mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
303 lines
8.8 KiB
Plaintext
303 lines
8.8 KiB
Plaintext
/*
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Overview:
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Used to create objects that need a per step proc call. Default definition of 'New()'
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stores a reference to src machine in global 'machines list'. Default definition
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of 'Del' removes reference to src machine in global 'machines list'.
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Class Variables:
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use_power (num)
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current state of auto power use.
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Possible Values:
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0 -- no auto power use
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1 -- machine is using power at its idle power level
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2 -- machine is using power at its active power level
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active_power_usage (num)
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Value for the amount of power to use when in active power mode
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idle_power_usage (num)
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Value for the amount of power to use when in idle power mode
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power_channel (num)
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What channel to draw from when drawing power for power mode
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Possible Values:
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EQUIP:0 -- Equipment Channel
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LIGHT:2 -- Lighting Channel
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ENVIRON:3 -- Environment Channel
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component_parts (list)
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A list of component parts of machine used by frame based machines.
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uid (num)
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Unique id of machine across all machines.
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gl_uid (global num)
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Next uid value in sequence
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stat (bitflag)
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Machine status bit flags.
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Possible bit flags:
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BROKEN:1 -- Machine is broken
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NOPOWER:2 -- No power is being supplied to machine.
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POWEROFF:4 -- tbd
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MAINT:8 -- machine is currently under going maintenance.
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EMPED:16 -- temporary broken by EMP pulse
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manual (num)
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Currently unused.
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Class Procs:
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New() 'game/machinery/machine.dm'
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Del() 'game/machinery/machine.dm'
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auto_use_power() 'game/machinery/machine.dm'
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This proc determines how power mode power is deducted by the machine.
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'auto_use_power()' is called by the 'master_controller' game_controller every
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tick.
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Return Value:
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return:1 -- if object is powered
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return:0 -- if object is not powered.
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Default definition uses 'use_power', 'power_channel', 'active_power_usage',
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'idle_power_usage', 'powered()', and 'use_power()' implement behavior.
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powered(chan = EQUIP) 'modules/power/power.dm'
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Checks to see if area that contains the object has power available for power
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channel given in 'chan'.
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use_power(amount, chan=EQUIP, autocalled) 'modules/power/power.dm'
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Deducts 'amount' from the power channel 'chan' of the area that contains the object.
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If it's autocalled then everything is normal, if something else calls use_power we are going to
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need to recalculate the power two ticks in a row.
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power_change() 'modules/power/power.dm'
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Called by the area that contains the object when ever that area under goes a
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power state change (area runs out of power, or area channel is turned off).
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RefreshParts() 'game/machinery/machine.dm'
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Called to refresh the variables in the machine that are contributed to by parts
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contained in the component_parts list. (example: glass and material amounts for
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the autolathe)
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Default definition does nothing.
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assign_uid() 'game/machinery/machine.dm'
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Called by machine to assign a value to the uid variable.
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process() 'game/machinery/machine.dm'
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Called by the 'master_controller' once per game tick for each machine that is listed in the 'machines' list.
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Compiled by Aygar
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*/
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/obj/machinery
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name = "machinery"
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icon = 'icons/obj/stationobjs.dmi'
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var/stat = 0
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var/emagged = 0
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var/use_power = 1
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//0 = dont run the auto
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//1 = run auto, use idle
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//2 = run auto, use active
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var/idle_power_usage = 0
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var/active_power_usage = 0
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var/power_channel = EQUIP
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//EQUIP,ENVIRON or LIGHT
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var/list/component_parts = null //list of all the parts used to build it, if made from certain kinds of frames.
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var/uid
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var/manual = 0
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var/global/gl_uid = 1
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/obj/machinery/New()
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..()
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machines += src
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machinery_sort_required = 1
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/obj/machinery/Del()
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machines -= src
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..()
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/obj/machinery/process()//If you dont use process or power why are you here
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return PROCESS_KILL
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/obj/machinery/emp_act(severity)
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if(use_power && stat == 0)
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use_power(7500/severity)
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var/obj/effect/overlay/pulse2 = new/obj/effect/overlay ( src.loc )
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pulse2.icon = 'icons/effects/effects.dmi'
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pulse2.icon_state = "empdisable"
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pulse2.name = "emp sparks"
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pulse2.anchored = 1
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pulse2.dir = pick(cardinal)
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spawn(10)
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pulse2.delete()
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..()
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/obj/machinery/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(25))
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del(src)
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return
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else
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return
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/obj/machinery/blob_act()
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if(prob(50))
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del(src)
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//sets the use_power var and then forces an area power update
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/obj/machinery/proc/update_use_power(var/new_use_power)
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if (new_use_power == use_power)
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return //don't need to do anything
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use_power = new_use_power
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//force area power update
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//use_power() forces an area power update on the next tick so have to pass the correct power amount for this tick
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if (use_power >= 2)
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use_power(active_power_usage)
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else if (use_power == 1)
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use_power(idle_power_usage)
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else
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use_power(0)
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/obj/machinery/proc/auto_use_power()
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if(!powered(power_channel))
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return 0
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if(src.use_power == 1)
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use_power(idle_power_usage,power_channel, 1)
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else if(src.use_power >= 2)
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use_power(active_power_usage,power_channel, 1)
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return 1
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/obj/machinery/Topic(href, href_list)
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..()
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if(stat & (NOPOWER|BROKEN))
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return 1
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if(usr.restrained() || usr.lying || usr.stat)
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return 1
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if ( ! (istype(usr, /mob/living/carbon/human) || \
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istype(usr, /mob/living/silicon) || \
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istype(usr, /mob/living/carbon/monkey)) )
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usr << "\red You don't have the dexterity to do this!"
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return 1
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var/norange = 0
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if(istype(usr, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = usr
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if(istype(H.l_hand, /obj/item/tk_grab))
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norange = 1
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else if(istype(H.r_hand, /obj/item/tk_grab))
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norange = 1
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if(!norange)
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if ((!in_range(src, usr) || !istype(src.loc, /turf)) && !istype(usr, /mob/living/silicon))
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return 1
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src.add_fingerprint(usr)
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var/area/A = get_area(src)
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A.master.powerupdate = 1
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return 0
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/obj/machinery/attack_ai(mob/user as mob)
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if(isrobot(user))
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// For some reason attack_robot doesn't work
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// This is to stop robots from using cameras to remotely control machines.
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if(user.client && user.client.eye == user)
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return src.attack_hand(user)
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else
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return src.attack_hand(user)
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/obj/machinery/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/attack_hand(mob/user as mob)
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if(stat & (NOPOWER|BROKEN|MAINT))
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return 1
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if(user.lying || user.stat)
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return 1
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if ( ! (istype(usr, /mob/living/carbon/human) || \
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istype(usr, /mob/living/silicon) || \
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istype(usr, /mob/living/carbon/monkey)) )
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usr << "\red You don't have the dexterity to do this!"
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return 1
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/*
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//distance checks are made by atom/proc/DblClick
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if ((get_dist(src, user) > 1 || !istype(src.loc, /turf)) && !istype(user, /mob/living/silicon))
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return 1
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*/
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if (ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.getBrainLoss() >= 60)
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visible_message("\red [H] stares cluelessly at [src] and drools.")
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return 1
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else if(prob(H.getBrainLoss()))
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user << "\red You momentarily forget how to use [src]."
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return 1
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src.add_fingerprint(user)
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var/area/A = get_area(src)
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A.master.powerupdate = 1
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return 0
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/obj/machinery/proc/RefreshParts() //Placeholder proc for machines that are built using frames.
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return
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return 0
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/obj/machinery/proc/assign_uid()
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uid = gl_uid
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gl_uid++
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/obj/machinery/proc/state(var/msg)
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for(var/mob/O in hearers(src, null))
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O.show_message("\icon[src] <span class = 'notice'>[msg]</span>", 2)
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/obj/machinery/proc/ping(text=null)
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if (!text)
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text = "\The [src] pings."
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state(text, "blue")
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playsound(src.loc, 'sound/machines/ping.ogg', 50, 0)
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/obj/machinery/proc/shock(mob/user, prb)
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if(stat & (BROKEN|NOPOWER))
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return 0
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if(!prob(prb))
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return 0
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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if (electrocute_mob(user, get_area(src), src, 0.7))
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return 1
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else
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return 0
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/obj/machinery/proc/dismantle()
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playsound(loc, 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = loc
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del(src)
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return 1
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