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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 19:22:56 +00:00
All credits to the author for this handy little script. I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work. To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders" If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
339 lines
9.8 KiB
Plaintext
339 lines
9.8 KiB
Plaintext
/obj/machinery/power/am_control_unit
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name = "antimatter control unit"
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desc = "This device injects antimatter into connected shielding units, the more antimatter injected the more power produced. Wrench the device to set it up."
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icon = 'icons/obj/machines/antimatter.dmi'
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icon_state = "control"
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anchored = 1
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density = 1
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use_power = 1
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idle_power_usage = 100
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active_power_usage = 1000
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var/list/obj/machinery/am_shielding/linked_shielding
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var/list/obj/machinery/am_shielding/linked_cores
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var/obj/item/weapon/am_containment/fueljar
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var/update_shield_icons = 0
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var/stability = 100
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var/exploding = 0
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var/active = 0//On or not
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var/fuel_injection = 2//How much fuel to inject
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var/shield_icon_delay = 0//delays resetting for a short time
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var/reported_core_efficiency = 0
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var/power_cycle = 0
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var/power_cycle_delay = 4//How many ticks till produce_power is called
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var/stored_core_stability = 0
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var/stored_core_stability_delay = 0
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var/stored_power = 0//Power to deploy per tick
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/obj/machinery/power/am_control_unit/New()
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..()
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linked_shielding = list()
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linked_cores = list()
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/obj/machinery/power/am_control_unit/Del()//Perhaps damage and run stability checks rather than just del on the others
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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del(AMS)
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..()
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/obj/machinery/power/am_control_unit/process()
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if(exploding)
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explosion(get_turf(src),8,12,18,12)
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if(src) del(src)
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if(update_shield_icons && !shield_icon_delay)
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check_shield_icons()
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update_shield_icons = 0
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if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
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return
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if(!fueljar)//No fuel but we are on, shutdown
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toggle_power()
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//Angry buzz or such here
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return
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add_avail(stored_power)
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power_cycle++
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if(power_cycle >= power_cycle_delay)
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produce_power()
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power_cycle = 0
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return
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/obj/machinery/power/am_control_unit/proc/produce_power()
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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var/core_power = reported_core_efficiency//Effectively how much fuel we can safely deal with
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if(core_power <= 0) return 0//Something is wrong
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var/core_damage = 0
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var/fuel = fueljar.usefuel(fuel_injection)
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stored_power = (fuel/core_power)*fuel*200000
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//Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
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if(fuel > (2*core_power))//More fuel has been put in than the current cores can deal with
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if(prob(50))core_damage = 1//Small chance of damage
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if((fuel-core_power) > 5) core_damage = 5//Now its really starting to overload the cores
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if((fuel-core_power) > 10) core_damage = 20//Welp now you did it, they wont stand much of this
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if(core_damage == 0) return
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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AMS.stability -= core_damage
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AMS.check_stability(1)
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1)
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return
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/obj/machinery/power/am_control_unit/emp_act(severity)
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switch(severity)
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if(1)
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if(active) toggle_power()
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stability -= rand(15,30)
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if(2)
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if(active) toggle_power()
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stability -= rand(10,20)
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..()
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return 0
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/obj/machinery/power/am_control_unit/blob_act()
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stability -= 20
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if(prob(100-stability))//Might infect the rest of the machine
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.blob_act()
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spawn(0)
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//Likely explode
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del(src)
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return
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check_stability()
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return
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/obj/machinery/power/am_control_unit/ex_act(severity)
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switch(severity)
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if(1.0)
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stability -= 60
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if(2.0)
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stability -= 40
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if(3.0)
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stability -= 20
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check_stability()
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return
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/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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stability -= Proj.force
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return 0
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/obj/machinery/power/am_control_unit/power_change()
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..()
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if(stat & NOPOWER && active)
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toggle_power()
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return
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/obj/machinery/power/am_control_unit/update_icon()
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if(active) icon_state = "control_on"
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else icon_state = "control"
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//No other icons for it atm
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/obj/machinery/power/am_control_unit/attackby(obj/item/W, mob/user)
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if(!istype(W) || !user) return
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if(istype(W, /obj/item/weapon/wrench))
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if(!anchored)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures the [src.name] to the floor.", \
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"You secure the anchor bolts to the floor.", \
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"You hear a ratchet")
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src.anchored = 1
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connect_to_network()
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else if(!linked_shielding.len > 0)
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures the [src.name].", \
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"You remove the anchor bolts.", \
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"You hear a ratchet")
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src.anchored = 0
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disconnect_from_network()
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else
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user << "\red Once bolted and linked to a shielding unit it the [src.name] is unable to be moved!"
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return
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if(istype(W, /obj/item/weapon/am_containment))
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if(fueljar)
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user << "\red There is already a [fueljar] inside!"
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return
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fueljar = W
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W.loc = src
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if(user.client)
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user.client.screen -= W
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user.u_equip(W)
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user.update_icons()
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user.visible_message("[user.name] loads an [W.name] into the [src.name].", \
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"You load an [W.name].", \
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"You hear a thunk.")
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return
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if(W.force >= 20)
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stability -= W.force/2
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check_stability()
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..()
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return
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/obj/machinery/power/am_control_unit/attack_hand(mob/user as mob)
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if(anchored)
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interact(user)
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return
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/obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
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if(!istype(AMS)) return 0
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if(!anchored) return 0
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if(!AMS_linking && !AMS.link_control(src)) return 0
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linked_shielding.Add(AMS)
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update_shield_icons = 1
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return 1
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/obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
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if(!istype(AMS)) return 0
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linked_shielding.Remove(AMS)
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update_shield_icons = 2
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if(active) toggle_power()
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return 1
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/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
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if(stability <= 0)
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del(src)
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return
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/obj/machinery/power/am_control_unit/proc/toggle_power()
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active = !active
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if(active)
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use_power = 2
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visible_message("The [src.name] starts up.")
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else
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use_power = 1
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visible_message("The [src.name] shuts down.")
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update_icon()
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return
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/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
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if(shield_icon_delay) return
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shield_icon_delay = 1
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if(update_shield_icons == 2)//2 means to clear everything and rebuild
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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if(AMS.processing) AMS.shutdown_core()
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AMS.control_unit = null
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spawn(10)
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AMS.controllerscan()
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linked_shielding = list()
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else
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for(var/obj/machinery/am_shielding/AMS in linked_shielding)
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AMS.update_icon()
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spawn(20)
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shield_icon_delay = 0
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return
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/obj/machinery/power/am_control_unit/proc/check_core_stability()
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if(stored_core_stability_delay || linked_cores.len <= 0) return
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stored_core_stability_delay = 1
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stored_core_stability = 0
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for(var/obj/machinery/am_shielding/AMS in linked_cores)
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stored_core_stability += AMS.stability
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stored_core_stability/=linked_cores.len
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spawn(40)
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stored_core_stability_delay = 0
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return
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/obj/machinery/power/am_control_unit/proc/interact(mob/user)
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if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
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if(!istype(user, /mob/living/silicon/ai))
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user.machine = null
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user << browse(null, "window=AMcontrol")
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return
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user.machine = src
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var/dat = ""
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dat += "AntiMatter Control Panel<BR>"
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dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
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dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A><BR>"
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dat += "<A href='?src=\ref[src];refreshicons=1'>Force Shielding Update</A><BR><BR>"
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dat += "Status: [(active?"Injecting":"Standby")] <BR>"
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dat += "<A href='?src=\ref[src];togglestatus=1'>Toggle Status</A><BR>"
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dat += "Stability: [stability]%<BR>"
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dat += "Reactor parts: [linked_shielding.len]<BR>"//TODO: perhaps add some sort of stability check
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dat += "Cores: [linked_cores.len]<BR><BR>"
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dat += "-Current Efficiency: [reported_core_efficiency]<BR>"
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dat += "-Average Stability: [stored_core_stability] <A href='?src=\ref[src];refreshstability=1'>(update)</A><BR>"
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dat += "Last Produced: [stored_power]<BR>"
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dat += "Fuel: "
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if(!fueljar)
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dat += "<BR>No fuel receptacle detected."
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else
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dat += "<A href='?src=\ref[src];ejectjar=1'>Eject</A><BR>"
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dat += "- [fueljar.fuel]/[fueljar.fuel_max] Units<BR>"
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dat += "- Injecting: [fuel_injection] units<BR>"
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dat += "- <A href='?src=\ref[src];strengthdown=1'>--</A>|<A href='?src=\ref[src];strengthup=1'>++</A><BR><BR>"
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user << browse(dat, "window=AMcontrol;size=420x500")
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onclose(user, "AMcontrol")
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return
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/obj/machinery/power/am_control_unit/Topic(href, href_list)
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..()
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//Ignore input if we are broken or guy is not touching us, AI can control from a ways away
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if(stat & (BROKEN|NOPOWER) || (get_dist(src, usr) > 1 && !istype(usr, /mob/living/silicon/ai)))
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usr.machine = null
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usr << browse(null, "window=AMcontrol")
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return
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if(href_list["close"])
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usr << browse(null, "window=AMcontrol")
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usr.machine = null
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return
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if(href_list["togglestatus"])
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toggle_power()
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if(href_list["refreshicons"])
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update_shield_icons = 1
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if(href_list["ejectjar"])
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if(fueljar)
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fueljar.loc = src.loc
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fueljar = null
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//fueljar.control_unit = null currently it does not care where it is
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//update_icon() when we have the icon for it
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if(href_list["strengthup"])
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fuel_injection++
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if(href_list["strengthdown"])
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fuel_injection--
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if(fuel_injection < 0) fuel_injection = 0
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if(href_list["refreshstability"])
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check_core_stability()
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updateDialog()
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return |