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CHOMPStation2/code/game/machinery/machinery.dm
2014-08-24 22:52:51 +02:00

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