#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) && get_dist(src,user)>1) 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==1) has_electronics = 2 stat &= ~MAINT playsound(src.loc, 'Screwdriver.ogg', 50, 1) user << "You screw the circuit electronics into place." else if (has_electronics==2) has_electronics = 1 stat |= MAINT playsound(src.loc, 'Screwdriver.ogg', 50, 1) user << "You unfasten the electronics." else /* has_electronics==0 */ user << "\red There is nothing to secure." return 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 floor 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 floor 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/stack/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 \ && prob(20) ) 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 if (istype(user, /mob/living/silicon)) return src.attack_hand(user) 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] removes 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 user.machine = src 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))) var/t1 = text("[area.name] APC wiresAccess 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("

Close

") user << browse(t1, "window=apcwires") onclose(user, "apcwires") user.machine = src var/t = "[area.name] APCArea Power Controller ([area.name])
" if(locked && (!istype(user, /mob/living/silicon))) t += "(Swipe ID card to unlock inteface.)
" t += "Main breaker : [operating ? "On" : "Off"]
" t += "External power : [ main_status ? (main_status ==2 ? "Good" : "Low") : "None"]
" t += "Power cell: [cell ? "[round(cell.percent())]%" : "Not connected."]" if(cell) t += " ([charging ? ( charging == 1 ? "Charging" : "Fully charged" ) : "Not charging"])" t += " ([chargemode ? "Auto" : "Off"])" t += "

Power channels
"

		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 += "
Cover lock: [coverlocked ? "Engaged" : "Disengaged"]" else if (!istype(user, /mob/living/silicon)) t += "(Swipe ID card to lock interface.)
" t += "Main breaker: [operating ? "On Off" : "On Off" ]
" t += "External power : [ main_status ? (main_status ==2 ? "Good" : "Low") : "None"]
" if(cell) t += "Power cell: [round(cell.percent())]%" t += " ([charging ? ( charging == 1 ? "Charging" : "Fully charged" ) : "Not charging"])" t += " ([chargemode ? "Off Auto" : "Off Auto"])" else t += "Power cell: Not connected." t += "

Power channels
"


		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 += "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
" t += "
Cover lock: [coverlocked ? "Engaged" : "Disengaged"]" if (istype(user, /mob/living/silicon)) t += "

Overload lighting circuit
" if (ticker) // world << "there's a ticker" if(ticker.mode.name == "AI malfunction") // world << "ticker says its malf" var/datum/game_mode/malfunction/malf = ticker.mode for (var/datum/mind/B in malf.malf_ai) if (user == B.current) if (!src.malfai) t += "

Override Programming
" else t += "

APC Hacked
" t += "

Close" t += "
" user << browse(t, "window=apc") onclose(user, "apc") return /obj/machinery/power/apc/proc/report() return "[area.name] : [equipment]/[lighting]/[environ] ([lastused_equip+lastused_light+lastused_environ]) : [cell? cell.percent() : "N/C"] ([charging])" /obj/machinery/power/apc/proc/update() if(operating && !shorted) area.power_light = (lighting > 1) area.power_equip = (equipment > 1) area.power_environ = (environ > 1) // if (area.name == "AI Chamber") // spawn(10) // world << " [area.name] [area.power_equip]" else area.power_light = 0 area.power_equip = 0 area.power_environ = 0 // if (area.name == "AI Chamber") // world << "[area.power_equip]" area.power_change() /obj/machinery/power/apc/proc/isWireColorCut(var/wireColor) var/wireFlag = APCWireColorToFlag[wireColor] return ((src.apcwires & wireFlag) == 0) /obj/machinery/power/apc/proc/isWireCut(var/wireIndex) var/wireFlag = APCIndexToFlag[wireIndex] return ((src.apcwires & wireFlag) == 0) /obj/machinery/power/apc/proc/get_connection() if(stat & (BROKEN|MAINT)) return 0 return 1 /obj/machinery/power/apc/proc/shock(mob/user, prb) if(!prob(prb)) return 0 var/is_powered = get_connection() // find the powernet of the connected cable return src.apcelectrocute(user, is_powered) /obj/machinery/power/apc/proc/apcelectrocute(mob/user, is_powered) if(!is_powered) // unconnected cable is unpowered return 0 var/prot = 1 if(istype(user, /mob/living/carbon/human)) var/mob/living/carbon/human/H = user if(H.gloves) var/obj/item/clothing/gloves/G = H.gloves prot = G.siemens_coefficient else if (istype(user, /mob/living/silicon)) return 0 if(prot == 0) // elec insulted gloves protect completely return 0 var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread s.set_up(3, 1, src) s.start() var/shock_damage = 0 if (cell.charge >=2500) shock_damage = min(rand(70,145),rand(70,145))*prot cell.use(2000) else if(cell.charge >=1750) shock_damage = min(rand(35,110),rand(35,110))*prot cell.use(1600) else if(cell.charge >=1500) shock_damage = min(rand(30,100),rand(30,100))*prot cell.use(1000) else if(cell.charge >=750) shock_damage = min(rand(25,90),rand(25,90))*prot cell.use(500) else if(cell.charge >=250) shock_damage = min(rand(20,80),rand(20,80))*prot cell.use(125) else if(cell.charge >=100) shock_damage = min(rand(20,65),rand(20,65))*prot cell.use(50) else return 0 user.burn_skin(shock_damage) user.fireloss += shock_damage user.updatehealth() user.visible_message("\red [user.name] was shocked by the [src.name]!", "\red You feel a powerful shock course through your body!", "\red You hear a heavy electrical crack") //user << "\red You feel a powerful shock course through your body!" sleep(1) if(user.stunned < shock_damage) user.stunned = shock_damage if(user.weakened < 20*prot) user.weakened = 20*prot /* * for(var/mob/M in viewers(src)) if(M == user) continue M.show_message("\red [user.name] was shocked by the [src.name]!", 3, "\red You hear a heavy electrical crack", 2) */ return 1 /obj/machinery/power/apc/proc/cut(var/wireColor) var/wireFlag = APCWireColorToFlag[wireColor] var/wireIndex = APCWireColorToIndex[wireColor] apcwires &= ~wireFlag switch(wireIndex) if(APC_WIRE_MAIN_POWER1) src.shock(usr, 50) //this doesn't work for some reason, give me a while I'll figure it out src.shorted = 1 src.updateDialog() if(APC_WIRE_MAIN_POWER2) src.shock(usr, 50) src.shorted = 1 src.updateDialog() if (APC_WIRE_AI_CONTROL) if (src.aidisabled == 0) src.aidisabled = 1 src.updateDialog() // if(APC_WIRE_IDSCAN) nothing happens when you cut this wire, add in something if you want whatever /obj/machinery/power/apc/proc/mend(var/wireColor) var/wireFlag = APCWireColorToFlag[wireColor] var/wireIndex = APCWireColorToIndex[wireColor] //not used in this function apcwires |= wireFlag switch(wireIndex) if(APC_WIRE_MAIN_POWER1) if ((!src.isWireCut(APC_WIRE_MAIN_POWER1)) && (!src.isWireCut(APC_WIRE_MAIN_POWER2))) src.shorted = 0 src.shock(usr, 50) src.updateDialog() if(APC_WIRE_MAIN_POWER2) if ((!src.isWireCut(APC_WIRE_MAIN_POWER1)) && (!src.isWireCut(APC_WIRE_MAIN_POWER2))) src.shorted = 0 src.shock(usr, 50) src.updateDialog() if (APC_WIRE_AI_CONTROL) //one wire for AI control. Cutting this prevents the AI from controlling the door unless it has hacked the door through the power connection (which takes about a minute). If both main and backup power are cut, as well as this wire, then the AI cannot operate or hack the door at all. //aidisabledDisabled: If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in. if (src.aidisabled == 1) src.aidisabled = 0 src.updateDialog() // if(APC_WIRE_IDSCAN) nothing happens when you cut this wire, add in something if you want whatever /obj/machinery/power/apc/proc/pulse(var/wireColor) //var/wireFlag = apcWireColorToFlag[wireColor] //not used in this function var/wireIndex = APCWireColorToIndex[wireColor] switch(wireIndex) if(APC_WIRE_IDSCAN) //unlocks the APC for 30 seconds, if you have a better way to hack an APC I'm all ears src.locked = 0 spawn(300) src.locked = 1 src.updateDialog() if (APC_WIRE_MAIN_POWER1) if(shorted == 0) shorted = 1 spawn(1200) if(shorted == 1) shorted = 0 src.updateDialog() if (APC_WIRE_MAIN_POWER2) if(shorted == 0) shorted = 1 spawn(1200) if(shorted == 1) shorted = 0 src.updateDialog() if (APC_WIRE_AI_CONTROL) if (src.aidisabled == 0) src.aidisabled = 1 src.updateDialog() spawn(10) if (src.aidisabled == 1) src.aidisabled = 0 src.updateDialog() /obj/machinery/power/apc/Topic(href, href_list) ..() if (((in_range(src, usr) && istype(src.loc, /turf))) || ((istype(usr, /mob/living/silicon) && !(src.aidisabled)))) usr.machine = src if (href_list["apcwires"]) var/t1 = text2num(href_list["apcwires"]) if (!( istype(usr.equipped(), /obj/item/weapon/wirecutters) )) usr << "You need wirecutters!" return if (src.isWireColorCut(t1)) src.mend(t1) else src.cut(t1) else if (href_list["pulse"]) var/t1 = text2num(href_list["pulse"]) if (!istype(usr.equipped(), /obj/item/device/multitool)) usr << "You need a multitool!" return if (src.isWireColorCut(t1)) usr << "You can't pulse a cut wire." return else src.pulse(t1) else if (href_list["lock"]) coverlocked = !coverlocked else if (href_list["breaker"]) operating = !operating src.update() updateicon() else if (href_list["cmode"]) chargemode = !chargemode if(!chargemode) charging = 0 updateicon() else if (href_list["eqp"]) var/val = text2num(href_list["eqp"]) equipment = (val==1) ? 0 : val updateicon() update() else if (href_list["lgt"]) var/val = text2num(href_list["lgt"]) lighting = (val==1) ? 0 : val updateicon() update() else if (href_list["env"]) var/val = text2num(href_list["env"]) environ = (val==1) ? 0 :val updateicon() update() else if( href_list["close"] ) usr << browse(null, "window=apc") usr.machine = null return else if (href_list["close2"]) usr << browse(null, "window=apcwires") usr.machine = null return else if (href_list["overload"]) if( istype(usr, /mob/living/silicon) && !src.aidisabled ) src.overload_lighting() else if (href_list["malfhack"]) var/mob/living/silicon/ai/malfai = usr if( istype(malfai, /mob/living/silicon/ai) && !src.aidisabled ) if (malfai.malfhacking) malfai << "You are already hacking an APC." return malfai << "Beginning override of APC systems. This takes some time, and you cannot perform other actions during the process." malfai.malfhack = src malfai.malfhacking = 1 sleep(600) if (!src.aidisabled) malfai.malfhack = null malfai.malfhacking = 0 if (src.z == 1) ticker.mode:apcs++ src.malfai = usr src.locked = 1 if (src.cell) if (src.cell.charge > 0) src.cell.charge = 0 cell.corrupt() src.malfhack = 1 malfai << "Hack complete. The APC is now under your exclusive control. Discharging cell to fuse interface." updateicon() var/datum/effects/system/harmless_smoke_spread/smoke = new /datum/effects/system/harmless_smoke_spread() smoke.set_up(3, 0, src.loc) smoke.attach(src) smoke.start() var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread s.set_up(3, 1, src) s.start() for(var/mob/M in viewers(src)) M.show_message("\red The [src.name] suddenly lets out a blast of smoke and some sparks!", 3, "\red You hear sizzling electronics.", 2) else malfai << "Hack complete. The APC is now under your exclusive control. Unable to fuse interface due to insufficient cell charge." else malfai << "Hack complete. The APC is now under your exclusive control. Unable to fuse interface due to lack of cell do discharge." src.updateDialog() return else usr << browse(null, "window=apc") usr.machine = null return /obj/machinery/power/apc/surplus() if(terminal) return terminal.surplus() else return 0 /obj/machinery/power/apc/add_load(var/amount) if(terminal && terminal.powernet) terminal.powernet.newload += amount /obj/machinery/power/apc/avail() if(terminal) return terminal.avail() else return 0 /obj/machinery/power/apc/process() if(stat & (BROKEN|MAINT)) return if(!area.requires_power) return /* if (equipment > 1) // off=0, off auto=1, on=2, on auto=3 use_power(src.equip_consumption, EQUIP) if (lighting > 1) // off=0, off auto=1, on=2, on auto=3 use_power(src.light_consumption, LIGHT) if (environ > 1) // off=0, off auto=1, on=2, on auto=3 use_power(src.environ_consumption, ENVIRON) area.calc_lighting() */ lastused_light = area.usage(LIGHT) lastused_equip = area.usage(EQUIP) lastused_environ = area.usage(ENVIRON) area.clear_usage() lastused_total = lastused_light + lastused_equip + lastused_environ //store states to update icon if any change var/last_lt = lighting var/last_eq = equipment var/last_en = environ var/last_ch = charging var/excess = surplus() if(!src.avail()) main_status = 0 else if(excess < 0) main_status = 1 else main_status = 2 var/perapc = 0 if(terminal && terminal.powernet) perapc = terminal.powernet.perapc if(cell && !shorted) // draw power from cell as before var/cellused = min(cell.charge, CELLRATE * lastused_total) // clamp deduction to a max, amount left in cell cell.use(cellused) if(excess > 0 || perapc > lastused_total) // if power excess, or enough anyway, recharge the cell // by the same amount just used cell.give(cellused) add_load(cellused/CELLRATE) // add the load used to recharge the cell else // no excess, and not enough per-apc if( (cell.charge/CELLRATE+perapc) >= lastused_total) // can we draw enough from cell+grid to cover last usage? cell.charge = min(cell.maxcharge, cell.charge + CELLRATE * perapc) //recharge with what we can add_load(perapc) // so draw what we can from the grid charging = 0 else // not enough power available to run the last tick! charging = 0 chargecount = 0 // This turns everything off in the case that there is still a charge left on the battery, just not enough to run the room. equipment = autoset(equipment, 0) lighting = autoset(lighting, 0) environ = autoset(environ, 0) // set channels depending on how much charge we have left if(cell.charge <= 0) // zero charge, turn all off equipment = autoset(equipment, 0) lighting = autoset(lighting, 0) environ = autoset(environ, 0) area.poweralert(0, src) else if(cell.percent() < 15) // <15%, turn off lighting & equipment equipment = autoset(equipment, 2) lighting = autoset(lighting, 2) environ = autoset(environ, 1) area.poweralert(0, src) else if(cell.percent() < 30) // <30%, turn off equipment equipment = autoset(equipment, 2) lighting = autoset(lighting, 1) environ = autoset(environ, 1) area.poweralert(0, src) else // otherwise all can be on equipment = autoset(equipment, 1) lighting = autoset(lighting, 1) environ = autoset(environ, 1) area.poweralert(1, src) if(cell.percent() > 75) area.poweralert(1, src) // now trickle-charge the cell if(chargemode && charging == 1 && operating) if(excess > 0) // check to make sure we have enough to charge // Max charge is perapc share, capped to cell capacity, or % per second constant (Whichever is smallest) /* var/ch = min(perapc, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL)) add_load(ch) // Removes the power we're taking from the grid cell.give(ch) // actually recharge the cell */ var/ch = min(perapc*CELLRATE, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL)) add_load(ch/CELLRATE) // Removes the power we're taking from the grid cell.give(ch) // actually recharge the cell else charging = 0 // stop charging chargecount = 0 // show cell as fully charged if so if(cell.charge >= cell.maxcharge) charging = 2 if(chargemode) if(!charging) if(excess > cell.maxcharge*CHARGELEVEL) chargecount++ else chargecount = 0 if(chargecount == 10) chargecount = 0 charging = 1 else // chargemode off charging = 0 chargecount = 0 else // no cell, switch everything off charging = 0 chargecount = 0 equipment = autoset(equipment, 0) lighting = autoset(lighting, 0) environ = autoset(environ, 0) area.poweralert(0, src) // update icon & area power if anything changed if(last_lt != lighting || last_eq != equipment || last_en != environ || last_ch != charging) updateicon() update() //src.updateDialog() src.updateDialog() // val 0=off, 1=off(auto) 2=on 3=on(auto) // on 0=off, 1=on, 2=autooff /proc/autoset(var/val, var/on) if(on==0) if(val==2) // if on, return off return 0 else if(val==3) // if auto-on, return auto-off return 1 else if(on==1) if(val==1) // if auto-off, return auto-on return 3 else if(on==2) if(val==3) // if auto-on, return auto-off return 1 return val // damage and destruction acts /obj/machinery/power/apc/meteorhit(var/obj/O as obj) set_broken() return /obj/machinery/power/apc/ex_act(severity) switch(severity) if(1.0) //set_broken() //now Del() do what we need if (cell) cell.ex_act(1.0) // more lags woohoo del(src) return if(2.0) if (prob(50)) set_broken() if (cell && prob(50)) cell.ex_act(2.0) if(3.0) if (prob(25)) set_broken() if (cell && prob(25)) cell.ex_act(3.0) return /obj/machinery/power/apc/blob_act() if (prob(75)) set_broken() if (cell && prob(5)) cell.blob_act() /obj/machinery/power/apc/proc/set_broken() stat |= BROKEN operating = 0 updateicon() update() // overload all the lights in this APC area /obj/machinery/power/apc/proc/overload_lighting() if(!get_connection() || !operating || shorted) return if( cell && cell.charge>=20) cell.use(20); spawn(0) for(var/area/A in area.related) for(var/obj/machinery/light/L in A) L.on = 1 L.broken() sleep(1) /obj/machinery/power/apc/Del() area.power_light = 0 area.power_equip = 0 area.power_environ = 0 area.power_change() ..()