#define APC_WIRE_IDSCAN 1 #define APC_WIRE_MAIN_POWER1 2 #define APC_WIRE_MAIN_POWER2 3 #define APC_WIRE_AI_CONTROL 4 //update_state #define UPSTATE_CELL_IN 1 #define UPSTATE_OPENED1 2 #define UPSTATE_OPENED2 4 #define UPSTATE_MAINT 8 #define UPSTATE_BROKE 16 #define UPSTATE_BLUESCREEN 32 #define UPSTATE_WIREEXP 64 #define UPSTATE_ALLGOOD 128 //update_overlay #define APC_UPOVERLAY_CHARGEING0 1 #define APC_UPOVERLAY_CHARGEING1 2 #define APC_UPOVERLAY_CHARGEING2 4 #define APC_UPOVERLAY_EQUIPMENT0 8 #define APC_UPOVERLAY_EQUIPMENT1 16 #define APC_UPOVERLAY_EQUIPMENT2 32 #define APC_UPOVERLAY_LIGHTING0 64 #define APC_UPOVERLAY_LIGHTING1 128 #define APC_UPOVERLAY_LIGHTING2 256 #define APC_UPOVERLAY_ENVIRON0 512 #define APC_UPOVERLAY_ENVIRON1 1024 #define APC_UPOVERLAY_ENVIRON2 2048 #define APC_UPOVERLAY_LOCKED 4096 #define APC_UPOVERLAY_OPERATING 8192 #define APC_UPDATE_ICON_COOLDOWN 100 // 10 seconds // 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 use_power = 0 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 = 5000 // 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/wiresexposed = 0 var/apcwires = 15 powernet = 0 // set so that APCs aren't found as powernet nodes //Hackish, Horrible, was like this before I changed it :( var/malfhack = 0 //New var for my changes to AI malf. --NeoFite var/mob/living/silicon/ai/malfai = null //See above --NeoFite var/debug= 0 var/autoflag= 0 // 0 = off, 1= eqp and lights off, 2 = eqp off, 3 = all on. // luminosity = 1 var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver var/overload = 1 //used for the Blackout malf module var/beenhit = 0 // used for counting how many times it has been hit, used for Aliens at the moment var/mob/living/silicon/ai/occupant = null var/list/apcwirelist = list( "Orange" = 1, "Dark red" = 2, "White" = 3, "Yellow" = 4, ) var/longtermpower = 10 var/update_state = -1 var/update_overlay = -1 var/global/status_overlays = 0 var/updating_icon = 0 var/global/list/status_overlays_lock var/global/list/status_overlays_charging var/global/list/status_overlays_equipment var/global/list/status_overlays_lighting var/global/list/status_overlays_environ /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 ..() /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 area.apc |= src opened = 1 operating = 0 name = "[area.name] APC" stat |= MAINT src.update_icon() 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 name = "\improper [area.name] APC" else src.area = get_area_name(areastring) name = "\improper [area.name] APC" area.apc |= src update_icon() 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 doesn't work." else if (malfhack) usr << "The cover is broken. It 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/update_icon() if (!status_overlays) status_overlays = 1 status_overlays_lock = new status_overlays_charging = new status_overlays_equipment = new status_overlays_lighting = new status_overlays_environ = new status_overlays_lock.len = 2 status_overlays_charging.len = 3 status_overlays_equipment.len = 4 status_overlays_lighting.len = 4 status_overlays_environ.len = 4 status_overlays_lock[1] = image(icon, "apcox-0") // 0=blue 1=red status_overlays_lock[2] = image(icon, "apcox-1") status_overlays_charging[1] = image(icon, "apco3-0") status_overlays_charging[2] = image(icon, "apco3-1") status_overlays_charging[3] = image(icon, "apco3-2") status_overlays_equipment[1] = image(icon, "apco0-0") // 0=red, 1=green, 2=blue status_overlays_equipment[2] = image(icon, "apco0-1") status_overlays_equipment[3] = image(icon, "apco0-2") status_overlays_equipment[4] = image(icon, "apco0-3") status_overlays_lighting[1] = image(icon, "apco1-0") status_overlays_lighting[2] = image(icon, "apco1-1") status_overlays_lighting[3] = image(icon, "apco1-2") status_overlays_lighting[4] = image(icon, "apco1-3") status_overlays_environ[1] = image(icon, "apco2-0") status_overlays_environ[2] = image(icon, "apco2-1") status_overlays_environ[3] = image(icon, "apco2-2") status_overlays_environ[4] = image(icon, "apco2-3") var/update = check_updates() //returns 0 if no need to update icons. // 1 if we need to update the icon_state // 2 if we need to update the overlays if(!update) return if(update & 1) // Updating the icon state if(update_state & UPSTATE_ALLGOOD) icon_state = "apc0" else if(update_state & (UPSTATE_OPENED1|UPSTATE_OPENED2)) var/basestate = "apc[ cell ? "2" : "1" ]" if(update_state & UPSTATE_OPENED1) if(update_state & (UPSTATE_MAINT|UPSTATE_BROKE)) icon_state = "apcmaint" //disabled APC cannot hold cell else icon_state = basestate else if(update_state & UPSTATE_OPENED2) icon_state = "[basestate]-nocover" else if(update_state & UPSTATE_BROKE) icon_state = "apc-b" else if(update_state & UPSTATE_BLUESCREEN) icon_state = "apcemag" else if(update_state & UPSTATE_WIREEXP) icon_state = "apcewires" if(!(update_state & UPSTATE_ALLGOOD)) if(overlays.len) overlays = 0 return if(update & 2) if(overlays.len) overlays = 0 if(!(stat & (BROKEN|MAINT)) && update_state & UPSTATE_ALLGOOD) overlays += status_overlays_lock[locked+1] overlays += status_overlays_charging[charging+1] if(operating) overlays += status_overlays_equipment[equipment+1] overlays += status_overlays_lighting[lighting+1] overlays += status_overlays_environ[environ+1] /obj/machinery/power/apc/proc/check_updates() var/last_update_state = update_state var/last_update_overlay = update_overlay update_state = 0 update_overlay = 0 if(cell) update_state |= UPSTATE_CELL_IN if(stat & BROKEN) update_state |= UPSTATE_BROKE if(stat & MAINT) update_state |= UPSTATE_MAINT if(opened) if(opened==1) update_state |= UPSTATE_OPENED1 if(opened==2) update_state |= UPSTATE_OPENED2 else if(emagged || malfai) update_state |= UPSTATE_BLUESCREEN else if(wiresexposed) update_state |= UPSTATE_WIREEXP if(update_state <= 1) update_state |= UPSTATE_ALLGOOD if(operating) update_overlay |= APC_UPOVERLAY_OPERATING if(update_state & UPSTATE_ALLGOOD) if(locked) update_overlay |= APC_UPOVERLAY_LOCKED if(!charging) update_overlay |= APC_UPOVERLAY_CHARGEING0 else if(charging == 1) update_overlay |= APC_UPOVERLAY_CHARGEING1 else if(charging == 2) update_overlay |= APC_UPOVERLAY_CHARGEING2 if (!equipment) update_overlay |= APC_UPOVERLAY_EQUIPMENT0 else if(equipment == 1) update_overlay |= APC_UPOVERLAY_EQUIPMENT1 else if(equipment == 2) update_overlay |= APC_UPOVERLAY_EQUIPMENT2 if(!lighting) update_overlay |= APC_UPOVERLAY_LIGHTING0 else if(lighting == 1) update_overlay |= APC_UPOVERLAY_LIGHTING1 else if(lighting == 2) update_overlay |= APC_UPOVERLAY_LIGHTING2 if(!environ) update_overlay |= APC_UPOVERLAY_ENVIRON0 else if(environ==1) update_overlay |= APC_UPOVERLAY_ENVIRON1 else if(environ==2) update_overlay |= APC_UPOVERLAY_ENVIRON2 var/results = 0 if(last_update_state == update_state && last_update_overlay == update_overlay) return 0 if(last_update_state != update_state) results += 1 if(last_update_overlay != update_overlay && update_overlay != 0) results += 2 return results /obj/machinery/power/apc/proc/queue_icon_update() if(!updating_icon) updating_icon = 1 // Start the update spawn(APC_UPDATE_ICON_COOLDOWN) update_icon() updating_icon = 0 //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) src.add_fingerprint(user) if (istype(W, /obj/item/weapon/crowbar) && opened) if (has_electronics==1) if (terminal) user << "\red Disconnect wires first." return playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1) user << "You are trying to remove the power control board..." //lpeters - fixed grammar issues 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 the remains.", "You hear a 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 update_icon() 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 update_icon() 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 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 update_icon() 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 && terminal) has_electronics = 2 stat &= ~MAINT playsound(src.loc, 'sound/items/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, 'sound/items/Screwdriver.ogg', 50, 1) user << "You unfasten the electronics." else /* has_electronics==0 */ user << "\red There is nothing to secure." return update_icon() else if(emagged) user << "The interface is broken." else wiresexposed = !wiresexposed user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]" update_icon() 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) 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." update_icon() 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." update_icon() 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 in front of the APC 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, 'sound/items/Deconstruct.ogg', 50, 1) if(do_after(user, 20) && C.amount >= 10) var/turf/T = get_turf_loc(src) var/obj/structure/cable/N = T.get_cable_node() if (prob(50) && electrocute_mob(usr, N, N)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() 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 in front of the APC first." return user << "You begin to cut the cables..." playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) if(do_after(user, 50)) if (prob(50) && electrocute_mob(usr, terminal.powernet, terminal)) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() return new /obj/item/weapon/cable_coil(loc,10) user.visible_message(\ "\red [user.name] cut the cables and dismantled the power terminal.",\ "You cut the 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, 'sound/items/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/module/power_control) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack)) user << "\red You cannot put the board inside, the frame is damaged." return else if (istype(W, /obj/item/weapon/weldingtool) && opened && has_electronics==0 && !terminal) var/obj/item/weapon/weldingtool/WT = W if (WT.get_fuel() < 3) user << "\blue You need more welding fuel to complete this task." return user << "You start welding the APC frame..." playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if(do_after(user, 50)) if(!src || !WT.remove_fuel(3, user)) return 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 the broken 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 the APC frame from the wall.",\ "\red You hear welding.") del(src) return else if (istype(W, /obj/item/apc_frame) && opened && emagged) emagged = 0 if (opened==2) opened = 1 user.visible_message(\ "\red [user.name] has replaced the damaged APC frontal panel with a new one.",\ "You replace the damaged APC frontal panel with a new one.") del(W) update_icon() else if (istype(W, /obj/item/apc_frame) && opened && ((stat & BROKEN) || malfhack)) if (has_electronics) user << "You cannot repair this APC until you remove the 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 replaced 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 update_icon() 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") update_icon() else if (istype(user, /mob/living/silicon)) return src.attack_hand(user) if (!opened && wiresexposed && \ (istype(W, /obj/item/device/multitool) || \ istype(W, /obj/item/weapon/wirecutters))) 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) // if (!can_use(user)) This already gets called in interact() and in topic() // return if(!user) return src.add_fingerprint(user) //Synthetic human mob goes here. if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user if(H.species.flags & IS_SYNTHETIC && H.a_intent == "grab") if(emagged || stat & BROKEN) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(3, 1, src) s.start() H << "\red The APC power currents surge eratically, damaging your chassis!" H.adjustFireLoss(10,0) else if(src.cell && src.cell.charge > 0) if(H.nutrition < 450) if(src.cell.charge >= 500) H.nutrition += 50 src.cell.charge -= 500 else H.nutrition += src.cell.charge/10 src.cell.charge = 0 user << "\blue You slot your fingers into the APC interface and siphon off some of the stored charge for your own use." if(src.cell.charge < 0) src.cell.charge = 0 if(H.nutrition > 500) H.nutrition = 500 src.charging = 1 else user << "\blue You are already fully charged." else user << "There is no charge to draw from that APC." return if(usr == user && opened && (!issilicon(user))) if(cell) user.put_in_hands(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.update_icon() return if(stat & (BROKEN|MAINT)) return // do APC interaction user.set_machine(src) src.interact(user) /obj/machinery/power/apc/attack_alien(mob/living/carbon/alien/humanoid/user) if(!user) return user.visible_message("\red [user.name] slashes at the [src.name]!", "\blue You slash at the [src.name]!") playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1) var/allcut = 1 for(var/wire in apcwirelist) if(!isWireCut(apcwirelist[wire])) allcut = 0 break if(beenhit >= pick(3, 4) && wiresexposed != 1) wiresexposed = 1 src.update_icon() src.visible_message("\red The [src.name]'s cover flies open, exposing the wires!") else if(wiresexposed == 1 && allcut == 0) for(var/wire in apcwirelist) cut(apcwirelist[wire]) src.update_icon() src.visible_message("\red The [src.name]'s wires are shredded!") else beenhit += 1 return /obj/machinery/power/apc/interact(mob/user) if(!user) return if(wiresexposed /*&& (!istype(user, /mob/living/silicon))*/) //Commented out the typecheck to allow engiborgs to repair damaged apcs. var/t1 = text("[area.name] APC wiresAccess Panel
\n") for(var/wiredesc in apcwirelist) var/is_uncut = src.apcwires & APCWireColorToFlag[apcwirelist[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") // Open the APC NanoUI ui_interact(user) return /obj/machinery/power/apc/proc/get_malf_status(mob/user) if (ticker && ticker.mode && (user.mind in ticker.mode.malf_ai) && istype(user, /mob/living/silicon/ai)) if (src.malfai == (user:parent ? user:parent : user)) if (src.occupant == user) return 3 // 3 = User is shunted in this APC else if (istype(user.loc, /obj/machinery/power/apc)) return 4 // 4 = User is shunted in another APC else return 2 // 2 = APC hacked by user, and user is in its core. else return 1 // 1 = APC not hacked. else return 0 // 0 = User is not a Malf AI /obj/machinery/power/apc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null) if(!user) return var/list/data = list( "locked" = locked, "isOperating" = operating, "externalPower" = main_status, "powerCellStatus" = cell ? cell.percent() : null, "chargeMode" = chargemode, "chargingStatus" = charging, "totalLoad" = lastused_equip + lastused_light + lastused_environ, "coverLocked" = coverlocked, "siliconUser" = istype(user, /mob/living/silicon), "malfStatus" = get_malf_status(user), "powerChannels" = list( list( "title" = "Equipment", "powerLoad" = lastused_equip, "status" = equipment, "topicParams" = list( "auto" = list("eqp" = 3), "on" = list("eqp" = 2), "off" = list("eqp" = 1) ) ), list( "title" = "Lighting", "powerLoad" = lastused_light, "status" = lighting, "topicParams" = list( "auto" = list("lgt" = 3), "on" = list("lgt" = 2), "off" = list("lgt" = 1) ) ), list( "title" = "Environment", "powerLoad" = lastused_environ, "status" = environ, "topicParams" = list( "auto" = list("env" = 3), "on" = list("env" = 2), "off" = list("env" = 1) ) ) ) ) // update the ui if it exists, returns null if no ui is passed/found ui = nanomanager.try_update_ui(user, src, ui_key, ui, data) if (!ui) // the ui does not exist, so we'll create a new() one // for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm ui = new(user, src, ui_key, "apc.tmpl", "[area.name] - APC", 520, data["siliconUser"] ? 465 : 440) // when the ui is first opened this is the data it will use ui.set_initial_data(data) // open the new ui window ui.open() // auto update every Master Controller tick ui.set_auto_update(1) /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/cut(var/wireColor) var/wireFlag = APCWireColorToFlag[wireColor] var/wireIndex = APCWireColorToIndex[wireColor] apcwires &= ~wireFlag switch(wireIndex) if(APC_WIRE_MAIN_POWER1) src.shock(usr, 50) 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/proc/can_use(mob/user as mob, var/loud = 0) //used by attack_hand() and Topic() if (user.stat) user << "\red You must be conscious to use this [src]!" return 0 if(!user.client) return 0 if ( ! (istype(user, /mob/living/carbon/human) || \ istype(user, /mob/living/silicon) || \ istype(user, /mob/living/carbon/monkey) /*&& ticker && ticker.mode.name == "monkey"*/) ) user << "\red You don't have the dexterity to use this [src]!" nanomanager.close_user_uis(user, src) return 0 if(user.restrained()) user << "\red You must have free hands to use this [src]" return 0 if(user.lying) user << "\red You must stand to use this [src]!" return 0 autoflag = 5 if (istype(user, /mob/living/silicon)) var/mob/living/silicon/ai/AI = user var/mob/living/silicon/robot/robot = user if ( \ src.aidisabled || \ malfhack && istype(malfai) && \ ( \ (istype(AI) && (malfai!=AI && malfai != AI.parent)) || \ (istype(robot) && (robot in malfai.connected_robots)) \ ) \ ) if(!loud) user << "\red \The [src] have AI control disabled!" nanomanager.close_user_uis(user, src) return 0 else if ((!in_range(src, user) || !istype(src.loc, /turf))) nanomanager.close_user_uis(user, src) return 0 var/mob/living/carbon/human/H = user if (istype(H)) if(H.getBrainLoss() >= 60) for(var/mob/M in viewers(src, null)) M << "\red [H] stares cluelessly at [src] and drools." return 0 else if(prob(H.getBrainLoss())) user << "\red You momentarily forget how to use [src]." return 0 return 1 /obj/machinery/power/apc/Topic(href, href_list, var/usingUI = 1) if(!(isrobot(usr) && (href_list["apcwires"] || href_list["pulse"]))) if(!can_use(usr, 1)) return src.add_fingerprint(usr) if (href_list["apcwires"]) var/t1 = text2num(href_list["apcwires"]) if (!( istype(usr.get_active_hand(), /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.get_active_hand(), /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 if(malfai) if (ticker.mode.config_tag == "malfunction") if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas)) operating ? ticker.mode:apcs++ : ticker.mode:apcs-- src.update() update_icon() else if (href_list["cmode"]) chargemode = !chargemode if(!chargemode) charging = 0 update_icon() else if (href_list["eqp"]) var/val = text2num(href_list["eqp"]) equipment = (val==1) ? 0 : val update_icon() update() else if (href_list["lgt"]) var/val = text2num(href_list["lgt"]) lighting = (val==1) ? 0 : val update_icon() update() else if (href_list["env"]) var/val = text2num(href_list["env"]) environ = (val==1) ? 0 :val update_icon() update() else if( href_list["close"] ) nanomanager.close_user_uis(usr, src) return else if (href_list["close2"]) usr << browse(null, "window=apcwires") 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) if (!src.aidisabled) malfai.malfhack = null malfai.malfhacking = 0 if (ticker.mode.config_tag == "malfunction") if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas)) ticker.mode:apcs++ if(usr:parent) src.malfai = usr:parent else src.malfai = usr malfai << "Hack complete. The APC is now under your exclusive control." update_icon() /*else if (href_list["occupyapc"]) malfoccupy(usr) else if (href_list["deoccupyapc"]) malfvacate()*/ if(usingUI) src.updateDialog() return /*/obj/machinery/power/apc/proc/malfoccupy(var/mob/living/silicon/ai/malf) if(!istype(malf)) return if(istype(malf.loc, /obj/machinery/power/apc)) // Already in an APC malf << "You must evacuate your current apc first." return if(src.z != 1) return src.occupant = new /mob/living/silicon/ai(src,malf.laws,null,1) src.occupant.adjustOxyLoss(malf.getOxyLoss()) if(!findtext(src.occupant.name,"APC Copy")) src.occupant.name = "[malf.name] APC Copy" if(malf.parent) src.occupant.parent = malf.parent else src.occupant.parent = malf malf.mind.transfer_to(src.occupant) src.occupant.eyeobj.name = "[src.occupant.name] (AI Eye)" if(malf.parent) del(malf) src.occupant.verbs += /mob/living/silicon/ai/proc/corereturn src.occupant.verbs += /datum/game_mode/malfunction/proc/takeover src.occupant.cancel_camera() /obj/machinery/power/apc/proc/malfvacate(var/forced) if(!src.occupant) return if(src.occupant.parent && src.occupant.parent.stat != 2) src.occupant.mind.transfer_to(src.occupant.parent) src.occupant.parent.adjustOxyLoss(src.occupant.getOxyLoss()) src.occupant.parent.cancel_camera() del(src.occupant) else src.occupant << "\red Primary core damaged, unable to return core processes." if(forced) src.occupant.loc = src.loc src.occupant.death() src.occupant.gib()*/ /obj/machinery/power/apc/proc/ion_act() //intended to be exactly the same as an AI malf attack if(!src.malfhack && src.z == 1) if(prob(3)) src.locked = 1 if (src.cell.charge > 0) // world << "\red blew APC in [src.loc.loc]" src.cell.charge = 0 cell.corrupt() src.malfhack = 1 update_icon() var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread() smoke.set_up(3, 0, src.loc) smoke.attach(src) smoke.start() var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/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) /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 lastused_light = area.usage(LIGHT) lastused_equip = area.usage(EQUIP) lastused_environ = area.usage(ENVIRON) if(area.powerupdate) if(debug) log_debug("power update in [area.name] / [name]") 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(debug) log_debug( "Status: [main_status] - Excess: [excess] - Last Equip: [lastused_equip] - Last Light: [lastused_light]") if(cell && !shorted) //var/cell_charge = cell.charge var/cell_maxcharge = cell.maxcharge // 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.give(CELLRATE * perapc) //recharge with what we can add_load(perapc) // so draw what we can from the grid charging = 0 else if (autoflag != 0) // 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) autoflag = 0 // set channels depending on how much charge we have left // Allow the APC to operate as normal if the cell can charge if(charging && longtermpower < 10) longtermpower += 1 else if(longtermpower > -10) longtermpower -= 2 if(cell.charge >= 1250 || longtermpower > 0) // Put most likely at the top so we don't check it last, effeciency 101 if(autoflag != 3) equipment = autoset(equipment, 1) lighting = autoset(lighting, 1) environ = autoset(environ, 1) autoflag = 3 area.poweralert(1, src) if(cell.charge >= 4000) area.poweralert(1, src) else if(cell.charge < 1250 && cell.charge > 750 && longtermpower < 0) // <30%, turn off equipment if(autoflag != 2) equipment = autoset(equipment, 2) lighting = autoset(lighting, 1) environ = autoset(environ, 1) area.poweralert(0, src) autoflag = 2 else if(cell.charge < 750 && cell.charge > 10 && longtermpower < 0) // <15%, turn off lighting & equipment if(autoflag != 1) equipment = autoset(equipment, 2) lighting = autoset(lighting, 2) environ = autoset(environ, 1) area.poweralert(0, src) autoflag = 1 else if(cell.charge <= 0) // zero charge, turn all off if(autoflag != 0) equipment = autoset(equipment, 0) lighting = autoset(lighting, 0) environ = autoset(environ, 0) area.poweralert(0, src) autoflag = 0 // 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*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) autoflag = 0 // update icon & area power if anything changed if(last_lt != lighting || last_eq != equipment || last_en != environ) queue_icon_update() update() else if (last_ch != charging) queue_icon_update() 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/emp_act(severity) if(cell) cell.emp_act(severity) if(occupant) occupant.emp_act(severity) lighting = 0 equipment = 0 environ = 0 spawn(600) equipment = 3 environ = 3 ..() /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() if(malfai && operating) if (ticker.mode.config_tag == "malfunction") if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas)) ticker.mode:apcs-- stat |= BROKEN operating = 0 /*if(occupant) malfvacate(1)*/ update_icon() 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() if(malfai && operating) if (ticker.mode.config_tag == "malfunction") if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas)) ticker.mode:apcs-- area.power_light = 0 area.power_equip = 0 area.power_environ = 0 area.power_change() /*if(occupant) malfvacate(1)*/ ..() /obj/machinery/power/apc/proc/shock(mob/user, prb) if(!prob(prb)) return 0 var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(5, 1, src) s.start() if(isalien(user)) return 0 if (electrocute_mob(user, src, src)) return 1 else return 0 #undef APC_UPDATE_ICON_COOLDOWN