mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +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
144 lines
3.9 KiB
Plaintext
144 lines
3.9 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/power/rad_collector
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name = "Radiation Collector Array"
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desc = "A device which uses Hawking Radiation and plasma to produce power."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "ca"
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anchored = 0
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density = 1
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directwired = 1
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req_access = list(access_engine)
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// use_power = 0
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var/obj/item/weapon/tank/plasma/P = null
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var/last_power = 0
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var/active = 0
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var/locked = 0
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var/drainratio = 1
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/obj/machinery/power/rad_collector/process()
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if(P)
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if(P.air_contents.toxins <= 0)
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investigate_log("<font color='red'>out of fuel</font>.","singulo")
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P.air_contents.toxins = 0
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eject()
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else
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P.air_contents.toxins -= 0.001*drainratio
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return
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/obj/machinery/power/rad_collector/attack_hand(mob/user as mob)
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if(anchored)
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if(!src.locked)
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toggle_power()
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user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
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"You turn the [src.name] [active? "on":"off"].")
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investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"Fuel: [round(P.air_contents.toxins/0.29)]%":"<font color='red'>It is empty</font>"].","singulo")
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return
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else
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user << "\red The controls are locked!"
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return
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..()
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/obj/machinery/power/rad_collector/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/device/analyzer))
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user << "\blue The [W.name] detects that [last_power]W were recently produced."
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return 1
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else if(istype(W, /obj/item/weapon/tank/plasma))
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if(!src.anchored)
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user << "\red The [src] needs to be secured to the floor first."
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return 1
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if(src.P)
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user << "\red There's already a plasma tank loaded."
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return 1
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user.drop_item()
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src.P = W
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W.loc = src
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updateicon()
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else if(istype(W, /obj/item/weapon/crowbar))
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if(P && !src.locked)
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eject()
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return 1
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else if(istype(W, /obj/item/weapon/wrench))
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if(P)
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user << "\blue Remove the plasma tank first."
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return 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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src.anchored = !src.anchored
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user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
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"You [anchored? "secure":"undo"] the external bolts.", \
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"You hear a ratchet")
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if(anchored)
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connect_to_network()
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else
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disconnect_from_network()
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else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
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if (src.allowed(user))
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if(active)
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src.locked = !src.locked
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user << "The controls are now [src.locked ? "locked." : "unlocked."]"
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else
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src.locked = 0 //just in case it somehow gets locked
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user << "\red The controls can only be locked when the [src] is active"
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else
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user << "\red Access denied!"
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return 1
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else
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..()
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return 1
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/obj/machinery/power/rad_collector/ex_act(severity)
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switch(severity)
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if(2, 3)
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eject()
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return ..()
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/obj/machinery/power/rad_collector/proc/eject()
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locked = 0
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var/obj/item/weapon/tank/plasma/Z = src.P
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if (!Z)
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return
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Z.loc = get_turf(src)
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Z.layer = initial(Z.layer)
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src.P = null
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if(active)
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toggle_power()
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else
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updateicon()
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/obj/machinery/power/rad_collector/proc/receive_pulse(var/pulse_strength)
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if(P && active)
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var/power_produced = 0
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power_produced = P.air_contents.toxins*pulse_strength*20
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add_avail(power_produced)
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last_power = power_produced
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return
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return
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/obj/machinery/power/rad_collector/proc/updateicon()
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overlays = null
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if(P)
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overlays += image('icons/obj/singularity.dmi', "ptank")
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if(stat & (NOPOWER|BROKEN))
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return
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if(active)
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overlays += image('icons/obj/singularity.dmi', "on")
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/obj/machinery/power/rad_collector/proc/toggle_power()
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active = !active
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if(active)
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icon_state = "ca_on"
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flick("ca_active", src)
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else
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icon_state = "ca"
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flick("ca_deactive", src)
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updateicon()
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return
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