#define CRITICAL_APC_EMP_PROTECTION 10 // EMP effect duration is divided by this number if the APC has "critical" flag //update_state #define UPDATE_CELL_IN 1 #define UPDATE_OPENED1 2 #define UPDATE_OPENED2 4 #define UPDATE_MAINT 8 #define UPDATE_BROKE 16 #define UPDATE_BLUESCREEN 32 #define UPDATE_WIREEXP 64 #define UPDATE_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 #define POWERCHAN_OFF 0 #define POWERCHAN_OFF_AUTO 1 #define POWERCHAN_ON 2 #define POWERCHAN_ON_AUTO 3 //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/alarms_hidden alarms_hidden = TRUE /obj/machinery/power/apc name = "area power controller" desc = "A control terminal for the area electrical systems." icon = 'icons/obj/power_vr.dmi' //VOREStation Edit - New Icon icon_state = "apc0" plane = TURF_PLANE layer = ABOVE_TURF_LAYER anchored = 1 use_power = 0 req_access = list(access_engine_equip) var/area/area var/areastring = null var/obj/item/weapon/cell/cell var/chargelevel = 0.0005 // Cap for how fast APC cells charge, as a percentage-per-tick (0.01 means cellcharge is capped to 1% per second) 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/grid_check = FALSE var/lighting = POWERCHAN_ON_AUTO var/equipment = POWERCHAN_ON_AUTO var/environ = POWERCHAN_ON_AUTO var/operating = 1 var/charging = 0 var/chargemode = 1 var/chargecount = 0 var/locked = 1 var/coverlocked = 1 var/aidisabled = 0 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/failure_timer = 0 var/force_update = 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/alarms_hidden = FALSE //If power alarms from this APC are visible on consoles /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 //This makes sure fully draining an APC cell won't break the cell charging. charging = 0 var/drained_energy = 0 //Draws power from the grid first, if available. //This is like draining from a cable, so nins and //twizs can do that without having to pry floortiles. if(terminal && terminal.powernet) terminal.powernet.trigger_warning() drained_energy += terminal.powernet.draw_power(amount) //The grid rarely gives the full amount requested, or perhaps the grid //isn't connected (wire cut), in either case we draw what we didn't get //from the cell instead. if((drained_energy < amount) && cell) drained_energy += cell.drain_power(0, 0, (amount - drained_energy)) return drained_energy /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) pixel_x = (src.dir & 3)? 0 : (src.dir == 4 ? 24 : -24) pixel_y = (src.dir & 3)? (src.dir ==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() qdel(wires) wires = null qdel(terminal) terminal = null if(cell) cell.forceMove(loc) cell = 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 return ..() // APCs are pixel-shifted, so they need to be updated. /obj/machinery/power/apc/set_dir(new_dir) ..() pixel_x = (src.dir & 3)? 0 : (src.dir == 4 ? 24 : -24) pixel_y = (src.dir & 3)? (src.dir ==1 ? 24 : -24) : 0 if(terminal) terminal.disconnect_from_network() terminal.set_dir(src.dir) // Terminal has same dir as master terminal.connect_to_network() // Refresh the network the terminal is connected to. return /obj/machinery/power/apc/proc/energy_fail(var/duration) failure_timer = max(failure_timer, round(duration)) /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(dir) 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 if(istype(area, /area/submap)) alarms_hidden = TRUE update_icon() make_terminal() spawn(5) src.update() /obj/machinery/power/apc/examine(mob/user) if(..(user, 1)) if(stat & BROKEN) to_chat(user,"This APC is broken.") return if(opened) if(has_electronics && terminal) to_chat(user,"The cover is [opened==2?"removed":"open"] and [ cell ? "a power cell is installed" : "the power cell is missing"].") else if (!has_electronics && terminal) to_chat(user,"The frame is wired, but the electronics are missing.") else if (has_electronics && !terminal) to_chat(user,"The electronics are installed, but not wired.") else /* if (!has_electronics && !terminal) */ to_chat(user,"It's just an empty metal frame.") else if (wiresexposed) to_chat(user,"The cover is closed and the wires are exposed.") else if ((locked && emagged) || hacker) //Some things can cause locked && emagged. Malf AI causes hacker. to_chat(user,"The cover is closed, but the panel is unresponsive.") else if(!locked && emagged) //Normal emag does this. to_chat(user,"The cover is closed, but the panel is flashing an error.") else to_chat(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 & UPDATE_ALLGOOD) icon_state = "apc0" else if(update_state & (UPDATE_OPENED1|UPDATE_OPENED2)) var/basestate = "apc[ cell ? "2" : "1" ]" if(update_state & UPDATE_OPENED1) if(update_state & (UPDATE_MAINT|UPDATE_BROKE)) icon_state = "apcmaint" //disabled APC cannot hold cell else icon_state = basestate else if(update_state & UPDATE_OPENED2) icon_state = "[basestate]-nocover" else if(update_state & UPDATE_BROKE) icon_state = "apc-b" else if(update_state & UPDATE_WIREEXP) icon_state = "apcewires" else if(update_state & UPDATE_BLUESCREEN) icon_state = "apcemag" if(!(update_state & UPDATE_ALLGOOD)) if(overlays.len) overlays = 0 return if(update & 2) if(overlays.len) overlays.len = 0 if(!(stat & (BROKEN|MAINT)) && update_state & UPDATE_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] if(update & 3) if(update_state & UPDATE_BLUESCREEN) set_light(l_range = 2, l_power = 0.25, l_color = "#0000FF") else if(!(stat & (BROKEN|MAINT)) && update_state & UPDATE_ALLGOOD) var/color switch(charging) if(0) color = "#F86060" if(1) color = "#A8B0F8" if(2) color = "#82FF4C" set_light(l_range = 2, l_power = 0.25, l_color = color) else set_light(0) /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 |= UPDATE_CELL_IN if(stat & BROKEN) update_state |= UPDATE_BROKE if(stat & MAINT) update_state |= UPDATE_MAINT if(opened) if(opened==1) update_state |= UPDATE_OPENED1 if(opened==2) update_state |= UPDATE_OPENED2 else if(wiresexposed) update_state |= UPDATE_WIREEXP else if(emagged || hacker || failure_timer) update_state |= UPDATE_BLUESCREEN if(update_state <= 1) update_state |= UPDATE_ALLGOOD if(operating) update_overlay |= APC_UPOVERLAY_OPERATING if(update_state & UPDATE_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 (W.is_crowbar() && opened) if (has_electronics==1) if (terminal) to_chat(user,"Disconnect the wires first.") return playsound(src, W.usesound, 50, 1) to_chat(user,"You begin to remove the power control board...") //lpeters - fixed grammar issues //Ner - grrrrrr if(do_after(user, 50 * W.toolspeed)) if (has_electronics==1) has_electronics = 0 if ((stat & BROKEN)) user.visible_message(\ "[user.name] has broken the charred 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 (W.is_crowbar() && !(stat & BROKEN) ) if(coverlocked && !(stat & MAINT)) to_chat(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) to_chat(user,"The [src.name] already has a power cell installed.") return if (stat & MAINT) to_chat(user,"You need to install the wiring and electronics first.") return if(W.w_class != ITEMSIZE_NORMAL) to_chat(user,"\The [W] is too [W.w_class < 3? "small" : "large"] to work here.") return user.drop_item() W.forceMove(src) cell = W user.visible_message(\ "[user.name] has inserted a power cell into [src.name]!",\ "You insert the power cell.") chargecount = 0 update_icon() else if (W.is_screwdriver()) // haxing if(opened) if (cell) to_chat(user,"Remove the power cell first.") return else if (has_electronics==1 && terminal) has_electronics = 2 stat &= ~MAINT playsound(src.loc, W.usesound, 50, 1) to_chat(user,"You screw the circuit electronics into place.") else if (has_electronics==2) has_electronics = 1 stat |= MAINT playsound(src.loc, W.usesound, 50, 1) to_chat(user,"You unfasten the electronics.") else /* has_electronics==0 */ to_chat(user,"There is nothing to secure.") return update_icon() else wiresexposed = !wiresexposed to_chat(user,"The wires have been [wiresexposed ? "exposed" : "unexposed"].") playsound(src, W.usesound, 50, 1) 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 togglelock() else if (istype(W, /obj/item/stack/cable_coil) && !terminal && opened && has_electronics!=2) var/turf/T = loc if(istype(T) && !T.is_plating()) to_chat(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) to_chat(user,"You need ten lengths of cable for that.") 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 (W.is_wirecutter() && terminal && opened && has_electronics!=2) var/turf/T = loc if(istype(T) && !T.is_plating()) to_chat(user,"You must remove the floor plating in front of the APC first.") return user.visible_message("[user.name] starts dismantling the [src]'s power terminal.", \ "You begin to cut the cables...") playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1) if(do_after(user, 50 * W.toolspeed)) 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) to_chat(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 reboot() to_chat(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))) to_chat(user,"The [src] is too broken for that. Repair it first.") 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) to_chat(user,"You need more welding fuel to complete this task.") return user.visible_message("[user.name] begins cutting apart [src] with the [WT.name].", \ "You start welding the APC frame...", \ "You hear welding.") playsound(src, WT.usesound, 25, 1) if(do_after(user, 50 * WT.toolspeed)) 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 [WT.name].",\ "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 [WT.name].",\ "You cut the APC frame from the wall.",\ "You hear welding.") qdel(src) return else if (opened && ((stat & BROKEN) || hacker || emagged)) if (istype(W, /obj/item/frame/apc) && (stat & BROKEN)) if(cell) to_chat(user, "You need to remove the power cell first.") return user.visible_message("[user.name] begins replacing the damaged APC cover with a new one.",\ "You begin to replace the damaged APC cover...") if(do_after(user, 50)) user.visible_message("[user.name] has replaced the damaged APC cover with a new one.",\ "You replace the damaged APC cover with a new one.") qdel(W) stat &= ~BROKEN reboot() if (opened==2) opened = 1 update_icon() else if (istype(W, /obj/item/device/multitool) && (hacker || emagged)) if(cell) to_chat(user, "You need to remove the power cell first.") return user.visible_message("[user.name] connects their [W.name] to the APC and begins resetting it.",\ "You begin resetting the APC...") if(do_after(user, 50)) user.visible_message("[user.name] resets the APC with a beep from their [W.name].",\ "You finish resetting the APC.") playsound(src.loc, 'sound/machines/chime.ogg', 25, 1) reboot() else if ((stat & BROKEN) \ && !opened \ && W.force >= 5 \ && W.w_class >= ITEMSIZE_SMALL ) 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 a bang!") if(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 a bang!") update_icon() else if (istype(user, /mob/living/silicon)) return src.attack_hand(user) if (!opened && wiresexposed && (istype(W, /obj/item/device/multitool) || W.is_wirecutter() || istype(W, /obj/item/device/assembly/signaler))) return src.attack_hand(user) //Placeholder until someone can do take_damage() for APCs or something. to_chat(user,"The [src.name] looks too sturdy to bash open with \the [W.name].") // attack with hand - remove cell (if cover open) or interact with the APC /obj/machinery/power/apc/verb/togglelock(mob/user as mob) if(emagged) to_chat(user,"The panel is unresponsive.") else if(opened) to_chat(user,"You must close the cover to swipe an ID card.") else if(wiresexposed) to_chat(user,"You must close the wire panel.") else if(stat & (BROKEN|MAINT)) to_chat(user,"Nothing happens.") else if(hacker) to_chat(user,"Access denied.") else if(src.allowed(usr) && !isWireCut(APC_WIRE_IDSCAN)) locked = !locked to_chat(user,"You [ locked ? "lock" : "unlock"] the APC interface.") update_icon() else to_chat(user,"Access denied.") /obj/machinery/power/apc/AltClick(mob/user) ..() togglelock() /obj/machinery/power/apc/emag_act(var/remaining_charges, var/mob/user) if (!(emagged || hacker)) // trying to unlock with an emag card if(opened) to_chat(user,"You must close the cover to do that.") else if(wiresexposed) to_chat(user,"You must close the wire panel first.") else if(stat & (BROKEN|MAINT)) to_chat(user,"The [src] isn't working.") else flick("apc-spark", src) if (do_after(user,6)) emagged = 1 locked = 0 to_chat(user,"You emag the APC interface.") update_icon() return 1 /obj/machinery/power/apc/blob_act() if(!wires.IsAllCut()) wiresexposed = TRUE wires.CutAll() update_icon() /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.setClickCooldown(user.get_attack_speed()) user.visible_message("[user.name] slashes at the [src.name]!", "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("The [src.name]'s cover flies open, exposing the wires!") else if(wiresexposed == 1 && allcut == 0) wires.CutAll() src.update_icon() src.visible_message("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.") charging = 0 src.update_icon() return if(stat & (BROKEN|MAINT)) return // do APC interaction src.interact(user) /obj/machinery/power/apc/interact(mob/user) if(!user) return if(wiresexposed && !istype(user, /mob/living/silicon/ai)) wires.Interact(user) return //The panel is visibly dark when the wires are exposed, so we shouldn't be able to interact with it. 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, "emagged" = emagged, "isOperating" = operating, "externalPower" = main_status, "powerCellStatus" = cell ? cell.percent() : null, "chargeMode" = chargemode, "chargingStatus" = charging, "totalLoad" = round(lastused_total), "totalCharging" = round(lastused_charging), "failTime" = failure_timer * 2, "gridCheck" = grid_check, "coverLocked" = coverlocked, "siliconUser" = issilicon(user) || isobserver(user), //I add observer here so admins can have more control, even if it makes 'siliconUser' seem inaccurate. "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 = SSnanoui.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 && !grid_check && !failure_timer) area.power_light = (lighting >= POWERCHAN_ON) area.power_equip = (equipment >= POWERCHAN_ON) area.power_environ = (environ >= POWERCHAN_ON) // 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.client) return 0 if(isobserver(user) && is_admin(user) ) //This is to allow nanoUI interaction by ghost admins. return 1 if (user.stat) return 0 if(inoperable()) return 0 if(!user.IsAdvancedToolUser()) return 0 if(user.restrained()) to_chat(user,"Your hands must be free to use [src].") return 0 if(user.lying) to_chat(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) to_chat(user,"\The AI control for [src] has been disabled!") return 0 else if (!in_range(src, user) || !istype(src.loc, /turf)) return 0 var/mob/living/carbon/human/H = user if (istype(H) && prob(H.getBrainLoss())) to_chat(user,"You momentarily forget how to use [src].") return 0 return 1 /obj/machinery/power/apc/Topic(href, href_list) if(..()) return 1 if(!can_use(usr, 1)) return 1 if(locked && !issilicon(usr) ) if(isobserver(usr) ) var/mob/observer/dead/O = usr //Added to allow admin nanoUI interactions. if(!O.can_admin_interact() ) //NanoUI /should/ make this not needed, but better safe than sorry. to_chat(usr,"Try as you might, your ghostly fingers can't press the buttons.") return 1 else to_chat(usr,"You must unlock the panel to use this!") return 1 if (href_list["lock"]) coverlocked = !coverlocked else if (href_list["reboot"]) failure_timer = 0 update_icon() update() 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))) to_chat(usr,"The APC does not respond to the command.") return locked = !locked update_icon() return 0 /obj/machinery/power/apc/proc/toggle_breaker() operating = !operating src.update() update_icon() //This isn't used for now, so might as well disable it /* /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 if(failure_timer) update() queue_icon_update() failure_timer-- force_update = 1 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 && !grid_check) // 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, hidden=alarms_hidden) autoflag = 0 // update icon & area power if anything changed if(last_lt != lighting || last_eq != equipment || last_en != environ || force_update) force_update = 0 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, hidden=alarms_hidden) 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, hidden=alarms_hidden) 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, hidden=alarms_hidden) autoflag = 0 // val 0=off, 1=off(auto) 2=on 3=on(auto) // on 0=off, 1=on, 2=autooff // defines a state machine, returns the new state obj/machinery/power/apc/proc/autoset(var/cur_state, var/on) switch(cur_state) //if(POWERCHAN_OFF); //autoset will never turn on a channel set to off if(POWERCHAN_OFF_AUTO) if(on == 1) return POWERCHAN_ON_AUTO if(POWERCHAN_ON) if(on == 0) return POWERCHAN_OFF if(POWERCHAN_ON_AUTO) if(on == 0 || on == 2) return POWERCHAN_OFF_AUTO return cur_state //leave unchanged // damage and destruction acts /obj/machinery/power/apc/emp_act(severity) // Fail for 8-12 minutes (divided by severity) // Division by 2 is required, because machinery ticks are every two seconds. Without it we would fail for 16-24 minutes. if(is_critical) // Critical APCs are considered EMP shielded and will be offline only for about half minute. Prevents AIs being one-shot disabled by EMP strike. // Critical APCs are also more resilient to cell corruption/power drain. energy_fail(rand(240, 360) / severity / CRITICAL_APC_EMP_PROTECTION) if(cell) cell.emp_act(severity+2) else // Regular APCs fail for normal time. energy_fail(rand(240, 360) / severity) //Cells are partially shielded by the APC frame. if(cell) cell.emp_act(severity+1) update_icon() ..() /obj/machinery/power/apc/ex_act(severity) switch(severity) if(1) //set_broken() //now qdel() do what we need if (cell) cell.ex_act(1) // more lags woohoo qdel(src) return if(2) if (prob(75)) set_broken() if (cell && prob(50)) cell.ex_act(2) if(3) if (prob(50)) set_broken() if (cell && prob(50)) cell.ex_act(3) if(4) if (prob(25)) set_broken() if (cell && prob(50)) cell.ex_act(3) return /obj/machinery/power/apc/disconnect_terminal() if(terminal) terminal.master = null terminal = null /obj/machinery/power/apc/proc/set_broken() // Aesthetically much better! spawn(rand(2,5)) src.visible_message("[src]'s screen flickers suddenly, then explodes in a 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 || grid_check) 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 /obj/machinery/power/apc/proc/reboot() //reset various counters so that process() will start fresh charging = initial(charging) chargecount = initial(chargecount) autoflag = initial(autoflag) longtermpower = initial(longtermpower) failure_timer = initial(failure_timer) //start with main breaker off, chargemode in the default state and all channels on auto upon reboot operating = 0 chargemode = initial(chargemode) power_alarm.clearAlarm(loc, src) lighting = POWERCHAN_ON_AUTO equipment = POWERCHAN_ON_AUTO environ = POWERCHAN_ON_AUTO //If malf AI had this APC before, they don't now. if(hacker && hacker.hacked_apcs && (src in hacker.hacked_apcs)) hacker.hacked_apcs -= src hacker = null emagged = initial(emagged) //Resets emagging, too. update_icon() update() /obj/machinery/power/apc/overload(var/obj/machinery/power/source) if(is_critical) return if(prob(30)) // Nothing happens. return if(prob(40)) // Lights blow. overload_lighting() if(prob(40)) // Spooky flickers. for(var/obj/machinery/light/L in area) L.flicker(rand(20,30)) if(prob(25)) // Bluescreens. emagged = 1 locked = 0 update_icon() if(prob(25)) // Cell gets damaged. if(cell) cell.corrupt() if(prob(10)) // Computers get broken. for(var/obj/machinery/computer/comp in area) comp.ex_act(3) if(prob(5)) // APC completely ruined. set_broken() /obj/machinery/power/apc/do_grid_check() if(is_critical) return grid_check = TRUE spawn(15 MINUTES) // Protection against someone deconning the grid checker after a grid check happens, preventing infinte blackout. if(src && grid_check == TRUE) grid_check = FALSE #undef APC_UPDATE_ICON_COOLDOWN