mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-15 20:52:41 +00:00
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped. Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing. Weakening was made instantaneous. Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death. umm... bunch of overlays related fixes... I think that's everything. :/ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
144 lines
3.7 KiB
Plaintext
144 lines
3.7 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/power/rad_collector
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name = "Radiation Collector Array"
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desc = "A device which uses Hawking Radiation and plasma to produce power."
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icon = 'singularity.dmi'
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icon_state = "ca"
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anchored = 0
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density = 1
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directwired = 1
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req_access = list(access_engine)
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// use_power = 0
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var/obj/item/weapon/tank/plasma/P = null
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var/last_power = 0
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var/active = 0
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var/locked = 0
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var/drainratio = 1
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process()
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if(P)
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if(P.air_contents.toxins <= 0)
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investigate_log("<font color='red'>out of fuel</font>.","singulo")
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P.air_contents.toxins = 0
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eject()
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else
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P.air_contents.toxins -= 0.001*drainratio
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return
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attack_hand(mob/user as mob)
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if(anchored)
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if(!src.locked)
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toggle_power()
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user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
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"You turn the [src.name] [active? "on":"off"].")
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investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.toxins/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
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return
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else
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user << "\red The controls are locked!"
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return
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..()
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attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/device/analyzer))
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user << "\blue The [W.name] detects that [last_power]W were recently produced."
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return 1
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else if(istype(W, /obj/item/weapon/tank/plasma))
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if(!src.anchored)
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user << "\red The [src] needs to be secured to the floor first."
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return 1
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if(src.P)
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user << "\red There's already a plasma tank loaded."
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return 1
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user.drop_item()
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src.P = W
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W.loc = src
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updateicon()
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else if(istype(W, /obj/item/weapon/crowbar))
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if(P && !src.locked)
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eject()
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return 1
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else if(istype(W, /obj/item/weapon/wrench))
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if(P)
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user << "\blue Remove the plasma tank first."
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return 1
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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src.anchored = !src.anchored
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user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
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"You [anchored? "secure":"undo"] the external bolts.", \
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"You hear a ratchet")
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if(anchored)
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connect_to_network()
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else
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disconnect_from_network()
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else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "\red The controls can only be locked when the [src] is active"
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else
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user << "\red Access denied!"
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return 1
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else
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..()
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return 1
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ex_act(severity)
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switch(severity)
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if(2, 3)
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eject()
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return ..()
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proc/eject()
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locked = 0
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var/obj/item/weapon/tank/plasma/Z = src.P
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if (!Z)
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return
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Z.loc = get_turf(src)
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Z.layer = initial(Z.layer)
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src.P = null
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if(active)
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toggle_power()
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else
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updateicon()
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proc/receive_pulse(var/pulse_strength)
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if(P && active)
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var/power_produced = 0
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power_produced = P.air_contents.toxins*pulse_strength*20
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add_avail(power_produced)
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last_power = power_produced
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return
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return
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proc/updateicon()
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overlays = null
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if(P)
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overlays += image('singularity.dmi', "ptank")
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if(stat & (NOPOWER|BROKEN))
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return
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if(active)
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overlays += image('singularity.dmi', "on")
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proc/toggle_power()
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active = !active
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if(active)
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icon_state = "ca_on"
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flick("ca_active", src)
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else
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icon_state = "ca"
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flick("ca_deactive", src)
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updateicon()
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return
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