//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 through a terminal // 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/critical is_critical = 1 /obj/machinery/power/apc/high cell_type = /obj/item/weapon/cell/high /obj/machinery/power/apc/super cell_type = /obj/item/weapon/cell/super /obj/machinery/power/apc/super/critical is_critical = 1 /obj/machinery/power/apc/hyper cell_type = /obj/item/weapon/cell/hyper /obj/machinery/power/apc name = "area power controller" desc = "A control terminal for the area electrical systems." 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 = /obj/item/weapon/cell/apc 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_charging = 0 var/lastused_total = 0 var/main_status = 0 var/mob/living/silicon/ai/hacker = null // Malfunction var. If set AI hacked the APC and has full control. var/wiresexposed = 0 powernet = 0 // set so that APCs aren't found as powernet nodes //Hackish, Horrible, was like this before I changed it :( var/debug= 0 var/autoflag= 0 // 0 = off, 1= eqp and lights off, 2 = eqp off, 3 = all on. var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver var/beenhit = 0 // used for counting how many times it has been hit, used for Aliens at the moment var/longtermpower = 10 var/datum/wires/apc/wires = null var/update_state = -1 var/update_overlay = -1 var/is_critical = 0 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 var/chargelevel = CHARGELEVEL_DEFAULT // Cap for how fast APC cells charge, as a percentage-per-tick (0.01 means cellcharge is capped to 1% per second) /obj/machinery/power/apc/updateDialog() if (stat & (BROKEN|MAINT)) return ..() /obj/machinery/power/apc/connect_to_network() //Override because the APC does not directly connect to the network; it goes through a terminal. //The terminal is what the power computer looks for anyway. if(!terminal) make_terminal() if(terminal) terminal.connect_to_network() /obj/machinery/power/apc/drain_power(var/drain_check, var/surge, var/amount = 0) if(drain_check) return 1 if(!cell) return 0 if(surge && !emagged) flick("apc-spark", src) emagged = 1 locked = 0 update_icon() return 0 if(terminal && terminal.powernet) terminal.powernet.trigger_warning() return cell.drain_power(drain_check, surge, amount) /obj/machinery/power/apc/New(turf/loc, var/ndir, var/building=0) ..() wires = new(src) // offset 24 pixels in direction of dir // this allows the APC to be embedded in a wall, yet still inside an area if (building) set_dir(ndir) src.tdir = dir // to fix Vars bug set_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 = get_area(src) area.apc = src opened = 1 operating = 0 name = "[area.name] APC" stat |= MAINT src.update_icon() /obj/machinery/power/apc/Destroy() src.update() area.apc = null area.power_light = 0 area.power_equip = 0 area.power_environ = 0 area.power_change() if(wires) qdel(wires) wires = null if(cell) cell.loc = loc cell = null if(terminal) qdel(terminal) terminal = null // Malf AI, removes the APC from AI's hacked APCs list. if((hacker) && (hacker.hacked_apcs) && (src in hacker.hacked_apcs)) hacker.hacked_apcs -= src ..() /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.set_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 cell_type(src) 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(mob/user) if(..(user, 1)) user << "A control terminal for the area electrical systems." if(stat & BROKEN) user << "Looks broken." return if(opened) if(has_electronics && terminal) user << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]." else if (!has_electronics && terminal) user << "There are some wires but no any electronics." else if (has_electronics && !terminal) user << "Electronics installed but not wired." else /* if (!has_electronics && !terminal) */ user << "There is no electronics nor connected wires." else if (stat & MAINT) user << "The cover is closed. Something wrong with it: it doesn't work." else if (hacker) user << "The cover is locked." else user << "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") 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.len = 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 || hacker) 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) results += 2 return results // Used in process so it doesn't update the icon too much /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 << "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)) if (has_electronics==1) has_electronics = 0 if ((stat & BROKEN)) user.visible_message(\ "[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(\ "[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) || hacker) ) if(coverlocked && !(stat & MAINT)) user << "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 if (stat & MAINT) user << "There is no connector for your power cell." return if(W.w_class != 3) user << "\The [W] is too [W.w_class < 3? "small" : "large"] to fit here." return user.drop_item() W.loc = src cell = W user.visible_message(\ "[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 << "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 << "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(hacker) user << "Access denied." else if(src.allowed(usr) && !isWireCut(APC_WIRE_IDSCAN)) locked = !locked user << "You [ locked ? "lock" : "unlock"] the APC interface." update_icon() else user << "Access denied." else if (istype(W, /obj/item/stack/cable_coil) && !terminal && opened && has_electronics!=2) var/turf/T = loc if(istype(T) && !T.is_plating()) user << "You must remove the floor plating in front of the APC first." return var/obj/item/stack/cable_coil/C = W if(C.get_amount() < 10) user << "You need ten lengths of cable for APC." return user.visible_message("[user.name] adds cables to the APC frame.", \ "You start adding cables to the APC frame...") playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) if(do_after(user, 20)) if (C.amount >= 10 && !terminal && opened && has_electronics != 2) 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() if(user.stunned) return C.use(10) user.visible_message(\ "[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) var/turf/T = loc if(istype(T) && !T.is_plating()) user << "You must remove the floor plating in front of the APC first." return user.visible_message("[user.name] dismantles the power terminal from [src].", \ "You begin to cut the cables...") playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) if(do_after(user, 50)) if(terminal && opened && has_electronics!=2) 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() if(usr.stunned) return new /obj/item/stack/cable_coil(loc,10) user << "You cut the cables and dismantle the power terminal." qdel(terminal) else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN))) user.visible_message("[user.name] inserts the power control board into [src].", \ "You start to insert the power control board into the frame...") playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) if(do_after(user, 10)) if(has_electronics==0) has_electronics = 1 user << "You place the power control board inside the frame." qdel(W) else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && ((stat & BROKEN))) user << "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 << "You need more welding fuel to complete this task." return user.visible_message("[user.name] welds [src].", \ "You start welding the APC frame...", \ "You hear welding.") playsound(src.loc, 'sound/items/Welder.ogg', 50, 1) if(do_after(user, 50)) if(!src || !WT.remove_fuel(3, user)) return if (emagged || (stat & BROKEN) || opened==2) new /obj/item/stack/material/steel(loc) user.visible_message(\ "[src] has been cut apart by [user.name] with the weldingtool.",\ "You disassembled the broken APC frame.",\ "You hear welding.") else new /obj/item/frame/apc(loc) user.visible_message(\ "[src] has been cut from the wall by [user.name] with the weldingtool.",\ "You cut the APC frame from the wall.",\ "You hear welding.") qdel(src) return else if (istype(W, /obj/item/frame/apc) && opened && emagged) emagged = 0 if (opened==2) opened = 1 user.visible_message(\ "[user.name] has replaced the damaged APC frontal panel with a new one.",\ "You replace the damaged APC frontal panel with a new one.") qdel(W) update_icon() else if (istype(W, /obj/item/frame/apc) && opened && ((stat & BROKEN) || hacker)) if (has_electronics) user << "You cannot repair this APC until you remove the electronics still inside." return user.visible_message("[user.name] replaces the damaged APC frame with a new one.",\ "You begin to replace the damaged APC frame...") if(do_after(user, 50)) user.visible_message(\ "[user.name] has replaced the damaged APC frame with new one.",\ "You replace the damaged APC frame with new one.") qdel(W) stat &= ~BROKEN // Malf AI, removes the APC from AI's hacked APCs list. if(hacker && hacker.hacked_apcs && src in hacker.hacked_apcs) hacker.hacked_apcs -= src if (opened==2) opened = 1 update_icon() else if (((stat & BROKEN) || hacker) \ && !opened \ && W.force >= 5 \ && W.w_class >= 3.0 \ && prob(20) ) opened = 2 user.visible_message("The APC cover was knocked down with the [W.name] by [user.name]!", \ "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) || istype(W, /obj/item/device/assembly/signaler))) return src.attack_hand(user) user.visible_message("The [src.name] has been hit with the [W.name] by [user.name]!", \ "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/emag_act(var/remaining_charges, var/mob/user) if (!(emagged || hacker)) // 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." return 1 /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) //Human mob special interaction goes here. if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user if(H.species.can_shred(H)) 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 = wires.IsAllCut() 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) wires.CutAll() src.update_icon() src.visible_message("\red The [src.name]'s wires are shredded!") else beenhit += 1 return if(usr == user && opened && (!issilicon(user))) if(cell) user.put_in_hands(cell) cell.add_fingerprint(user) cell.update_icon() src.cell = null user.visible_message("[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 src.interact(user) /obj/machinery/power/apc/attack_ghost(user as mob) if(stat & (BROKEN|MAINT)) return return ui_interact(user) /obj/machinery/power/apc/interact(mob/user) if(!user) return if(wiresexposed && !istype(user, /mob/living/silicon/ai)) wires.Interact(user) return ui_interact(user) /obj/machinery/power/apc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) if(!user) return var/list/data = list( "locked" = locked, "isOperating" = operating, "externalPower" = main_status, "powerCellStatus" = cell ? cell.percent() : null, "chargeMode" = chargemode, "chargingStatus" = charging, "totalLoad" = round(lastused_total), "totalCharging" = round(lastused_charging), "coverLocked" = coverlocked, "siliconUser" = istype(user, /mob/living/silicon), "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" = round(lastused_light), "status" = lighting, "topicParams" = list( "auto" = list("lgt" = 3), "on" = list("lgt" = 2), "off" = list("lgt" = 1) ) ), list( "title" = "Environment", "powerLoad" = round(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, force_open) 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/isWireCut(var/wireIndex) return wires.IsIndexCut(wireIndex) /obj/machinery/power/apc/proc/can_use(mob/user as mob, var/loud = 0) //used by attack_hand() and Topic() if (user.stat) user << "You must be conscious to use [src]!" return 0 if(!user.client) return 0 if(inoperable()) return 0 if(!user.IsAdvancedToolUser()) return 0 if(user.restrained()) user << "You must have free hands to use [src]." return 0 if(user.lying) user << "You must stand to use [src]!" return 0 autoflag = 5 if (istype(user, /mob/living/silicon)) var/permit = 0 // Malfunction variable. If AI hacks APC it can control it even without AI control wire. var/mob/living/silicon/ai/AI = user var/mob/living/silicon/robot/robot = user if(hacker) if(hacker == AI) permit = 1 else if(istype(robot) && robot.connected_ai && robot.connected_ai == hacker) // Cyborgs can use APCs hacked by their AI permit = 1 if(aidisabled && !permit) if(!loud) user << "\The [src] have AI control disabled!" return 0 else if ((!in_range(src, user) || !istype(src.loc, /turf) || hacker)) // AI-hacked APCs cannot be controlled by other AIs, unlinked cyborgs or humans. return 0 var/mob/living/carbon/human/H = user if (istype(H)) if(H.getBrainLoss() >= 60) H.visible_message("[H] stares cluelessly at [src] and drools.") return 0 else if(prob(H.getBrainLoss())) user << "You momentarily forget how to use [src]." return 0 return 1 /obj/machinery/power/apc/Topic(href, href_list, var/nowindow = 0) if(..()) return 1 if(!can_use(usr, 1)) return 1 if(!istype(usr, /mob/living/silicon) && locked) // Shouldn't happen, this is here to prevent href exploits usr << "You must unlock the panel to use this!" return 1 if (href_list["lock"]) coverlocked = !coverlocked else if (href_list["breaker"]) toggle_breaker() 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 = setsubsystem(val) update_icon() update() else if (href_list["lgt"]) var/val = text2num(href_list["lgt"]) lighting = setsubsystem(val) update_icon() update() else if (href_list["env"]) var/val = text2num(href_list["env"]) environ = setsubsystem(val) update_icon() update() else if (href_list["overload"]) if(istype(usr, /mob/living/silicon)) src.overload_lighting() else if (href_list["toggleaccess"]) if(istype(usr, /mob/living/silicon)) if(emagged || (stat & (BROKEN|MAINT))) usr << "The APC does not respond to the command." else locked = !locked update_icon() return 0 /obj/machinery/power/apc/proc/toggle_breaker() operating = !operating src.update() update_icon() /obj/machinery/power/apc/proc/ion_act() if(prob(3)) src.locked = 1 if (src.cell.charge > 0) src.cell.charge = 0 cell.corrupt() 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() visible_message("The [src.name] suddenly lets out a blast of smoke and some sparks!", \ "You hear sizzling electronics.") /obj/machinery/power/apc/surplus() if(terminal) return terminal.surplus() else return 0 /obj/machinery/power/apc/proc/last_surplus() if(terminal && terminal.powernet) return terminal.powernet.last_surplus() else return 0 //Returns 1 if the APC should attempt to charge /obj/machinery/power/apc/proc/attempt_charging() return (chargemode && charging == 1 && operating) /obj/machinery/power/apc/draw_power(var/amount) if(terminal && terminal.powernet) return terminal.powernet.draw_power(amount) return 0 /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) 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 if(debug) log_debug("Status: [main_status] - Excess: [excess] - Last Equip: [lastused_equip] - Last Light: [lastused_light] - Longterm: [longtermpower]") if(cell && !shorted) // draw power from cell as before to power the area var/cellused = min(cell.charge, CELLRATE * lastused_total) // clamp deduction to a max, amount left in cell cell.use(cellused) if(excess > lastused_total) // if power excess recharge the cell // by the same amount just used var/draw = draw_power(cellused/CELLRATE) // draw the power needed to charge this cell cell.give(draw * CELLRATE) else // no excess, and not enough per-apc if( (cell.charge/CELLRATE + excess) >= lastused_total) // can we draw enough from cell+grid to cover last usage? var/draw = draw_power(excess) cell.charge = min(cell.maxcharge, cell.charge + CELLRATE * draw) //recharge with what we can 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) autoflag = 0 // Set channels depending on how much charge we have left update_channels() // now trickle-charge the cell lastused_charging = 0 // Clear the variable for new use. if(src.attempt_charging()) if(excess > 0) // check to make sure we have enough to charge // Max charge is capped to % per second constant var/ch = min(excess*CELLRATE, cell.maxcharge*chargelevel) ch = draw_power(ch/CELLRATE) // Removes the power we're taking from the grid cell.give(ch*CELLRATE) // actually recharge the cell lastused_charging = ch lastused_total += ch // Sensors need this to stop reporting APC charging as "Other" load else charging = 0 // stop charging chargecount = 0 // show cell as fully charged if so if(cell.charge >= cell.maxcharge) 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) power_alarm.triggerAlarm(loc, 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() /obj/machinery/power/apc/proc/update_channels() // 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.percent() > 30) || 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 power_alarm.clearAlarm(loc, src) else if((cell.percent() <= 30) && (cell.percent() > 15) && longtermpower < 0) // <30%, turn off equipment if(autoflag != 2) equipment = autoset(equipment, 2) lighting = autoset(lighting, 1) environ = autoset(environ, 1) power_alarm.triggerAlarm(loc, src) autoflag = 2 else if(cell.percent() <= 15) // <15%, turn off lighting & equipment if((autoflag > 1 && longtermpower < 0) || (autoflag > 1 && longtermpower >= 0)) equipment = autoset(equipment, 2) lighting = autoset(lighting, 2) environ = autoset(environ, 1) power_alarm.triggerAlarm(loc, src) autoflag = 1 else // zero charge, turn all off if(autoflag != 0) equipment = autoset(equipment, 0) lighting = autoset(lighting, 0) environ = autoset(environ, 0) power_alarm.triggerAlarm(loc, src) autoflag = 0 // val 0=off, 1=off(auto) 2=on 3=on(auto) // on 0=off, 1=on, 2=autooff obj/machinery/power/apc/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/emp_act(severity) if(cell) cell.emp_act(severity) lighting = 0 equipment = 0 environ = 0 update() update_icon() spawn(600) update_channels() update() update_icon() ..() /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 qdel(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/disconnect_terminal() if(terminal) terminal.master = null terminal = null /obj/machinery/power/apc/proc/set_broken() // Aesthetically much better! src.visible_message("[src]'s screen flickers with warnings briefly!") spawn(rand(2,5)) src.visible_message("[src]'s screen suddenly explodes in rain of sparks and small debris!") stat |= BROKEN operating = 0 update_icon() update() // overload the lights in this APC area /obj/machinery/power/apc/proc/overload_lighting(var/chance = 100) if(/* !get_connection() || */ !operating || shorted) return if( cell && cell.charge>=20) cell.use(20); spawn(0) for(var/obj/machinery/light/L in area) if(prob(chance)) L.on = 1 L.broken() sleep(1) /obj/machinery/power/apc/proc/setsubsystem(val) if(cell && cell.charge > 0) return (val==1) ? 0 : val else if(val == 3) return 1 else return 0 // Malfunction: Transfers APC under AI's control /obj/machinery/power/apc/proc/ai_hack(var/mob/living/silicon/ai/A = null) if(!A || !A.hacked_apcs || hacker || aidisabled || A.stat == DEAD) return 0 src.hacker = A A.hacked_apcs += src locked = 1 update_icon() return 1 #undef APC_UPDATE_ICON_COOLDOWN