/obj/machinery/power/port_gen/pacman/super/potato name = "nuclear reactor" desc = "PTTO-3, an industrial all-in-one nuclear power plant by Neo-Chernobyl GmbH. It uses uranium as a fuel source. Rated for 200 kW max safe output." icon = 'icons/obj/power.dmi' icon_state = "potato" time_per_sheet = 1152 //same power output, but a 50 sheet stack will last 4 hours at max safe power power_gen = 50000 //watts anchored = 1 // Circuits for the RTGs below /obj/item/weapon/circuitboard/machine/rtg name = T_BOARD("radioisotope TEG") build_path = /obj/machinery/power/rtg board_type = new /datum/frame/frame_types/machine origin_tech = list(TECH_DATA = 3, TECH_POWER = 3, TECH_PHORON = 3, TECH_ENGINEERING = 3) req_components = list( /obj/item/stack/cable_coil = 5, /obj/item/weapon/stock_parts/capacitor = 1, /obj/item/stack/material/uranium = 10) // We have no Pu-238, and this is the closest thing to it. /obj/item/weapon/circuitboard/machine/rtg/advanced name = T_BOARD("advanced radioisotope TEG") build_path = /obj/machinery/power/rtg/advanced origin_tech = list(TECH_DATA = 5, TECH_POWER = 5, TECH_PHORON = 5, TECH_ENGINEERING = 5) req_components = list( /obj/item/stack/cable_coil = 5, /obj/item/weapon/stock_parts/capacitor = 1, /obj/item/weapon/stock_parts/micro_laser = 1, /obj/item/stack/material/uranium = 10, /obj/item/stack/material/phoron = 5) /obj/item/weapon/circuitboard/machine/abductor/core name = T_BOARD("void generator") build_path = /obj/machinery/power/rtg/abductor board_type = new /datum/frame/frame_types/machine origin_tech = list(TECH_DATA = 8, TECH_POWER = 8, TECH_PHORON = 8, TECH_ENGINEERING = 8) req_components = list( /obj/item/stack/cable_coil = 5, /obj/item/weapon/stock_parts/capacitor/omni = 1) /obj/item/weapon/circuitboard/machine/abductor/core/hybrid name = T_BOARD("void generator (hybrid)") build_path = /obj/machinery/power/rtg/abductor/hybrid board_type = new /datum/frame/frame_types/machine origin_tech = list(TECH_DATA = 8, TECH_POWER = 8, TECH_PHORON = 8, TECH_ENGINEERING = 8) req_components = list( /obj/item/stack/cable_coil = 5, /obj/item/weapon/stock_parts/capacitor/omni = 1, /obj/item/weapon/stock_parts/micro_laser/omni = 1) // Radioisotope Thermoelectric Generator (RTG) // Simple power generator that would replace "magic SMES" on various derelicts. /obj/machinery/power/rtg name = "radioisotope thermoelectric generator" desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades." icon = 'icons/obj/power_vr.dmi' icon_state = "rtg" density = TRUE use_power = USE_POWER_OFF circuit = /obj/item/weapon/circuitboard/machine/rtg // You can buckle someone to RTG, then open its panel. Fun stuff. can_buckle = TRUE buckle_lying = FALSE var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor. var/irradiate = TRUE // RTGs irradiate surroundings, but only when panel is open. /obj/machinery/power/rtg/Initialize() . = ..() if(ispath(circuit)) circuit = new circuit(src) default_apply_parts() connect_to_network() /obj/machinery/power/rtg/process() ..() add_avail(power_gen) if(panel_open && irradiate) SSradiation.radiate(src, 60) /obj/machinery/power/rtg/RefreshParts() var/part_level = 0 for(var/obj/item/weapon/stock_parts/SP in component_parts) part_level += SP.rating power_gen = initial(power_gen) * part_level /obj/machinery/power/rtg/examine(mob/user) . = ..() if(Adjacent(user, src) || isobserver(user)) . += "The status display reads: Power generation now at [power_gen*0.001]kW." /obj/machinery/power/rtg/attackby(obj/item/I, mob/user, params) if(default_deconstruction_screwdriver(user, I)) return else if(default_deconstruction_crowbar(user, I)) return return ..() /obj/machinery/power/rtg/update_icon() if(panel_open) icon_state = "[initial(icon_state)]-open" else icon_state = initial(icon_state) /obj/machinery/power/rtg/advanced desc = "An advanced RTG capable of moderating isotope decay, increasing power output but reducing lifetime. It uses plasma-fueled radiation collectors to increase output even further." power_gen = 1250 // 2500 on T1, 10000 on T4. circuit = /obj/item/weapon/circuitboard/machine/rtg/advanced /obj/machinery/power/rtg/fake_gen name = "area power generator" desc = "Some power generation equipment that might be powering the current area." icon_state = "rtg_gen" power_gen = 6000 circuit = /obj/item/weapon/circuitboard/machine/rtg can_buckle = FALSE /obj/machinery/power/rtg/fake_gen/RefreshParts() return /obj/machinery/power/rtg/fake_gen/attackby(obj/item/I, mob/user, params) return /obj/machinery/power/rtg/fake_gen/update_icon() return // Void Core, power source for Abductor ships and bases. // Provides a lot of power, but tends to explode when mistreated. /obj/machinery/power/rtg/abductor name = "Void Core" icon_state = "core-nocell" desc = "An alien power source that produces energy seemingly out of nowhere." circuit = /obj/item/weapon/circuitboard/machine/abductor/core power_gen = 10000 irradiate = FALSE // Green energy! can_buckle = FALSE pixel_y = 7 var/going_kaboom = FALSE // Is it about to explode? var/obj/item/weapon/cell/void/cell var/icon_base = "core" var/state_change = TRUE /obj/machinery/power/rtg/abductor/RefreshParts() ..() if(!cell) power_gen = 0 /obj/machinery/power/rtg/abductor/proc/asplod() if(going_kaboom) return going_kaboom = TRUE visible_message("\The [src] lets out an shower of sparks as it starts to lose stability!",\ "You hear a loud electrical crack!") playsound(src, 'sound/effects/lightningshock.ogg', 100, 1, extrarange = 5) tesla_zap(src, 5, power_gen * 0.05) addtimer(CALLBACK(GLOBAL_PROC, .proc/explosion, get_turf(src), 2, 3, 4, 8), 100) // Not a normal explosion. /obj/machinery/power/rtg/abductor/bullet_act(obj/item/projectile/Proj) . = ..() if(!going_kaboom && istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))) log_and_message_admins("[ADMIN_LOOKUPFLW(Proj.firer)] triggered an Abductor Core explosion at [x],[y],[z] via projectile.") asplod() /obj/machinery/power/rtg/abductor/attack_hand(var/mob/living/user) if(!istype(user) || (. = ..())) return if(cell) cell.forceMove(get_turf(src)) user.put_in_active_hand(cell) cell = null state_change = TRUE RefreshParts() update_icon() playsound(src, 'sound/effects/metal_close.ogg', 50, 1) return TRUE /obj/machinery/power/rtg/abductor/attackby(obj/item/I, mob/user, params) state_change = TRUE //Can't tell if parent did something if(istype(I, /obj/item/weapon/cell/void) && !cell) user.remove_from_mob(I) I.forceMove(src) cell = I RefreshParts() update_icon() playsound(src, 'sound/effects/metal_close.ogg', 50, 1) return return ..() /obj/machinery/power/rtg/abductor/update_icon() if(!state_change) return //Stupid cells constantly update our icon so trying to be efficient if(cell) if(panel_open) icon_state = "[icon_base]-open" else icon_state = "[icon_base]" else icon_state = "[icon_base]-nocell" state_change = FALSE /obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B) asplod() /obj/machinery/power/rtg/abductor/ex_act() if(going_kaboom) qdel(src) else asplod() /obj/machinery/power/rtg/abductor/fire_act(exposed_temperature, exposed_volume) asplod() /obj/machinery/power/rtg/abductor/tesla_act() ..() //extend the zap asplod() // Comes with an installed cell /obj/machinery/power/rtg/abductor/built icon_state = "core" /obj/machinery/power/rtg/abductor/built/Initialize() . = ..() cell = new(src) RefreshParts() // Bloo version /obj/machinery/power/rtg/abductor/hybrid icon_state = "coreb-nocell" icon_base = "coreb" circuit = /obj/item/weapon/circuitboard/machine/abductor/core/hybrid /obj/machinery/power/rtg/abductor/hybrid/built icon_state = "coreb" /obj/machinery/power/rtg/abductor/hybrid/built/Initialize() . = ..() cell = new /obj/item/weapon/cell/void/hybrid(src) RefreshParts()