#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("