#define APC_WIRE_IDSCAN 1
#define APC_WIRE_MAIN_POWER1 2
#define APC_WIRE_MAIN_POWER2 3
#define APC_WIRE_AI_CONTROL 4
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
// one per area, needs wire conection to power network
// controls power to devices in that area
// may be opened to change power cell
// three different channels (lighting/equipment/environ) - may each be set to on, off, or auto
//NOTE: STUFF STOLEN FROM AIRLOCK.DM thx
/obj/machinery/power/apc
name = "area power controller"
icon_state = "apc0"
anchored = 1
req_access = list(access_engine_equip)
var/area/area
var/areastring = null
var/obj/item/weapon/cell/cell
var/start_charge = 90 // initial cell charge %
var/cell_type = 2500 // 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
var/opened = 0 //0=closed, 1=opened, 2=cover removed
var/shorted = 0
var/lighting = 3
var/equipment = 3
var/environ = 3
var/operating = 1
var/charging = 0
var/chargemode = 1
var/chargecount = 0
var/locked = 1
var/coverlocked = 1
var/aidisabled = 0
var/tdir = null
var/obj/machinery/power/terminal/terminal = null
var/lastused_light = 0
var/lastused_equip = 0
var/lastused_environ = 0
var/lastused_total = 0
var/main_status = 0
var/light_consumption = 0 //not used
var/equip_consumption = 0 //not used
var/environ_consumption = 0 //not used
var/emagged = 0
var/wiresexposed = 0
var/apcwires = 15
netnum = -1 // set so that APCs aren't found as powernet nodes
var/malfhack = 0 //New var for my changes to AI malf. --NeoFite
var/mob/living/silicon/ai/malfai = null //See above --NeoFite
// luminosity = 1
var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver
var/overload = 1 //used for the Blackout malf module
/proc/RandomAPCWires()
//to make this not randomize the wires, just set index to 1 and increment it in the flag for loop (after doing everything else).
var/list/apcwires = list(0, 0, 0, 0)
APCIndexToFlag = list(0, 0, 0, 0)
APCIndexToWireColor = list(0, 0, 0, 0)
APCWireColorToIndex = list(0, 0, 0, 0)
var/flagIndex = 1
for (var/flag=1, flag<16, flag+=flag)
var/valid = 0
while (!valid)
var/colorIndex = rand(1, 4)
if (apcwires[colorIndex]==0)
valid = 1
apcwires[colorIndex] = flag
APCIndexToFlag[flagIndex] = flag
APCIndexToWireColor[flagIndex] = colorIndex
APCWireColorToIndex[colorIndex] = flagIndex
flagIndex+=1
return apcwires
/obj/machinery/power/apc/updateDialog()
if (stat & (BROKEN|MAINT))
return
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if (M.client && M.machine == src)
src.interact(M)
AutoUpdateAI(src)
/obj/machinery/power/apc/New(turf/loc, var/ndir, var/building=0)
..()
// offset 24 pixels in direction of dir
// this allows the APC to be embedded in a wall, yet still inside an area
if (building)
dir = ndir
src.tdir = dir // to fix Vars bug
dir = SOUTH
pixel_x = (src.tdir & 3)? 0 : (src.tdir == 4 ? 24 : -24)
pixel_y = (src.tdir & 3)? (src.tdir ==1 ? 24 : -24) : 0
if (building==0)
init()
else
area = src.loc.loc:master
opened = 1
operating = 0
name = "[area.name] APC"
stat |= MAINT
src.updateicon()
spawn(5)
src.update()
/obj/machinery/power/apc/proc/make_terminal()
// create a terminal object at the same position as original turf loc
// wires will attach to this
terminal = new/obj/machinery/power/terminal(src.loc)
terminal.dir = tdir
terminal.master = src
/obj/machinery/power/apc/proc/init()
has_electronics = 2 //installed and secured
// is starting with a power cell installed, create it and set its charge level
if(cell_type)
src.cell = new/obj/item/weapon/cell(src)
cell.maxcharge = cell_type // cell_type is maximum charge (old default was 1000 or 2500 (values one and two respectively)
cell.charge = start_charge * cell.maxcharge / 100.0 // (convert percentage to actual value)
var/area/A = src.loc.loc
//if area isn't specified use current
if(isarea(A) && src.areastring == null)
src.area = A
else
src.area = get_area_name(areastring)
updateicon()
make_terminal()
spawn(5)
src.update()
/obj/machinery/power/apc/examine()
set src in oview(1)
if(usr /*&& !usr.stat*/)
usr << "A control terminal for the area electrical systems."
if(stat & BROKEN)
usr << "Looks broken."
return
if(opened)
if(has_electronics && terminal)
usr << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
else if (!has_electronics && terminal)
usr << "There are some wires but no any electronics."
else if (has_electronics && !terminal)
usr << "Electronics installed but not wired."
else /* if (!has_electronics && !terminal) */
usr << "There is no electronics nor connected wires."
else
if (stat & MAINT)
usr << "The cover is closed. Something wrong with it: it's doesn't work."
else if (malfhack)
usr << "The cover is broken. It's may be hard to force it open."
else
usr << "The cover is closed."
// update the APC icon to show the three base states
// also add overlays for indicator lights
/obj/machinery/power/apc/proc/updateicon()
if(opened)
var/basestate = "apc[ cell ? "2" : "1" ]" // if opened, show cell if it's inserted
if (opened==1)
if (stat & MAINT)
icon_state = "apcmaint" //disassembled APC cannot hold cell
else
icon_state = basestate
else if (opened == 2)
if ((stat & BROKEN) || malfhack )
icon_state = "[basestate]-b-nocover"
else /* if (emagged)*/
icon_state = "[basestate]-nocover"
src.overlays = null // also delete all overlays
return
else if(emagged || malfhack)
icon_state = "apcemag"
src.overlays = null
return
else if(wiresexposed)
icon_state = "apcewires"
src.overlays = null
return
else if (stat & BROKEN)
icon_state = "apc-b"
src.overlays = null
return
else
icon_state = "apc0"
// if closed, update overlays for channel status
src.overlays = null
if (!(stat & (BROKEN|MAINT)))
overlays += image('power.dmi', "apcox-[locked]") // 0=blue 1=red
overlays += image('power.dmi', "apco3-[charging]") // 0=red, 1=yellow/black 2=green
if(operating)
overlays += image('power.dmi', "apco0-[equipment]") // 0=red, 1=green, 2=blue
overlays += image('power.dmi', "apco1-[lighting]")
overlays += image('power.dmi', "apco2-[environ]")
//attack with an item - open/close cover, insert cell, or (un)lock interface
/obj/machinery/power/apc/attackby(obj/item/W, mob/user)
if (istype(user, /mob/living/silicon))
return src.attack_hand(user)
if (istype(W, /obj/item/weapon/crowbar) && opened)
if (has_electronics==1)
if (terminal)
user << "\red Disconnect wires first."
return
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "You trying to remove the power control board..."
if(do_after(user, 50))
has_electronics = 0
if ((stat & BROKEN) || malfhack)
user.visible_message(\
"\red [user.name] has broken the power control board inside [src.name]!",\
"You broke the charred power control board and remove remains.",
"You hear crack")
//ticker.mode:apcs-- //XSI said no and I agreed. -rastaf0
else
user.visible_message(\
"\red [user.name] has removed the power control board from [src.name]!",\
"You remove the power control board.")
new /obj/item/weapon/module/power_control(loc)
else if (opened!=2) //cover isn't removed
opened = 0
updateicon()
else if (istype(W, /obj/item/weapon/crowbar) && !((stat & BROKEN) || malfhack) )
if(coverlocked && !(stat & MAINT))
user << "\red The cover is locked and cannot be opened."
return
else
opened = 1
updateicon()
else if (istype(W, /obj/item/weapon/cell) && opened) // trying to put a cell inside
if(cell)
user << "There is a power cell already installed."
return
else
if (stat & MAINT)
user << "\red There is no any connector for your power cell."
return
user.drop_item()
W.loc = src
cell = W
user.visible_message(\
"\red [user.name] has inserted the power cell. to [src.name]!",\
"You insert the power cell.")
chargecount = 0
updateicon()
else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
if(opened)
if (cell)
user << "\red Close the APC first." //Less hints more mystery!
return
else if (!has_electronics || !terminal)
user << "\red There is nothing to secure."
return
else
if (has_electronics==1)
has_electronics = 2
stat &= ~MAINT
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You screw the circuit electronics into place."
else /*(has_electronics==2)*/
has_electronics = 1
stat |= MAINT
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "You unfasten the electronics."
updateicon()
else if(emagged || malfhack)
user << "The interface is broken"
else
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
updateicon()
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
if(emagged || malfhack)
user << "The interface is broken."
else if(opened)
user << "You must close the cover to swipe an ID card."
else if(wiresexposed)
user << "You must close the panel"
else if(stat & (BROKEN|MAINT))
user << "Nothing happens."
else
if(src.allowed(usr))
locked = !locked
user << "You [ locked ? "lock" : "unlock"] the APC interface."
updateicon()
else
user << "\red Access denied."
else if (istype(W, /obj/item/weapon/card/emag) && !(emagged || malfhack)) // trying to unlock with an emag card
if(opened)
user << "You must close the cover to swipe an ID card."
else if(wiresexposed)
user << "You must close the panel first"
else if(stat & (BROKEN|MAINT))
user << "Nothing happens."
else
flick("apc-spark", src)
if (do_after(user,6))
if(prob(50))
emagged = 1
locked = 0
user << "You emag the APC interface."
updateicon()
else
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
else if (istype(W, /obj/item/weapon/cable_coil) && !terminal && opened && has_electronics!=2)
if (src.loc:intact)
user << "\red You must remove the plating first."
return
var/obj/item/weapon/cable_coil/C = W
if(C.amount < 10)
user << "\red You need more wires."
return
user << "You start adding cables to the APC frame..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && C.amount >= 10)
var/turf/T = get_turf_loc(src)
var/obj/cable/N = T.get_cable_node()
if (N && N.electrocute(usr, 50, N.netnum))
return
C.use(10)
user.visible_message(\
"\red [user.name] has added cables to the APC frame!",\
"You add cables to the APC frame.")
make_terminal()
terminal.connect_to_network()
else if (istype(W, /obj/item/weapon/wirecutters) && terminal && opened && has_electronics!=2)
if (src.loc:intact)
user << "\red You must remove the plating first."
return
user << "You begin to cut cables..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 50))
if (terminal.electrocute(usr, 50, terminal.netnum))
return
new /obj/item/weapon/cable_coil(loc,10)
user.visible_message(\
"\red [user.name] cut cables and dismantled the power terminal.",\
"You cut cables and dismantle the power terminal.")
del(terminal)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
user << "You trying to insert the power control board into the frame..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 10))
has_electronics = 1
user << "You place the power control board inside the frame."
del(W)
else if (istype(W, /obj/item/weapon/weldingtool) && W:welding && opened && has_electronics==0 && !terminal)
if (W:get_fuel() < 3)
user << "\blue You need more welding fuel to complete this task."
return
user << "You start welding APC frame..."
W:use_fuel(2)
W:eyecheck(user)
playsound(src.loc, 'Welder.ogg', 50, 1)
if(do_after(user, 50))
if (emagged || malfhack || (stat & BROKEN) || opened==2)
new /obj/item/weapon/sheet/metal(loc)
user.visible_message(\
"\red [src] has been cut apart by [user.name] with the weldingtool.",\
"You disassembled brocken APC frame.",\
"\red You hear welding.")
else
new /obj/item/apc_frame(loc)
user.visible_message(\
"\red [src] has been cut from the wall by [user.name] with the weldingtool.",\
"You cut APC frame from the wall.",\
"\red You hear welding.")
del(src)
else if (istype(W, /obj/item/apc_frame) && opened && emagged)
emagged = 0
if (opened==2)
opened = 1
user.visible_message(\
"\red [user.name] has replace the damaged APC frontal panel with new one.",\
"You replace the damaged APC frontal panel with new one.")
del(W)
updateicon()
else if (istype(W, /obj/item/apc_frame) && opened && ((stat & BROKEN) || malfhack))
if (has_electronics)
user << "You cannot repair this heavy damaged APC until broken electronics still inside."
return
user << "You begin to replace the damaged APC frame..."
if(do_after(user, 50))
user.visible_message(\
"\red [user.name] has replace the damaged APC frame with new one.",\
"You replace the damaged APC frame with new one.")
del(W)
stat &= ~BROKEN
malfai = null
malfhack = 0
if (opened==2)
opened = 1
updateicon()
else
if ( ((stat & BROKEN) || malfhack) \
&& !opened \
&& W.force >= 5 \
&& W.w_class >= 3.0 \
&& !istype(W, /obj/item/weapon/gun) \
&& prob(10) )
opened = 2
user.visible_message("\red The APC cover was knocked down with the [W.name] by [user.name]!", \
"\red You knock down the APC cover with your [W.name]!", \
"You hear bang")
updateicon()
else
user.visible_message("\red The [src.name] has been hit with the [W.name] by [user.name]!", \
"\red You hit the [src.name] with your [W.name]!", \
"You hear bang")
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/attack_hand(mob/user)
add_fingerprint(user)
if(opened && (!istype(user, /mob/living/silicon)))
if(cell)
cell.loc = usr
cell.layer = 20
if (user.hand )
user.l_hand = cell
else
user.r_hand = cell
cell.add_fingerprint(user)
cell.updateicon()
src.cell = null
user.visible_message("\red [user.name] remove the power cell from [src.name]!", "You remove the power cell.")
//user << "You remove the power cell."
charging = 0
src.updateicon()
else
if(stat & (BROKEN|MAINT)) return
// do APC interaction
src.interact(user)
/obj/machinery/power/apc/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ))
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=apc")
return
else if (istype(user, /mob/living/silicon) && src.aidisabled && !src.malfhack)
user << "AI control for this APC interface has been disabled."
user << browse(null, "window=apc")
return
else if (src.malfai)
if (src.malfai != user)
user << "AI control for this APC interface has been disabled."
user << browse(null, "window=apc")
return
if(wiresexposed && (!istype(user, /mob/living/silicon)))
user.machine = src
var/t1 = text("Access Panel
\n")
var/list/apcwires = list(
"Orange" = 1,
"Dark red" = 2,
"White" = 3,
"Yellow" = 4,
)
for(var/wiredesc in apcwires)
var/is_uncut = src.apcwires & APCWireColorToFlag[apcwires[wiredesc]]
t1 += "[wiredesc] wire: "
if(!is_uncut)
t1 += "Mend"
else
t1 += "Cut "
t1 += "Pulse "
t1 += "
"
t1 += text("
\n[(src.locked ? "The APC is locked." : "The APC is unlocked.")]
\n[(src.shorted ? "The APCs power has been shorted." : "The APC is working properly!")]
\n[(src.aidisabled ? "The 'AI control allowed' light is off." : "The 'AI control allowed' light is on.")]")
t1 += text("
"
var/list/L = list ("Off","Off (Auto)", "On", "On (Auto)")
t += "Equipment: [add_lspace(lastused_equip, 6)] W : [L[equipment+1]]
"
t += "Lighting: [add_lspace(lastused_light, 6)] W : [L[lighting+1]]
"
t += "Environmental:[add_lspace(lastused_environ, 6)] W : [L[environ+1]]
"
t += "
Total load: [lastused_light + lastused_equip + lastused_environ] W"
t += "" t += "Equipment: [add_lspace(lastused_equip, 6)] W : " switch(equipment) if(0) t += "Off On Auto" if(1) t += "Off On Auto (Off)" if(2) t += "Off On Auto" if(3) t += "Off On Auto (On)" t +="" t += "
" t += "Lighting: [add_lspace(lastused_light, 6)] W : " switch(lighting) if(0) t += "Off On Auto" if(1) t += "Off On Auto (Off)" if(2) t += "Off On Auto" if(3) t += "Off On Auto (On)" t +="
" t += "Environmental:[add_lspace(lastused_environ, 6)] W : " switch(environ) if(0) t += "Off On Auto" if(1) t += "Off On Auto (Off)" if(2) t += "Off On Auto" if(3) t += "Off On Auto (On)" t += "
Total load: [lastused_light + lastused_equip + lastused_environ] W