Files
CHOMPStation2/code/modules/power/singularity/field_generator.dm
mport2004@gmail.com 70dcb24e97 Solar SMES no longer start with power.
Forgot to tell the containment fields to watch for the generator.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1996 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 07:39:31 +00:00

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9.1 KiB
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/*
field_generator power level display
The icon used for the field_generator need to have 'num_power_levels' number of icon states
named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
no power level overlay is currently in the overlays list.
-Aygar
*/
#define field_generator_max_power 250
/obj/machinery/field_generator
name = "Field Generator"
desc = "A large thermal battery that projects a high amount of energy when powered."
icon = 'field_generator.dmi'
icon_state = "Field_Gen"
anchored = 0
density = 1
use_power = 0
var
const/num_power_levels = 15 // Total number of power level icon has
Varedit_start = 0
Varpower = 0
active = 0
power = 20 // Current amount of power
state = 0
warming_up = 0
powerlevel = 0 // Current Power level in overlays list
list/obj/machinery/containment_field/fields
list/obj/machinery/field_generator/connected_gens
clean_up = 0
update_icon()
if (!active)
//Set icon_state has not been set, set to "Field_Gen"
if (icon_state != "Field_Gen")
icon_state = "Field_Gen"
warming_up = 0
else if (warming_up && icon_state != "Field_Gen +a[warming_up]")
icon_state = "Field_Gen +a[warming_up]"
// Power level indicator
// Scale % power to % num_power_levels and truncate value
var/level = round(num_power_levels * power / field_generator_max_power)
// Clamp between 0 and num_power_levels for out of range power values
level = between(0, level, num_power_levels)
// Do nothing unless new level is diffrent the powerlevel
if (powerlevel!=level)
if (powerlevel) //Remove old powerlevel overlay from overlays
overlays -= "Field_Gen +p[powerlevel]"
powerlevel = level
// If new power level exists add it to overlays
if (powerlevel)
overlays += "Field_Gen +p[powerlevel]"
return
New()
..()
fields = list()
connected_gens = list()
return
process()
if(Varedit_start == 1)
if(active == 0)
active = 1
state = 2
power = field_generator_max_power
anchored = 1
warming_up = 3
turn_on()
Varedit_start = 0
if(src.active == 2)
calc_power()
update_icon()
return
attack_hand(mob/user as mob)
if(state == 2)
if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
if(src.active >= 1)
user << "You are unable to turn off the [src.name] once it is online."
return 1
else
user.visible_message("[user.name] turns on the [src.name]", \
"You turn on the [src.name].", \
"You hear heavy droning")
turn_on()
src.add_fingerprint(user)
else
user << "The [src] needs to be firmly secured to the floor first."
return
attackby(obj/item/W, mob/user)
if(active)
user << "The [src] needs to be off."
return
else if(istype(W, /obj/item/weapon/wrench))
switch(state)
if(0)
state = 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] secures [src.name] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear ratchet")
src.anchored = 1
if(1)
state = 0
playsound(src.loc, 'Ratchet.ogg', 75, 1)
user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear ratchet")
src.anchored = 0
if(2)
user << "\red The [src.name] needs to be unwelded from the floor."
return
else if(istype(W, /obj/item/weapon/weldingtool) && W:welding)
switch(state)
if(0)
user << "\red The [src.name] needs to be wrenched to the floor."
return
if(1)
if (W:remove_fuel(0,user))
W:welding = 2
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
"You start to weld the [src] to the floor.", \
"You hear welding")
if (do_after(user,20))
state = 2
user << "You weld the field generator to the floor."
W:welding = 1
else
return
if(2)
if (W:remove_fuel(0,user))
W:welding = 2
playsound(src.loc, 'Welder2.ogg', 50, 1)
user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
"You start to cut the [src] free from the floor.", \
"You hear welding")
if (do_after(user,20))
state = 1
user << "You cut the [src] free from the floor."
W:welding = 2
else
return
else
..()
return
emp_act()
return 0
blob_act()
if(active)
return 0
else
..()
bullet_act(var/obj/item/projectile/Proj)
if(Proj.flag != "bullet")
power += Proj.damage
update_icon()
return
Del()
src.cleanup()
..()
proc
turn_off()
active = 0
spawn(1)
src.cleanup()
update_icon()
turn_on()
active = 1
warming_up = 1
spawn(1)
while (warming_up<3 && active)
sleep(50)
warming_up++
update_icon()
if(warming_up >= 3)
start_fields()
update_icon()
calc_power()
if(Varpower)
return 1
update_icon()
if(src.power > field_generator_max_power)
src.power = field_generator_max_power
var/power_draw = 2
for (var/obj/machinery/containment_field/F in fields)
if (isnull(F))
continue
power_draw++
if(draw_power(round(power_draw/2,1)))
return 1
else
for(var/mob/M in viewers(src))
M.show_message("\red The [src.name] shuts down!")
turn_off()
src.power = 0
return 0
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
if(Varpower)
return 1
if((G && G == src) || (failsafe >= 8))//Loopin, set fail
return 0
else
failsafe++
if(src.power >= draw)//We have enough power
src.power -= draw
return 1
else//Need more power
draw -= src.power
src.power = 0
for(var/obj/machinery/field_generator/FG in connected_gens)
if(isnull(FG))
continue
if(FG == last)//We just asked you
continue
if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1
else
return 0
else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src))
return 1
else
return 0
start_fields()
if(!src.state == 2 || !anchored)
turn_off()
return
spawn(1)
setup_field(1)
spawn(2)
setup_field(2)
spawn(3)
setup_field(4)
spawn(4)
setup_field(8)
src.active = 2
setup_field(var/NSEW)
var/turf/T = src.loc
var/obj/machinery/field_generator/G
var/steps = 0
if(!NSEW)//Make sure its ran right
return
for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0
for(var/atom/A in T.contents)
if(ismob(A))
continue
if(!istype(A,/obj/machinery/field_generator))
if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
return 0
steps += 1
G = locate(/obj/machinery/field_generator) in T
if(!isnull(G))
steps -= 1
if(!G.active)
return 0
break
if(isnull(G))
return
T = src.loc
for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
var/field_dir = get_dir(T,get_step(G.loc, NSEW))
T = get_step(T, NSEW)
if(!locate(/obj/machinery/containment_field) in T)
var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
CF.set_master(src,G)
fields += CF
G.fields += CF
CF.loc = T
CF.dir = field_dir
var/listcheck = 0
for(var/obj/machinery/field_generator/FG in connected_gens)
if (isnull(FG))
continue
if(FG == G)
listcheck = 1
break
if(!listcheck)
connected_gens.Add(G)
listcheck = 0
for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
if (isnull(FG2))
continue
if(FG2 == src)
listcheck = 1
break
if(!listcheck)
G.connected_gens.Add(src)
cleanup()
clean_up = 1
for (var/obj/machinery/containment_field/F in fields)
if (isnull(F))
continue
del(F)
fields = list()
for(var/obj/machinery/field_generator/FG in connected_gens)
if (isnull(FG))
continue
FG.connected_gens.Remove(src)
connected_gens.Remove(FG)
connected_gens = list()
clean_up = 0