////////////////////////////// // POWER MACHINERY BASE CLASS ////////////////////////////// ///////////////////////////// // Definitions ///////////////////////////// /obj/machinery/power name = null icon = 'icons/obj/power.dmi' anchored = 1.0 var/datum/powernet/powernet = null use_power = 0 idle_power_usage = 0 active_power_usage = 0 /obj/machinery/power/Del() disconnect_from_network() ..() /////////////////////////////// // General procedures ////////////////////////////// // common helper procs for all power machines /obj/machinery/power/drain_power(var/drain_check, var/surge, var/amount = 0) if(drain_check) return 1 if(powernet && powernet.avail) powernet.trigger_warning() return powernet.draw_power(amount) /obj/machinery/power/proc/add_avail(var/amount) if(powernet) powernet.newavail += amount /obj/machinery/power/proc/draw_power(var/amount) if(powernet) return powernet.draw_power(amount) return 0 /obj/machinery/power/proc/surplus() if(powernet) return powernet.avail-powernet.load else return 0 /obj/machinery/power/proc/avail() if(powernet) return powernet.avail else return 0 /obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl. return // returns true if the area has power on given channel (or doesn't require power). // defaults to power_channel /obj/machinery/proc/powered(var/chan = -1) // defaults to power_channel if(!src.loc) return 0 //Don't do this. It allows machines that set use_power to 0 when off (many machines) to //be turned on again and used after a power failure because they never gain the NOPOWER flag. //if(!use_power) // return 1 var/area/A = src.loc.loc // make sure it's in an area if(!A || !isarea(A) || !A.master) return 0 // if not, then not powered if(chan == -1) chan = power_channel return A.master.powered(chan) // return power status of the area // increment the power usage stats for an area /obj/machinery/proc/use_power(var/amount, var/chan = -1) // defaults to power_channel var/area/A = get_area(src) // make sure it's in an area if(!A || !isarea(A) || !A.master) return if(chan == -1) chan = power_channel A.master.use_power(amount, chan) /obj/machinery/proc/power_change() // called whenever the power settings of the containing area change // by default, check equipment channel & set flag // can override if needed if(powered(power_channel)) stat &= ~NOPOWER else stat |= NOPOWER return // connect the machine to a powernet if a node cable is present on the turf /obj/machinery/power/proc/connect_to_network() var/turf/T = src.loc if(!T || !istype(T)) return 0 var/obj/structure/cable/C = T.get_cable_node() //check if we have a node cable on the machine turf, the first found is picked if(!C || !C.powernet) return 0 C.powernet.add_machine(src) return 1 // remove and disconnect the machine from its current powernet /obj/machinery/power/proc/disconnect_from_network() if(!powernet) return 0 powernet.remove_machine(src) return 1 // attach a wire to a power machine - leads from the turf you are standing on //almost never called, overwritten by all power machines but terminal and generator /obj/machinery/power/attackby(obj/item/weapon/W, mob/user) if(istype(W, /obj/item/stack/cable_coil)) var/obj/item/stack/cable_coil/coil = W var/turf/T = user.loc if(T.intact || !istype(T, /turf/simulated/floor)) return if(get_dist(src, user) > 1) return coil.turf_place(T, user) return else ..() return /////////////////////////////////////////// // Powernet handling helpers ////////////////////////////////////////// //returns all the cables WITHOUT a powernet in neighbors turfs, //pointing towards the turf the machine is located at /obj/machinery/power/proc/get_connections() . = list() var/cdir var/turf/T for(var/card in cardinal) T = get_step(loc,card) cdir = get_dir(T,loc) for(var/obj/structure/cable/C in T) if(C.powernet) continue if(C.d1 == cdir || C.d2 == cdir) . += C return . //returns all the cables in neighbors turfs, //pointing towards the turf the machine is located at /obj/machinery/power/proc/get_marked_connections() . = list() var/cdir var/turf/T for(var/card in cardinal) T = get_step(loc,card) cdir = get_dir(T,loc) for(var/obj/structure/cable/C in T) if(C.d1 == cdir || C.d2 == cdir) . += C return . //returns all the NODES (O-X) cables WITHOUT a powernet in the turf the machine is located at /obj/machinery/power/proc/get_indirect_connections() . = list() for(var/obj/structure/cable/C in loc) if(C.powernet) continue if(C.d1 == 0) // the cable is a node cable . += C return . /////////////////////////////////////////// // GLOBAL PROCS for powernets handling ////////////////////////////////////////// // returns a list of all power-related objects (nodes, cable, junctions) in turf, // excluding source, that match the direction d // if unmarked==1, only return those with no powernet /proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0, var/cable_only = 0) . = list() var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0) ///// Z-Level Stuff var/Zdir if(d==11) Zdir = 11 else if (d==12) Zdir = 12 else Zdir = 999 ///// Z-Level Stuff for(var/AM in T) if(AM == source) continue //we don't want to return source if(!cable_only && istype(AM,/obj/machinery/power)) var/obj/machinery/power/P = AM if(P.powernet == 0) continue // exclude APCs which have powernet=0 if(!unmarked || !P.powernet) //if unmarked=1 we only return things with no powernet if(d == 0) . += P else if(istype(AM,/obj/structure/cable)) var/obj/structure/cable/C = AM if(!unmarked || !C.powernet) ///// Z-Level Stuff if(C.d1 == fdir || C.d2 == fdir || C.d1 == Zdir || C.d2 == Zdir) ///// Z-Level Stuff . += C else if(C.d1 == d || C.d2 == d) . += C return . /hook/startup/proc/buildPowernets() return makepowernets() // rebuild all power networks from scratch - only called at world creation or by the admin verb /proc/makepowernets() for(var/datum/powernet/PN in powernets) del(PN) powernets.Cut() for(var/obj/structure/cable/PC in cable_list) if(!PC.powernet) var/datum/powernet/NewPN = new() NewPN.add_cable(PC) propagate_network(PC,PC.powernet) return 1 //remove the old powernet and replace it with a new one throughout the network. /proc/propagate_network(var/obj/O, var/datum/powernet/PN) //world.log << "propagating new network" var/list/worklist = list() var/list/found_machines = list() var/index = 1 var/obj/P = null worklist+=O //start propagating from the passed object while(index<=worklist.len) //until we've exhausted all power objects P = worklist[index] //get the next power object found index++ if( istype(P,/obj/structure/cable)) var/obj/structure/cable/C = P if(C.powernet != PN) //add it to the powernet, if it isn't already there PN.add_cable(C) worklist |= C.get_connections() //get adjacents power objects, with or without a powernet else if(P.anchored && istype(P,/obj/machinery/power)) var/obj/machinery/power/M = P found_machines |= M //we wait until the powernet is fully propagates to connect the machines else continue //now that the powernet is set, connect found machines to it for(var/obj/machinery/power/PM in found_machines) if(!PM.connect_to_network()) //couldn't find a node on its turf... PM.disconnect_from_network() //... so disconnect if already on a powernet //Merge two powernets, the bigger (in cable length term) absorbing the other /proc/merge_powernets(var/datum/powernet/net1, var/datum/powernet/net2) if(!net1 || !net2) //if one of the powernet doesn't exist, return return if(net1 == net2) //don't merge same powernets return //We assume net1 is larger. If net2 is in fact larger we are just going to make them switch places to reduce on code. if(net1.cables.len < net2.cables.len) //net2 is larger than net1. Let's switch them around var/temp = net1 net1 = net2 net2 = temp //merge net2 into net1 for(var/obj/structure/cable/Cable in net2.cables) //merge cables net1.add_cable(Cable) if(!net2) return net1 for(var/obj/machinery/power/Node in net2.nodes) //merge power machines if(!Node.connect_to_network()) Node.disconnect_from_network() //if somehow we can't connect the machine to the new powernet, disconnect it from the old nonetheless return net1 //Determines how strong could be shock, deals damage to mob, uses power. //M is a mob who touched wire/whatever //power_source is a source of electricity, can be powercell, area, apc, cable, powernet or null //source is an object caused electrocuting (airlock, grille, etc) //No animations will be performed by this proc. /proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0) if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb var/area/source_area if(istype(power_source,/area)) source_area = power_source power_source = source_area.get_apc() if(istype(power_source,/obj/structure/cable)) var/obj/structure/cable/Cable = power_source power_source = Cable.powernet var/datum/powernet/PN var/obj/item/weapon/cell/cell if(istype(power_source,/datum/powernet)) PN = power_source else if(istype(power_source,/obj/item/weapon/cell)) cell = power_source else if(istype(power_source,/obj/machinery/power/apc)) var/obj/machinery/power/apc/apc = power_source cell = apc.cell if (apc.terminal) PN = apc.terminal.powernet else if (!power_source) return 0 else log_admin("ERROR: /proc/electrocute_mob([M], [power_source], [source]): wrong power_source") return 0 //Triggers powernet warning, but only for 5 ticks (if applicable) //If following checks determine user is protected we won't alarm for long. if(PN) PN.trigger_warning(5) if(istype(M,/mob/living/carbon/human)) var/mob/living/carbon/human/H = M if(H.species.siemens_coefficient == 0) return if(H.gloves) var/obj/item/clothing/gloves/G = H.gloves if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on //Checks again. If we are still here subject will be shocked, trigger standard 20 tick warning //Since this one is longer it will override the original one. if(PN) PN.trigger_warning() if (!cell && !PN) return 0 var/PN_damage = 0 var/cell_damage = 0 if (PN) PN_damage = PN.get_electrocute_damage() if (cell) cell_damage = cell.get_electrocute_damage() var/shock_damage = 0 if (PN_damage>=cell_damage) power_source = PN shock_damage = PN_damage else power_source = cell shock_damage = cell_damage var/drained_hp = M.electrocute_act(shock_damage, source, siemens_coeff) //zzzzzzap! var/drained_energy = drained_hp*20 if (source_area) source_area.use_power(drained_energy/CELLRATE) else if (istype(power_source,/datum/powernet)) var/drained_power = drained_energy/CELLRATE //convert from "joules" to "watts" drained_power = PN.draw_power(drained_power) else if (istype(power_source, /obj/item/weapon/cell)) cell.use(drained_energy) return drained_energy