Files
CHOMPStation2/code/modules/power/apc.dm
n3ophyt3@gmail.com 1b4d6517c7 You can now stick IDs in PDAs.
If you look at your PDA window, there should be an option to stick an ID in, like with some computers.
  While carrying an ID, a PDA can be used for almost everything an ID can.
    While ID scanners can read cards through a PDA, it is difficult to shove a PDA into the ID slot on some computers.
    It is possible I missed some functions, but I was quite thorough in my sweep through the code.
    In the event of PDA destruction, any inserted ID is ejected unharmed.

It is now possible to stick PDAs in your jumpsuit's ID slot.
  Since PDAs are named, you can disguise yourself as someone else using one.
  Beepsky/ED-209 can see through a PDA disguise if you stick your real ID in for access.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@592 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-12 04:37:39 +00:00

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30 KiB
Plaintext

#define APC_WIRE_IDSCAN 1
#define APC_WIRE_MAIN_POWER1 2
#define APC_WIRE_MAIN_POWER2 3
#define APC_WIRE_AI_CONTROL 4
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
// one per area, needs wire conection to power network
// 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
name = "area power controller"
icon_state = "apc0"
anchored = 1
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 = 2500 // 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
var/opened = 0
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_total = 0
var/main_status = 0
var/light_consumption = 0
var/equip_consumption = 0
var/environ_consumption = 0
var/emagged = 0
var/wiresexposed = 0
var/apcwires = 15
netnum = -1 // set so that APCs aren't found as powernet nodes
var/malfhack = 0 //New var for my changes to AI malf. --NeoFite
var/mob/living/silicon/ai/malfai = null //See above --NeoFite
// luminosity = 1
var/overload = 1 //used for the Blackout malf module
/proc/RandomAPCWires()
//to make this not randomize the wires, just set index to 1 and increment it in the flag for loop (after doing everything else).
var/list/apcwires = list(0, 0, 0, 0)
APCIndexToFlag = list(0, 0, 0, 0)
APCIndexToWireColor = list(0, 0, 0, 0)
APCWireColorToIndex = list(0, 0, 0, 0)
var/flagIndex = 1
for (var/flag=1, flag<16, flag+=flag)
var/valid = 0
while (!valid)
var/colorIndex = rand(1, 4)
if (apcwires[colorIndex]==0)
valid = 1
apcwires[colorIndex] = flag
APCIndexToFlag[flagIndex] = flag
APCIndexToWireColor[flagIndex] = colorIndex
APCWireColorToIndex[colorIndex] = flagIndex
flagIndex+=1
return apcwires
/obj/machinery/power/apc/updateUsrDialog()
var/list/nearby = viewers(1, src)
if (!(stat & BROKEN)) // unbroken
for(var/mob/M in nearby)
if ((M.client && M.machine == src))
src.interact(M)
if (istype(usr, /mob/living/silicon))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
src.interact(usr)
/obj/machinery/power/apc/updateDialog()
if(!(stat & BROKEN)) // unbroken
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if (M.client && M.machine == src)
src.interact(M)
AutoUpdateAI(src)
/obj/machinery/power/apc/New()
..()
// offset 24 pixels in direction of dir
// this allows the APC to be embedded in a wall, yet still inside an area
tdir = dir // to fix Vars bug
dir = SOUTH
pixel_x = (tdir & 3)? 0 : (tdir == 4 ? 24 : -24)
pixel_y = (tdir & 3)? (tdir ==1 ? 24 : -24) : 0
// is starting with a power cell installed, create it and set its charge level
if(cell_type)
src.cell = new/obj/item/weapon/cell(src)
cell.maxcharge = cell_type // cell_type is maximum charge (old default was 1000 or 2500 (values one and two respectively)
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
else
src.area = get_area_name(areastring)
updateicon()
// 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.dir = tdir
terminal.master = src
spawn(5)
src.update()
/obj/machinery/power/apc/examine()
set src in oview(1)
if(stat & BROKEN) return
if(usr && !usr.stat)
usr << "A control terminal for the area electrical systems."
if(opened)
usr << "The cover is open and the power cell is [ cell ? "installed" : "missing"]."
else
usr << "The cover is closed."
// update the APC icon to show the three base states
// also add overlays for indicator lights
/obj/machinery/power/apc/proc/updateicon()
if(opened)
icon_state = "[ cell ? "apc2" : "apc1" ]" // if opened, show cell if it's inserted
src.overlays = null // also delete all overlays
else if(emagged || malfhack)
icon_state = "apcemag"
src.overlays = null
return
else if(wiresexposed)
icon_state = "apcwires"
src.overlays = null
return
else
icon_state = "apc0"
// if closed, update overlays for channel status
src.overlays = null
overlays += image('power.dmi', "apcox-[locked]") // 0=blue 1=red
overlays += image('power.dmi', "apco3-[charging]") // 0=red, 1=yellow/black 2=green
if(operating)
overlays += image('power.dmi', "apco0-[equipment]") // 0=red, 1=green, 2=blue
overlays += image('power.dmi', "apco1-[lighting]")
overlays += image('power.dmi', "apco2-[environ]")
//attack with an item - open/close cover, insert cell, or (un)lock interface
/obj/machinery/power/apc/attackby(obj/item/weapon/W, mob/user)
if(stat & BROKEN) return
if (istype(user, /mob/living/silicon))
return src.attack_hand(user)
if (istype(W, /obj/item/weapon/crowbar)) // crowbar means open or close the cover
if(opened)
opened = 0
updateicon()
else
if(coverlocked)
user << "The cover is locked and cannot be opened."
else
opened = 1
updateicon()
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."
else
user.drop_item()
W.loc = src
cell = W
user << "You insert the power cell."
chargecount = 0
updateicon()
else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
if(opened)
user << "Close the APC first"
else if(emagged || malfhack)
user << "The interface is broken"
else
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
updateicon()
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 || malfhack)
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(src.allowed(usr))
locked = !locked
user << "You [ locked ? "lock" : "unlock"] the APC interface."
updateicon()
else
user << "\red Access denied."
else if (istype(W, /obj/item/weapon/card/emag) && !(emagged || malfhack)) // 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
flick("apc-spark", src)
sleep(6)
if(prob(50))
emagged = 1
locked = 0
user << "You emag the APC interface."
updateicon()
else
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
/obj/machinery/power/apc/attack_ai(mob/user)
return src.attack_hand(user)
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/attack_hand(mob/user)
add_fingerprint(user)
if(stat & BROKEN) return
if(opened && (!istype(user, /mob/living/silicon)))
if(cell)
cell.loc = usr
cell.layer = 20
if (user.hand )
user.l_hand = cell
else
user.r_hand = cell
cell.add_fingerprint(user)
cell.updateicon()
src.cell = null
user << "You remove the power cell."
charging = 0
src.updateicon()
else
// do APC interaction
src.interact(user)
/obj/machinery/power/apc/proc/interact(mob/user)
if ( (get_dist(src, user) > 1 ))
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=apc")
return
else if (istype(user, /mob/living/silicon) && src.aidisabled && !src.malfhack)
user << "AI control for this APC interface has been disabled."
user << browse(null, "window=apc")
return
else if (src.malfai)
if (src.malfai != user)
user << "AI control for this APC interface has been disabled."
user << browse(null, "window=apc")
return
if(wiresexposed && (!istype(user, /mob/living/silicon)))
user.machine = src
var/t1 = text("<B>Access Panel</B><br>\n")
var/list/apcwires = list(
"Orange" = 1,
"Dark red" = 2,
"White" = 3,
"Yellow" = 4,
)
for(var/wiredesc in apcwires)
var/is_uncut = src.apcwires & APCWireColorToFlag[apcwires[wiredesc]]
t1 += "[wiredesc] wire: "
if(!is_uncut)
t1 += "<a href='?src=\ref[src];apcwires=[apcwires[wiredesc]]'>Mend</a>"
else
t1 += "<a href='?src=\ref[src];apcwires=[apcwires[wiredesc]]'>Cut</a> "
t1 += "<a href='?src=\ref[src];pulse=[apcwires[wiredesc]]'>Pulse</a> "
t1 += "<br>"
t1 += text("<br>\n[(src.locked ? "The APC is locked." : "The APC is unlocked.")]<br>\n[(src.shorted ? "The APCs power has been shorted." : "The APC is working properly!")]<br>\n[(src.aidisabled ? "The 'AI control allowed' light is off." : "The 'AI control allowed' light is on.")]")
t1 += text("<p><a href='?src=\ref[src];close2=1'>Close</a></p>\n")
user << browse(t1, "window=apcwires")
onclose(user, "apcwires")
user.machine = src
var/t = "<TT><B>Area Power Controller</B> ([area.name])<HR>"
if(locked && (!istype(user, /mob/living/silicon)))
t += "<I>(Swipe ID card to unlock inteface.)</I><BR>"
t += "Main breaker : <B>[operating ? "On" : "Off"]</B><BR>"
t += "External power : <B>[ main_status ? (main_status ==2 ? "<FONT COLOR=#004000>Good</FONT>" : "<FONT COLOR=#D09000>Low</FONT>") : "<FONT COLOR=#F00000>None</FONT>"]</B><BR>"
t += "Power cell: <B>[cell ? "[round(cell.percent())]%" : "<FONT COLOR=red>Not connected.</FONT>"]</B>"
if(cell)
t += " ([charging ? ( charging == 1 ? "Charging" : "Fully charged" ) : "Not charging"])"
t += " ([chargemode ? "Auto" : "Off"])"
t += "<BR><HR>Power channels<BR><PRE>"
var/list/L = list ("Off","Off (Auto)", "On", "On (Auto)")
t += "Equipment: [add_lspace(lastused_equip, 6)] W : <B>[L[equipment+1]]</B><BR>"
t += "Lighting: [add_lspace(lastused_light, 6)] W : <B>[L[lighting+1]]</B><BR>"
t += "Environmental:[add_lspace(lastused_environ, 6)] W : <B>[L[environ+1]]</B><BR>"
t += "<BR>Total load: [lastused_light + lastused_equip + lastused_environ] W</PRE>"
t += "<HR>Cover lock: <B>[coverlocked ? "Engaged" : "Disengaged"]</B>"
else
if (!istype(user, /mob/living/silicon))
t += "<I>(Swipe ID card to lock interface.)</I><BR>"
t += "Main breaker: [operating ? "<B>On</B> <A href='?src=\ref[src];breaker=1'>Off</A>" : "<A href='?src=\ref[src];breaker=1'>On</A> <B>Off</B>" ]<BR>"
t += "External power : <B>[ main_status ? (main_status ==2 ? "<FONT COLOR=#004000>Good</FONT>" : "<FONT COLOR=#D09000>Low</FONT>") : "<FONT COLOR=#F00000>None</FONT>"]</B><BR>"
if(cell)
t += "Power cell: <B>[round(cell.percent())]%</B>"
t += " ([charging ? ( charging == 1 ? "Charging" : "Fully charged" ) : "Not charging"])"
t += " ([chargemode ? "<A href='?src=\ref[src];cmode=1'>Off</A> <B>Auto</B>" : "<B>Off</B> <A href='?src=\ref[src];cmode=1'>Auto</A>"])"
else
t += "Power cell: <B><FONT COLOR=red>Not connected.</FONT></B>"
t += "<BR><HR>Power channels<BR><PRE>"
t += "Equipment: [add_lspace(lastused_equip, 6)] W : "
switch(equipment)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];eqp=2'>On</A> <A href='?src=\ref[src];eqp=3'>Auto</A>"
if(1)
t += "<A href='?src=\ref[src];eqp=1'>Off</A> <A href='?src=\ref[src];eqp=2'>On</A> <B>Auto (Off)</B>"
if(2)
t += "<A href='?src=\ref[src];eqp=1'>Off</A> <B>On</B> <A href='?src=\ref[src];eqp=3'>Auto</A>"
if(3)
t += "<A href='?src=\ref[src];eqp=1'>Off</A> <A href='?src=\ref[src];eqp=2'>On</A> <B>Auto (On)</B>"
t +="<BR>"
t += "Lighting: [add_lspace(lastused_light, 6)] W : "
switch(lighting)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];lgt=2'>On</A> <A href='?src=\ref[src];lgt=3'>Auto</A>"
if(1)
t += "<A href='?src=\ref[src];lgt=1'>Off</A> <A href='?src=\ref[src];lgt=2'>On</A> <B>Auto (Off)</B>"
if(2)
t += "<A href='?src=\ref[src];lgt=1'>Off</A> <B>On</B> <A href='?src=\ref[src];lgt=3'>Auto</A>"
if(3)
t += "<A href='?src=\ref[src];lgt=1'>Off</A> <A href='?src=\ref[src];lgt=2'>On</A> <B>Auto (On)</B>"
t +="<BR>"
t += "Environmental:[add_lspace(lastused_environ, 6)] W : "
switch(environ)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];env=2'>On</A> <A href='?src=\ref[src];env=3'>Auto</A>"
if(1)
t += "<A href='?src=\ref[src];env=1'>Off</A> <A href='?src=\ref[src];env=2'>On</A> <B>Auto (Off)</B>"
if(2)
t += "<A href='?src=\ref[src];env=1'>Off</A> <B>On</B> <A href='?src=\ref[src];env=3'>Auto</A>"
if(3)
t += "<A href='?src=\ref[src];env=1'>Off</A> <A href='?src=\ref[src];env=2'>On</A> <B>Auto (On)</B>"
t += "<BR>Total load: [lastused_light + lastused_equip + lastused_environ] W</PRE>"
t += "<HR>Cover lock: [coverlocked ? "<B><A href='?src=\ref[src];lock=1'>Engaged</A></B>" : "<B><A href='?src=\ref[src];lock=1'>Disengaged</A></B>"]"
if (istype(user, /mob/living/silicon))
t += "<BR><HR><A href='?src=\ref[src];overload=1'><I>Overload lighting circuit</I></A><BR>"
if (ticker)
// world << "there's a ticker"
if(ticker.mode.name == "AI malfunction")
// world << "ticker says its malf"
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/B in malf.malf_ai)
if (user == B.current)
if (!src.malfai)
t += "<BR><HR><A href='?src=\ref[src];malfhack=1'><I>Override Programming</I></A><BR>"
else
t += "<BR><HR><I>APC Hacked</I><BR>"
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</TT>"
user << browse(t, "window=apc")
onclose(user, "apc")
return
/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/isWireColorCut(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
return ((src.apcwires & wireFlag) == 0)
/obj/machinery/power/apc/proc/isWireCut(var/wireIndex)
var/wireFlag = APCIndexToFlag[wireIndex]
return ((src.apcwires & wireFlag) == 0)
/obj/machinery/power/apc/proc/get_connection()
if(stat & BROKEN) return 0
return 1
/obj/machinery/power/apc/proc/shock(mob/user, prb)
if(!prob(prb))
return 0
var/net = get_connection() // find the powernet of the connected cable
if(!net) // cable is unpowered
return 0
return src.apcelectrocute(user, prb, net)
/obj/machinery/power/apc/proc/apcelectrocute(mob/user, prb, netnum)
if(stat == 2)
return 0
if(!prob(prb))
return 0
if(!netnum) // unconnected cable is unpowered
return 0
var/prot = 1
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
prot = G.siemens_coefficient
else if (istype(user, /mob/living/silicon))
return 0
if(prot == 0) // elec insulted gloves protect completely
return 0
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
var/shock_damage = 0
if(cell_type == 2500) //someone juiced up the grid enough, people going to die!
shock_damage = min(rand(70,145),rand(70,145))*prot
cell_type = cell_type - 2000
else if(cell_type >= 1750)
shock_damage = min(rand(35,110),rand(35,110))*prot
cell_type = cell_type - 1600
else if(cell_type >= 1500)
shock_damage = min(rand(30,100),rand(30,100))*prot
cell_type = cell_type - 1000
else if(cell_type >= 750)
shock_damage = min(rand(25,90),rand(25,90))*prot
cell_type = cell_type - 500
else if(cell_type >= 250)
shock_damage = min(rand(20,80),rand(20,80))*prot
cell_type = cell_type - 125
else if(cell_type >= 100)
shock_damage = min(rand(20,65),rand(20,65))*prot
cell_type = cell_type - 50
else
return 0
user.burn_skin(shock_damage)
user << "\red <B>You feel a powerful shock course through your body!</B>"
sleep(1)
if(user.stunned < shock_damage) user.stunned = shock_damage
if(user.weakened < 20*prot) user.weakened = 20*prot
for(var/mob/M in viewers(src))
if(M == user) continue
M.show_message("\red [user.name] was shocked by the [src.name]!", 3, "\red You hear a heavy electrical crack", 2)
return 1
/obj/machinery/power/apc/proc/cut(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
var/wireIndex = APCWireColorToIndex[wireColor]
apcwires &= ~wireFlag
switch(wireIndex)
if(APC_WIRE_MAIN_POWER1)
src.shock(usr, 50) //this doesn't work for some reason, give me a while I'll figure it out
src.shorted = 1
src.updateUsrDialog()
if(APC_WIRE_MAIN_POWER2)
src.shock(usr, 50)
src.shorted = 1
src.updateUsrDialog()
if (APC_WIRE_AI_CONTROL)
if (src.aidisabled == 0)
src.aidisabled = 1
src.updateUsrDialog()
// if(APC_WIRE_IDSCAN) nothing happens when you cut this wire, add in something if you want whatever
/obj/machinery/power/apc/proc/mend(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
var/wireIndex = APCWireColorToIndex[wireColor] //not used in this function
apcwires |= wireFlag
switch(wireIndex)
if(APC_WIRE_MAIN_POWER1)
if ((!src.isWireCut(APC_WIRE_MAIN_POWER1)) && (!src.isWireCut(APC_WIRE_MAIN_POWER2)))
src.shorted = 0
src.shock(usr, 50)
src.updateUsrDialog()
if(APC_WIRE_MAIN_POWER2)
if ((!src.isWireCut(APC_WIRE_MAIN_POWER1)) && (!src.isWireCut(APC_WIRE_MAIN_POWER2)))
src.shorted = 0
src.shock(usr, 50)
src.updateUsrDialog()
if (APC_WIRE_AI_CONTROL)
//one wire for AI control. Cutting this prevents the AI from controlling the door unless it has hacked the door through the power connection (which takes about a minute). If both main and backup power are cut, as well as this wire, then the AI cannot operate or hack the door at all.
//aidisabledDisabled: If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in.
if (src.aidisabled == 1)
src.aidisabled = 0
src.updateUsrDialog()
// if(APC_WIRE_IDSCAN) nothing happens when you cut this wire, add in something if you want whatever
/obj/machinery/power/apc/proc/pulse(var/wireColor)
//var/wireFlag = apcWireColorToFlag[wireColor] //not used in this function
var/wireIndex = APCWireColorToIndex[wireColor]
switch(wireIndex)
if(APC_WIRE_IDSCAN) //unlocks the APC for 30 seconds, if you have a better way to hack an APC I'm all ears
src.locked = 0
spawn(300)
src.locked = 1
src.updateDialog()
if (APC_WIRE_MAIN_POWER1)
if(shorted == 0)
shorted = 1
spawn(1200)
if(shorted == 1)
shorted = 0
src.updateDialog()
if (APC_WIRE_MAIN_POWER2)
if(shorted == 0)
shorted = 1
spawn(1200)
if(shorted == 1)
shorted = 0
src.updateDialog()
if (APC_WIRE_AI_CONTROL)
if (src.aidisabled == 0)
src.aidisabled = 1
src.updateDialog()
spawn(10)
if (src.aidisabled == 1)
src.aidisabled = 0
src.updateDialog()
/obj/machinery/power/apc/Topic(href, href_list)
..()
if (((in_range(src, usr) && istype(src.loc, /turf))) || ((istype(usr, /mob/living/silicon) && !(src.aidisabled))))
usr.machine = src
if (href_list["apcwires"])
var/t1 = text2num(href_list["apcwires"])
if (!( istype(usr.equipped(), /obj/item/weapon/wirecutters) ))
usr << "You need wirecutters!"
return
if (src.isWireColorCut(t1))
src.mend(t1)
else
src.cut(t1)
else if (href_list["pulse"])
var/t1 = text2num(href_list["pulse"])
if (!istype(usr.equipped(), /obj/item/device/multitool))
usr << "You need a multitool!"
return
if (src.isWireColorCut(t1))
usr << "You can't pulse a cut wire."
return
else
src.pulse(t1)
else if (href_list["lock"])
coverlocked = !coverlocked
else if (href_list["breaker"])
operating = !operating
src.update()
updateicon()
else if (href_list["cmode"])
chargemode = !chargemode
if(!chargemode)
charging = 0
updateicon()
else if (href_list["eqp"])
var/val = text2num(href_list["eqp"])
equipment = (val==1) ? 0 : val
updateicon()
update()
else if (href_list["lgt"])
var/val = text2num(href_list["lgt"])
lighting = (val==1) ? 0 : val
updateicon()
update()
else if (href_list["env"])
var/val = text2num(href_list["env"])
environ = (val==1) ? 0 :val
updateicon()
update()
else if( href_list["close"] )
usr << browse(null, "window=apc")
usr.machine = null
return
else if (href_list["close2"])
usr << browse(null, "window=apcwires")
usr.machine = null
return
else if (href_list["overload"])
if( istype(usr, /mob/living/silicon) && !src.aidisabled )
src.overload_lighting()
else if (href_list["malfhack"])
var/mob/living/silicon/ai/malfai = usr
if( istype(malfai, /mob/living/silicon/ai) && !src.aidisabled )
if (malfai.malfhacking)
malfai << "You are already hacking an APC."
return
malfai << "Beginning override of APC systems. This takes some time, and you cannot perform other actions during the process."
malfai.malfhack = src
malfai.malfhacking = 1
sleep(600)
if (!src.aidisabled)
malfai.malfhack = null
malfai.malfhacking = 0
if (src.z == 1)
ticker.mode:apcs++
src.malfai = usr
if (src.cell)
if (src.cell.charge > 0)
src.cell.charge = 0
src.malfhack = 1
malfai << "Hack complete. The APC is now under your exclusive control. Discharging cell to fuse interface."
updateicon()
var/datum/effects/system/harmless_smoke_spread/smoke = new /datum/effects/system/harmless_smoke_spread()
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
s.set_up(3, 1, src)
s.start()
for(var/mob/M in viewers(src))
M.show_message("\red The [src.name] suddenly lets out a blast of smoke and some sparks!", 3, "\red You hear sizzling electronics.", 2)
else
malfai << "Hack complete. The APC is now under your exclusive control. Unable to fuse interface due to insufficient cell charge."
else
malfai << "Hack complete. The APC is now under your exclusive control. Unable to fuse interface due to lack of cell do discharge."
return
src.updateUsrDialog()
else
usr << browse(null, "window=apc")
usr.machine = null
return
/obj/machinery/power/apc/surplus()
if(terminal)
return terminal.surplus()
else
return 0
/obj/machinery/power/apc/add_load(var/amount)
if(terminal && terminal.powernet)
terminal.powernet.newload += amount
/obj/machinery/power/apc/avail()
if(terminal)
return terminal.avail()
else
return 0
/obj/machinery/power/apc/process()
if(stat & BROKEN)
return
if(!area.requires_power)
return
/*
if (equipment > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.equip_consumption, EQUIP)
if (lighting > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.light_consumption, LIGHT)
if (environ > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.environ_consumption, ENVIRON)
area.calc_lighting() */
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
var/perapc = 0
if(terminal && terminal.powernet)
perapc = terminal.powernet.perapc
if(cell && !shorted)
// draw power from cell as before
var/cellused = min(cell.charge, CELLRATE * lastused_total) // clamp deduction to a max, amount left in cell
cell.use(cellused)
if(excess > 0 || perapc > lastused_total) // if power excess, or enough anyway, recharge the cell
// by the same amount just used
cell.give(cellused)
add_load(cellused/CELLRATE) // add the load used to recharge the cell
else // no excess, and not enough per-apc
if( (cell.charge/CELLRATE+perapc) >= lastused_total) // can we draw enough from cell+grid to cover last usage?
cell.charge = min(cell.maxcharge, cell.charge + CELLRATE * perapc) //recharge with what we can
add_load(perapc) // so draw what we can from the grid
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)
// set channels depending on how much charge we have left
if(cell.charge <= 0) // zero charge, turn all off
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
area.poweralert(0, src)
else if(cell.percent() < 15) // <15%, turn off lighting & equipment
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 2)
environ = autoset(environ, 1)
area.poweralert(0, src)
else if(cell.percent() < 30) // <30%, turn off equipment
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
area.poweralert(0, src)
else // otherwise all can be on
equipment = autoset(equipment, 1)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
if(cell.percent() > 75)
area.poweralert(1, src)
// now trickle-charge the cell
if(chargemode && charging == 1 && operating)
if(excess > 0) // check to make sure we have enough to charge
// Max charge is perapc share, capped to cell capacity, or % per second constant (Whichever is smallest)
var/ch = min(perapc, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
add_load(ch) // Removes the power we're taking from the grid
cell.give(ch) // actually recharge the cell
else
charging = 0 // stop charging
chargecount = 0
// show cell as fully charged if so
if(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)
area.poweralert(0, src)
// update icon & area power if anything changed
if(last_lt != lighting || last_eq != equipment || last_en != environ || last_ch != charging)
updateicon()
update()
src.updateDialog()
// val 0=off, 1=off(auto) 2=on 3=on(auto)
// on 0=off, 1=on, 2=autooff
/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/meteorhit(var/obj/O as obj)
set_broken()
return
/obj/machinery/power/apc/ex_act(severity)
switch(severity)
if(1.0)
set_broken()
del(src)
return
if(2.0)
if (prob(50))
set_broken()
if(3.0)
if (prob(25))
set_broken()
else
return
/obj/machinery/power/apc/blob_act()
if (prob(75))
set_broken()
/obj/machinery/power/apc/proc/set_broken()
stat |= BROKEN
icon_state = "apc-b"
overlays = null
operating = 0
update()
// overload all the lights in this APC area
/obj/machinery/power/apc/proc/overload_lighting()
if(!get_connection() || !operating || shorted)
return
if( cell && cell.charge>=20)
cell.charge-=20;
spawn(0)
for(var/area/A in area.related)
for(var/obj/machinery/light/L in A)
L.on = 1
L.broken()
sleep(1)