)
"bT" = (/turf/simulated/wall,/area/crew_quarters/heads) "bT" = (/turf/simulated/floor/wood,/area/bridge)
"bU" = (/turf/simulated/floor,/area/crew_quarters/heads) "bU" = (/turf/simulated/wall,/area/security/main)
"bV" = (/obj/structure/lattice{tag = "icon-lattice-simple (WEST)"; icon_state = "lattice-simple"; dir = 8},/obj/item/weapon/crowbar,/turf/space,/area) "bV" = (/obj/item/weapon/paper{name = "atmos room for security"},/turf/simulated/floor/plating,/area/security/main)
"bW" = (/obj/item/weapon/wrench,/turf/simulated/floor/plating/airless,/area/engine/engineering) "bW" = (/turf/simulated/floor/plating,/area/security/main)
"bX" = (/obj/machinery/the_singularitygen{anchored = 1},/turf/simulated/floor/plating/airless,/area/engine/engineering) "bX" = (/turf/simulated/wall,/area/security/brig)
"bY" = (/obj/item/weapon/weldingtool,/turf/space,/area) "bY" = (/turf/simulated/floor/plating,/area/security/brig)
"bZ" = (/turf/simulated/floor{icon_state = "dark"},/area/security/main) "bZ" = (/obj/machinery/atmospherics/pipe/manifold/supplymain/hidden{dir = 8},/turf/simulated/floor,/area)
"ca" = (/turf/simulated/floor/plating,/area/security/main) "ca" = (/turf/simulated/wall,/area/security/warden)
"cb" = (/turf/simulated/wall,/area/security/hos) "cb" = (/turf/simulated/floor,/area/security/main)
"cc" = (/turf/simulated/floor{icon_state = "wood"},/area/security/hos) "cc" = (/turf/simulated/wall,/area/engine/engineering)
"cd" = (/turf/simulated/wall,/area/security/nuke_storage) "cd" = (/turf/simulated/wall,/area/engine/chiefs_office)
"ce" = (/turf/simulated/floor{icon_state = "dark"},/area/security/nuke_storage) "ce" = (/turf/simulated/floor{icon_state = "showroomfloor"},/area/security/warden)
"cf" = (/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/theatre) "cf" = (/turf/simulated/floor,/area/engine/engineering)
"cg" = (/turf/simulated/wall,/area/bridge/meeting_room) "cg" = (/turf/simulated/floor,/area/engine/chiefs_office)
"ch" = (/turf/simulated/floor,/area/bridge/meeting_room) "ch" = (/turf/simulated/wall,/area/crew_quarters/bar)
"ci" = (/turf/simulated/floor{icon_state = "dark"},/area/security/hos) "ci" = (/turf/simulated/floor/plating,/area/crew_quarters/bar)
"cj" = (/obj/structure/shuttle/engine/propulsion/burst{dir = 1},/turf/simulated/shuttle/wall{tag = "icon-swall_s6"; icon_state = "swall_s6"; dir = 2},/area/shuttle/escape_pod1/station) "cj" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden,/turf/simulated/floor/plating,/area/crew_quarters/bar)
"ck" = (/obj/machinery/door/unpowered/shuttle,/turf/simulated/shuttle/floor,/area/shuttle/escape_pod1/station) "ck" = (/turf/simulated/wall,/area/crew_quarters/kitchen)
"cl" = (/obj/structure/shuttle/engine/propulsion/burst{dir = 1},/turf/space,/area/shuttle/escape_pod1/station) "cl" = (/turf/simulated/floor/plating,/area/crew_quarters/kitchen)
"cm" = (/turf/simulated/shuttle/wall{tag = "icon-swall3"; icon_state = "swall3"; dir = 2},/area/shuttle/escape_pod1/station) "cm" = (/turf/simulated/floor,/area/security/brig)
"cn" = (/obj/structure/stool/bed/chair,/turf/simulated/shuttle/floor,/area/shuttle/escape_pod1/station) "cn" = (/turf/simulated/floor/wood,/area/crew_quarters/bar)
"co" = (/turf/simulated/wall,/area/crew_quarters/theatre) "co" = (/turf/simulated/floor{icon_state = "white"},/area/crew_quarters/kitchen)
"cp" = (/turf/simulated/floor/plating,/area/bridge/meeting_room) "cp" = (/obj/item/weapon/paper{name = "atmos room for crew quarters"},/turf/simulated/floor/plating,/area/crew_quarters/bar)
"cq" = (/obj/machinery/status_display{density = 0; layer = 4; pixel_x = 32; pixel_y = 0},/obj/structure/stool/bed/chair,/turf/simulated/shuttle/floor,/area/shuttle/escape_pod1/station) "cq" = (/turf/simulated/floor/plating,/area/engine/engineering)
"cr" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s5"; icon_state = "swall_s5"; dir = 2},/area/shuttle/escape_pod1/station) "cr" = (/turf/simulated/floor/plating/airless,/area/engine/engineering)
"cs" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/turf/simulated/shuttle/plating,/area/shuttle/escape_pod1/station) "cs" = (/turf/simulated/floor{icon_state = "freezerfloor"},/area/crew_quarters/kitchen)
"ct" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s9"; icon_state = "swall_s9"; dir = 2},/area/shuttle/escape_pod1/station) "ct" = (/obj/machinery/field_generator{anchored = 1; state = 2},/turf/simulated/floor/plating/airless,/area/engine/engineering)
"cu" = (/turf/simulated/wall,/area/hydroponics) "cu" = (/obj/structure/lattice,/turf/space,/area)
"cv" = (/turf/simulated/floor/grass,/area/hydroponics) "cv" = (/obj/structure/lattice{tag = "icon-lattice-simple (WEST)"; icon_state = "lattice-simple"; dir = 8},/turf/space,/area)
"cw" = (/turf/simulated/wall,/area/crew_quarters/sleep_male) "cw" = (/obj/item/weapon/wirecutters,/turf/space,/area)
"cx" = (/turf/simulated/floor{icon_state = "wood"},/area/crew_quarters/sleep_male) "cx" = (/turf/simulated/floor{icon_state = "bar"},/area/crew_quarters/bar)
"cy" = (/turf/simulated/floor{icon_state = "freezerfloor"},/area/crew_quarters/sleep_male) "cy" = (/turf/simulated/wall,/area/crew_quarters/heads)
"cz" = (/turf/simulated/floor,/area/hydroponics) "cz" = (/turf/simulated/floor,/area/crew_quarters/heads)
"cA" = (/turf/simulated/floor,/area/crew_quarters/sleep_male) "cA" = (/obj/structure/lattice{tag = "icon-lattice-simple (WEST)"; icon_state = "lattice-simple"; dir = 8},/obj/item/weapon/crowbar,/turf/space,/area)
"cB" = (/turf/simulated/floor{icon_state = "carpet"},/area/crew_quarters/sleep_male) "cB" = (/obj/item/weapon/wrench,/turf/simulated/floor/plating/airless,/area/engine/engineering)
"cC" = (/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/crew_quarters/sleep_male) "cC" = (/obj/machinery/the_singularitygen{anchored = 1},/turf/simulated/floor/plating/airless,/area/engine/engineering)
"cD" = (/turf/simulated/wall,/area/library) "cD" = (/obj/item/weapon/weldingtool,/turf/space,/area)
"cE" = (/turf/simulated/floor{tag = "icon-vault (WEST)"; icon_state = "vault"; dir = 8},/area/library) "cE" = (/turf/simulated/floor{icon_state = "dark"},/area/security/main)
"cF" = (/turf/simulated/wall,/area/assembly/assembly_line) "cF" = (/turf/simulated/wall,/area/security/hos)
"cG" = (/turf/simulated/floor/plating,/area/assembly/assembly_line) "cG" = (/turf/simulated/floor/wood,/area/security/hos)
"cH" = (/turf/simulated/floor,/area/assembly/assembly_line) "cH" = (/turf/simulated/wall,/area/security/nuke_storage)
"cI" = (/turf/simulated/wall,/area/medical/chemistry) "cI" = (/turf/simulated/floor{icon_state = "dark"},/area/security/nuke_storage)
"cJ" = (/turf/simulated/floor{icon_state = "white"},/area/medical/medbay) "cJ" = (/turf/simulated/floor/wood,/area/crew_quarters/theatre)
"cK" = (/turf/simulated/wall,/area/medical/cryo) "cK" = (/turf/simulated/wall,/area/bridge/meeting_room)
"cL" = (/turf/simulated/wall,/area/medical/morgue) "cL" = (/turf/simulated/floor,/area/bridge/meeting_room)
"cM" = (/turf/simulated/floor{icon_state = "dark"},/area/medical/morgue) "cM" = (/turf/simulated/floor{icon_state = "dark"},/area/security/hos)
"cN" = (/turf/simulated/floor/plating,/area/crew_quarters/sleep_male) "cN" = (/obj/structure/shuttle/engine/propulsion/burst{dir = 1},/turf/simulated/shuttle/wall{tag = "icon-swall_s6"; icon_state = "swall_s6"; dir = 2},/area/shuttle/escape_pod1/station)
"cO" = (/turf/simulated/floor{icon_state = "wood"},/area/library) "cO" = (/obj/machinery/door/unpowered/shuttle,/turf/simulated/shuttle/floor,/area/shuttle/escape_pod1/station)
"cP" = (/turf/simulated/floor{icon_state = "white"},/area/assembly/assembly_line) "cP" = (/obj/structure/shuttle/engine/propulsion/burst{dir = 1},/turf/space,/area/shuttle/escape_pod1/station)
"cQ" = (/turf/simulated/floor{icon_state = "freezerfloor"},/area/assembly/assembly_line) "cQ" = (/turf/simulated/shuttle/wall{tag = "icon-swall3"; icon_state = "swall3"; dir = 2},/area/shuttle/escape_pod1/station)
"cR" = (/turf/simulated/floor{icon_state = "white"},/area/medical/chemistry) "cR" = (/obj/structure/stool/bed/chair,/turf/simulated/shuttle/floor,/area/shuttle/escape_pod1/station)
"cS" = (/turf/simulated/floor{icon_state = "white"},/area/medical/cryo) "cS" = (/turf/simulated/wall,/area/crew_quarters/theatre)
"cT" = (/turf/simulated/floor/plating,/area/library) "cT" = (/turf/simulated/floor/plating,/area/bridge/meeting_room)
"cU" = (/turf/simulated/wall,/area/medical/genetics) "cU" = (/obj/machinery/status_display{density = 0; layer = 4; pixel_x = 32; pixel_y = 0},/obj/structure/stool/bed/chair,/turf/simulated/shuttle/floor,/area/shuttle/escape_pod1/station)
"cV" = (/turf/simulated/wall,/area/medical/patients_rooms) "cV" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s5"; icon_state = "swall_s5"; dir = 2},/area/shuttle/escape_pod1/station)
"cW" = (/turf/simulated/floor/plating,/area/medical/medbay) "cW" = (/obj/structure/grille,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/window/reinforced{dir = 1},/turf/simulated/shuttle/plating,/area/shuttle/escape_pod1/station)
"cX" = (/turf/simulated/wall,/area/medical/medbay) "cX" = (/turf/simulated/shuttle/wall{tag = "icon-swall_s9"; icon_state = "swall_s9"; dir = 2},/area/shuttle/escape_pod1/station)
"cY" = (/turf/simulated/floor/plating,/area/medical/cryo) "cY" = (/turf/simulated/wall,/area/hydroponics)
"cZ" = (/turf/simulated/floor{icon_state = "white"},/area/medical/genetics) "cZ" = (/turf/simulated/floor/grass,/area/hydroponics)
"da" = (/turf/simulated/floor{icon_state = "white"},/area/medical/patients_rooms) "da" = (/turf/simulated/wall,/area/crew_quarters/sleep_male)
"db" = (/turf/simulated/floor{icon_state = "white"},/area/medical/morgue) "db" = (/turf/simulated/floor/wood,/area/crew_quarters/sleep_male)
"dc" = (/turf/simulated/floor/plating,/area/medical/genetics) "dc" = (/turf/simulated/floor{icon_state = "freezerfloor"},/area/crew_quarters/sleep_male)
"dd" = (/turf/simulated/wall,/area/medical/exam_room) "dd" = (/turf/simulated/floor,/area/hydroponics)
"de" = (/turf/simulated/floor{icon_state = "white"},/area/medical/exam_room) "de" = (/turf/simulated/floor,/area/crew_quarters/sleep_male)
"df" = (/turf/simulated/wall,/area/toxins/lab) "df" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 6},/turf/simulated/floor/plating,/area)
"dg" = (/turf/simulated/wall,/area/crew_quarters/hor) "dg" = (/obj/machinery/atmospherics/pipe/manifold/scrubbers/hidden{dir = 1},/turf/simulated/floor,/area)
"dh" = (/turf/simulated/floor{icon_state = "white"},/area/toxins/lab) "dh" = (/turf/simulated/floor{icon_state = "carpet"},/area/crew_quarters/sleep_male)
"di" = (/turf/simulated/floor{icon_state = "white"},/area/crew_quarters/hor) "di" = (/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/crew_quarters/sleep_male)
"dj" = (/turf/simulated/wall,/area/medical/cmo) "dj" = (/obj/machinery/atmospherics/pipe/simple/supplymain/hidden{dir = 4},/obj/machinery/atmospherics/pipe/simple/scrubbers/hidden,/turf/simulated/floor,/area)
"dk" = (/turf/simulated/floor/plating,/area/medical/cmo) "dk" = (/turf/simulated/wall,/area/library)
"dl" = (/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/medical/cmo) "dl" = (/turf/simulated/floor{tag = "icon-vault (WEST)"; icon_state = "vault"; dir = 8},/area/library)
"dm" = (/turf/simulated/wall,/area/medical/surgery) "dm" = (/turf/simulated/wall,/area/assembly/assembly_line)
"dn" = (/turf/simulated/floor{icon_state = "dark"},/area/medical/surgery) "dn" = (/turf/simulated/floor/plating,/area/assembly/assembly_line)
"do" = (/turf/simulated/floor{icon_state = "white"},/area/medical/surgery) "do" = (/turf/simulated/floor,/area/assembly/assembly_line)
"dp" = (/turf/simulated/wall,/area/medical/virology) "dp" = (/turf/simulated/wall,/area/medical/chemistry)
"dq" = (/turf/simulated/wall,/area/turret_protected/ai) "dq" = (/turf/simulated/floor{icon_state = "white"},/area/medical/medbay)
"dr" = (/turf/simulated/floor/bluegrid,/area/turret_protected/ai) "dr" = (/turf/simulated/wall,/area/medical/cryo)
"ds" = (/turf/simulated/floor/plating,/area/medical/surgery) "ds" = (/turf/simulated/wall,/area/medical/morgue)
"dt" = (/turf/simulated/floor{icon_state = "white"},/area/medical/virology) "dt" = (/turf/simulated/floor{icon_state = "dark"},/area/medical/morgue)
"du" = (/turf/simulated/floor/plating,/area/medical/virology) "du" = (/turf/simulated/floor/plating,/area/crew_quarters/sleep_male)
"dv" = (/turf/simulated/floor/plating,/area/toxins/lab) "dv" = (/turf/simulated/floor/wood,/area/library)
"dw" = (/turf/simulated/floor{icon_state = "dark"},/area/toxins/lab) "dw" = (/turf/simulated/floor{icon_state = "white"},/area/assembly/assembly_line)
"dx" = (/turf/simulated/wall,/area/toxins/xenobiology) "dx" = (/turf/simulated/floor{icon_state = "freezerfloor"},/area/assembly/assembly_line)
"dy" = (/turf/simulated/floor{icon_state = "dark"},/area/toxins/xenobiology) "dy" = (/turf/simulated/floor{icon_state = "white"},/area/medical/chemistry)
"dz" = (/turf/simulated/floor{icon_state = "white"},/area/toxins/xenobiology) "dz" = (/turf/simulated/floor{icon_state = "white"},/area/medical/cryo)
"dA" = (/turf/space,/area/toxins/test_area) "dA" = (/turf/simulated/floor/plating,/area/library)
"dB" = (/turf/simulated/wall/r_wall,/area/atmos) "dB" = (/turf/simulated/wall,/area/medical/genetics)
"dC" = (/turf/simulated/floor/engine,/area/atmos) "dC" = (/turf/simulated/wall,/area/medical/patients_rooms)
"dD" = (/turf/simulated/wall,/area/toxins/mixing) "dD" = (/turf/simulated/floor/plating,/area/medical/medbay)
"dE" = (/turf/simulated/floor{icon_state = "white"},/area/toxins/mixing) "dE" = (/turf/simulated/wall,/area/medical/medbay)
"dF" = (/turf/simulated/wall,/area/atmos) "dF" = (/turf/simulated/floor/plating,/area/medical/cryo)
"dG" = (/turf/simulated/floor,/area/atmos) "dG" = (/turf/simulated/floor{icon_state = "white"},/area/medical/genetics)
"dH" = (/turf/simulated/floor/plating,/area/atmos) "dH" = (/turf/simulated/floor{icon_state = "white"},/area/medical/patients_rooms)
"dI" = (/turf/simulated/floor/plating,/area/toxins/mixing) "dI" = (/turf/simulated/floor{icon_state = "white"},/area/medical/morgue)
"dJ" = (/turf/simulated/floor,/area/toxins/lab) "dJ" = (/obj/item/weapon/paper{name = "atmos room for medbay"},/turf/simulated/floor/plating,/area)
"dK" = (/turf/simulated/wall,/area/toxins/storage) "dK" = (/turf/simulated/floor/plating,/area/medical/genetics)
"dL" = (/turf/simulated/floor{icon_state = "white"},/area/toxins/storage) "dL" = (/turf/simulated/wall,/area/medical/exam_room)
"dM" = (/turf/simulated/wall,/area/toxins/server) "dM" = (/turf/simulated/floor{icon_state = "white"},/area/medical/exam_room)
"dN" = (/turf/simulated/floor/bluegrid,/area/toxins/server) "dN" = (/turf/simulated/wall,/area/toxins/lab)
"dO" = (/turf/simulated/floor{icon_state = "dark"},/area/toxins/storage) "dO" = (/turf/simulated/wall,/area/crew_quarters/hor)
"dP" = (/turf/simulated/wall/r_wall,/area/chapel/main) "dP" = (/turf/simulated/floor{icon_state = "white"},/area/toxins/lab)
"dQ" = (/turf/simulated/floor{icon_state = "carpet"},/area/chapel/main) "dQ" = (/turf/simulated/floor{icon_state = "white"},/area/crew_quarters/hor)
"dR" = (/turf/simulated/wall,/area/chapel/main) "dR" = (/obj/item/weapon/paper{name = "atmos room for science wing"},/turf/simulated/floor/plating,/area)
"dS" = (/turf/simulated/floor/plating,/area/chapel/main) "dS" = (/turf/simulated/wall,/area/medical/cmo)
"dT" = (/turf/simulated/wall,/area/crew_quarters/locker) "dT" = (/turf/simulated/floor/plating,/area/medical/cmo)
"dU" = (/turf/simulated/floor,/area/crew_quarters/locker) "dU" = (/turf/simulated/floor{dir = 8; icon_state = "barber"},/area/medical/cmo)
"dV" = (/turf/simulated/floor{icon_state = "bar"},/area) "dV" = (/turf/simulated/wall,/area/medical/surgery)
"dW" = (/turf/simulated/wall,/area/chapel/office) "dW" = (/turf/simulated/floor{icon_state = "dark"},/area/medical/surgery)
"dX" = (/turf/simulated/floor{icon_state = "carpet"},/area/chapel/office) "dX" = (/turf/simulated/floor{icon_state = "white"},/area/medical/surgery)
"dY" = (/turf/space,/area/shuttle/escape/station) "dY" = (/turf/simulated/wall,/area/medical/virology)
"dZ" = (/turf/simulated/wall,/area/turret_protected/ai)
"ea" = (/turf/simulated/floor/bluegrid,/area/turret_protected/ai)
"eb" = (/turf/simulated/floor/plating,/area/medical/surgery)
"ec" = (/turf/simulated/floor{icon_state = "white"},/area/medical/virology)
"ed" = (/turf/simulated/floor/plating,/area/medical/virology)
"ee" = (/turf/simulated/floor/plating,/area/toxins/lab)
"ef" = (/turf/simulated/floor{icon_state = "dark"},/area/toxins/lab)
"eg" = (/turf/simulated/wall,/area/toxins/xenobiology)
"eh" = (/turf/simulated/floor{icon_state = "dark"},/area/toxins/xenobiology)
"ei" = (/turf/simulated/floor{icon_state = "white"},/area/toxins/xenobiology)
"ej" = (/turf/space,/area/toxins/test_area)
"ek" = (/turf/simulated/wall/r_wall,/area/atmos)
"el" = (/turf/simulated/floor/engine,/area/atmos)
"em" = (/turf/simulated/wall,/area/toxins/mixing)
"en" = (/turf/simulated/floor{icon_state = "white"},/area/toxins/mixing)
"eo" = (/turf/simulated/wall,/area/atmos)
"ep" = (/turf/simulated/floor/plating,/area/atmos)
"eq" = (/turf/simulated/floor,/area/atmos)
"er" = (/obj/machinery/atmospherics/pipe/simple/supplymain/visible{dir = 4},/turf/simulated/floor/plating,/area/atmos)
"es" = (/obj/machinery/atmospherics/pipe/simple/supplymain/visible{dir = 4},/turf/simulated/floor,/area/atmos)
"et" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/visible{dir = 4},/turf/simulated/floor/plating,/area/atmos)
"eu" = (/obj/machinery/atmospherics/pipe/simple/scrubbers/visible{dir = 4},/turf/simulated/floor,/area/atmos)
"ev" = (/turf/simulated/floor/plating,/area/toxins/mixing)
"ew" = (/turf/simulated/floor,/area/toxins/lab)
"ex" = (/turf/simulated/wall,/area/toxins/storage)
"ey" = (/turf/simulated/floor{icon_state = "white"},/area/toxins/storage)
"ez" = (/turf/simulated/wall,/area/toxins/server)
"eA" = (/turf/simulated/floor/bluegrid,/area/toxins/server)
"eB" = (/turf/simulated/floor{icon_state = "dark"},/area/toxins/storage)
"eC" = (/turf/simulated/wall/r_wall,/area/chapel/main)
"eD" = (/turf/simulated/floor{icon_state = "carpet"},/area/chapel/main)
"eE" = (/turf/simulated/wall,/area/chapel/main)
"eF" = (/turf/simulated/floor/plating,/area/chapel/main)
"eG" = (/turf/simulated/wall,/area/crew_quarters/locker)
"eH" = (/turf/simulated/floor,/area/crew_quarters/locker)
"eI" = (/turf/simulated/floor{icon_state = "bar"},/area)
"eJ" = (/turf/simulated/wall,/area/chapel/office)
"eK" = (/turf/simulated/floor{icon_state = "carpet"},/area/chapel/office)
"eL" = (/turf/space,/area/shuttle/escape/station)
(1,1,1) = {" (1,1,1) = {"
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