/obj/machinery/power/am_control_unit name = "antimatter control unit" desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up." icon = 'icons/obj/machines/antimatter.dmi' icon_state = "control" anchored = 1 density = 1 use_power = USE_POWER_IDLE idle_power_usage = 100 active_power_usage = 1000 var/list/obj/machinery/am_shielding/linked_shielding var/list/obj/machinery/am_shielding/linked_cores var/obj/item/weapon/am_containment/fueljar var/update_shield_icons = 0 var/stability = 100 var/exploding = 0 var/active = 0//On or not var/fuel_injection = 2//How much fuel to inject var/shield_icon_delay = 0//delays resetting for a short time var/reported_core_efficiency = 0 var/power_cycle = 0 var/power_cycle_delay = 4//How many ticks till produce_power is called var/stored_core_stability = 0 var/stored_core_stability_delay = 0 var/stored_power = 0//Power to deploy per tick /obj/machinery/power/am_control_unit/New() ..() linked_shielding = list() linked_cores = list() /obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just qdel on the others for(var/obj/machinery/am_shielding/AMS in linked_shielding) qdel(AMS) ..() /obj/machinery/power/am_control_unit/process() if(exploding) explosion(get_turf(src),8,12,18,12) if(src) qdel(src) if(update_shield_icons && !shield_icon_delay) check_shield_icons() update_shield_icons = 0 if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power return if(!fueljar)//No fuel but we are on, shutdown toggle_power() //Angry buzz or such here return add_avail(stored_power) power_cycle++ if(power_cycle >= power_cycle_delay) produce_power() power_cycle = 0 return /obj/machinery/power/am_control_unit/proc/produce_power() playsound(src.loc, 'sound/effects/bang.ogg', 25, 1) var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with if(core_power <= 0) return 0//Something is wrong var/core_damage = 0 var/fuel = fueljar.usefuel(fuel_injection) stored_power = (fuel/core_power)*fuel*200000 //Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with if(prob(50))core_damage = 1//Small chance of damage if((fuel-core_power) > 5) core_damage = 5//Now its really starting to overload the cores if((fuel-core_power) > 10) core_damage = 20//Welp now you did it, they wont stand much of this if(core_damage == 0) return for(var/obj/machinery/am_shielding/AMS in linked_cores) AMS.stability -= core_damage AMS.check_stability(1) playsound(src.loc, 'sound/effects/bang.ogg', 50, 1) return /obj/machinery/power/am_control_unit/emp_act(severity) switch(severity) if(1) if(active) toggle_power() stability -= rand(15,30) if(2) if(active) toggle_power() stability -= rand(10,20) if(3) if(active) toggle_power() stability -= rand(8,15) if(4) if(active) toggle_power() stability -= rand(5,10) ..() return 0 /obj/machinery/power/am_control_unit/ex_act(severity) switch(severity) if(1.0) stability -= 60 if(2.0) stability -= 40 if(3.0) stability -= 20 check_stability() return /obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj) if(Proj.check_armour != "bullet") stability -= Proj.force return 0 /obj/machinery/power/am_control_unit/power_change() ..() if(stat & NOPOWER && active) toggle_power() return /obj/machinery/power/am_control_unit/update_icon() if(active) icon_state = "control_on" else icon_state = "control" //No other icons for it atm /obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user) if(!istype(W) || !user) return if(W.is_wrench()) if(!anchored) playsound(src, W.usesound, 75, 1) user.visible_message("[user.name] secures the [src.name] to the floor.", \ "You secure the anchor bolts to the floor.", \ "You hear a ratchet.") src.anchored = 1 connect_to_network() else if(!linked_shielding.len > 0) playsound(src, W.usesound, 75, 1) user.visible_message("[user.name] unsecures the [src.name].", \ "You remove the anchor bolts.", \ "You hear a ratchet.") src.anchored = 0 disconnect_from_network() else to_chat(user, "Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!") return if(istype(W, /obj/item/weapon/am_containment)) if(fueljar) to_chat(user, "There is already a [fueljar] inside!") return fueljar = W user.remove_from_mob(W) W.loc = src user.update_icons() user.visible_message("[user.name] loads an [W.name] into the [src.name].", \ "You load an [W.name].", \ "You hear a thunk.") return if(W.force >= 20) stability -= W.force/2 check_stability() ..() return /obj/machinery/power/am_control_unit/attack_hand(mob/user as mob) if(anchored) interact(user) return /obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0) if(!istype(AMS)) return 0 if(!anchored) return 0 if(!AMS_linking && !AMS.link_control(src)) return 0 linked_shielding.Add(AMS) update_shield_icons = 1 return 1 /obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS) if(!istype(AMS)) return 0 linked_shielding.Remove(AMS) update_shield_icons = 2 if(active) toggle_power() return 1 /obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced if(stability <= 0) qdel(src) return /obj/machinery/power/am_control_unit/proc/toggle_power() active = !active if(active) update_use_power(USE_POWER_ACTIVE) visible_message("The [src.name] starts up.") else update_use_power(USE_POWER_IDLE) visible_message("The [src.name] shuts down.") update_icon() return /obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields if(shield_icon_delay) return shield_icon_delay = 1 if(update_shield_icons == 2)//2 means to clear everything and rebuild for(var/obj/machinery/am_shielding/AMS in linked_shielding) if(AMS.processing) AMS.shutdown_core() AMS.control_unit = null spawn(10) AMS.controllerscan() linked_shielding = list() else for(var/obj/machinery/am_shielding/AMS in linked_shielding) AMS.update_icon() spawn(20) shield_icon_delay = 0 return /obj/machinery/power/am_control_unit/proc/check_core_stability() if(stored_core_stability_delay || linked_cores.len <= 0) return stored_core_stability_delay = 1 stored_core_stability = 0 for(var/obj/machinery/am_shielding/AMS in linked_cores) stored_core_stability += AMS.stability stored_core_stability/=linked_cores.len spawn(40) stored_core_stability_delay = 0 return /obj/machinery/power/am_control_unit/interact(mob/user) if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER))) if(!istype(user, /mob/living/silicon/ai)) user.unset_machine() user << browse(null, "window=AMcontrol") return user.set_machine(src) var/dat = "" dat += "AntiMatter Control Panel
" dat += "Close
" dat += "Refresh
" dat += "Force Shielding Update

" dat += "Status: [(active?"Injecting":"Standby")]
" dat += "Toggle Status
" dat += "Instability: [stability]%
" dat += "Reactor parts: [linked_shielding.len]
"//TODO: perhaps add some sort of stability check dat += "Cores: [linked_cores.len]

" dat += "-Current Efficiency: [reported_core_efficiency]
" dat += "-Average Stability: [stored_core_stability] (update)
" dat += "Last Produced: [stored_power]
" dat += "Fuel: " if(!fueljar) dat += "
No fuel receptacle detected." else dat += "Eject
" dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units
" dat += "- Injecting: [fuel_injection] units
" dat += "- --|++

" user << browse(dat, "window=AMcontrol;size=420x500") onclose(user, "AMcontrol") return /obj/machinery/power/am_control_unit/Topic(href, href_list) ..() //Ignore input if we are broken or guy is not touching us, AI can control from a ways away if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon/ai))) usr.unset_machine() usr << browse(null, "window=AMcontrol") return if(href_list["close"]) usr << browse(null, "window=AMcontrol") usr.unset_machine() return if(href_list["togglestatus"]) toggle_power() if(href_list["refreshicons"]) update_shield_icons = 1 if(href_list["ejectjar"]) if(fueljar) fueljar.loc = src.loc fueljar = null //fueljar.control_unit = null currently it does not care where it is //update_icon() when we have the icon for it if(href_list["strengthup"]) fuel_injection++ if(href_list["strengthdown"]) fuel_injection-- if(fuel_injection < 0) fuel_injection = 0 if(href_list["refreshstability"]) check_core_stability() updateDialog() return