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CHOMPStation2/code/game/objects/items/devices/powersink.dm
2025-04-12 14:14:28 +02:00

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// Powersink - used to drain station power
/obj/item/powersink
name = "power sink"
desc = "A nulling power sink which drains energy from electrical systems."
icon_state = "powersink0"
icon = 'icons/obj/device.dmi'
w_class = ITEMSIZE_LARGE
throwforce = 5
throw_speed = 1
throw_range = 2
matter = list(MAT_STEEL = 750)
origin_tech = list(TECH_POWER = 3, TECH_ILLEGAL = 5)
var/drain_rate = 1500000 // amount of power to drain per tick
var/apc_drain_rate = 5000 // Max. amount drained from single APC. In Watts.
var/dissipation_rate = 20000 // Passive dissipation of drained power. In Watts.
var/power_drained = 0 // Amount of power drained.
var/max_power = 1e9 // Detonation point.
var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
var/drained_this_tick = 0 // This is unfortunately necessary to ensure we process powersinks BEFORE other machinery such as APCs.
var/datum/powernet/PN // Our powernet
var/obj/structure/cable/attached // the attached cable
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
/obj/item/powersink/Destroy()
STOP_PROCESSING(SSobj, src)
STOP_PROCESSING_POWER_OBJECT(src)
. = ..()
/obj/item/powersink/attackby(var/obj/item/I, var/mob/user)
if(I.has_tool_quality(TOOL_SCREWDRIVER))
if(mode == 0)
var/turf/T = loc
if(isturf(T) && !!T.is_plating())
attached = locate() in T
if(!attached)
to_chat(user, "No exposed cable here to attach to.")
return
else
anchored = TRUE
mode = 1
src.visible_message(span_notice("[user] attaches [src] to the cable!"))
playsound(src, I.usesound, 50, 1)
return
else
to_chat(user, "Device must be placed over an exposed cable to attach to it.")
return
else
if (mode == 2)
STOP_PROCESSING(SSobj, src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
STOP_PROCESSING_POWER_OBJECT(src)
anchored = FALSE
mode = 0
src.visible_message(span_notice("[user] detaches [src] from the cable!"))
set_light(0)
playsound(src, I.usesound, 50, 1)
icon_state = "powersink0"
return
else
..()
/obj/item/powersink/attack_ai()
return
/obj/item/powersink/attack_hand(var/mob/user)
switch(mode)
if(0)
..()
if(1)
src.visible_message(span_notice("[user] activates [src]!"))
mode = 2
icon_state = "powersink1"
START_PROCESSING(SSobj, src)
datum_flags &= ~DF_ISPROCESSING // Have to reset this flag so that PROCESSING_POWER_OBJECT can re-add it. It fails if the flag is already present. - Ater
START_PROCESSING_POWER_OBJECT(src)
if(2) //This switch option wasn't originally included. It exists now. --NeoFite
src.visible_message(span_notice("[user] deactivates [src]!"))
mode = 1
set_light(0)
icon_state = "powersink0"
STOP_PROCESSING(SSobj, src)
STOP_PROCESSING_POWER_OBJECT(src)
/obj/item/powersink/pwr_drain()
if(!attached)
return 0
if(drained_this_tick)
return 1
drained_this_tick = 1
var/drained = 0
if(!PN)
return 1
set_light(12)
PN.trigger_warning()
// found a powernet, so drain up to max power from it
drained = PN.draw_power(drain_rate)
// if tried to drain more than available on powernet
// now look for APCs and drain their cells
if(drained < drain_rate)
for(var/obj/machinery/power/terminal/T in PN.nodes)
// Enough power drained this tick, no need to torture more APCs
if(drained >= drain_rate)
break
if(istype(T.master, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = T.master
if(A.operating && A.cell)
var/cur_charge = A.cell.charge / CELLRATE
var/drain_val = min(apc_drain_rate, cur_charge)
A.cell.use(drain_val * CELLRATE)
drained += drain_val
power_drained += drained
return 1
/obj/item/powersink/process()
drained_this_tick = 0
power_drained -= min(dissipation_rate, power_drained)
if(power_drained > max_power * 0.95)
playsound(src, 'sound/effects/screech.ogg', 100, 1, 1)
if(power_drained >= max_power)
explosion(src.loc, 3,6,9,12)
qdel(src)
return
if(attached && attached.powernet)
PN = attached.powernet
else
PN = null