mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Conflicts: baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/components/unary/vent_scrubber.dm code/__HELPERS/game.dm code/controllers/shuttle_controller.dm code/datums/datumvars.dm code/datums/supplypacks.dm code/defines/obj/storage.dm code/defines/obj/vending.dm code/defines/obj/weapon.dm code/defines/procs/command_alert.dm code/game/area/Space Station 13 areas.dm code/game/atoms.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/dust.dm code/game/gamemodes/events/miniblob.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/factions.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/jobs/access.dm code/game/jobs/job/assistant.dm code/game/jobs/job/captain.dm code/game/jobs/job/civilian.dm code/game/jobs/job/engineering.dm code/game/jobs/job/medical.dm code/game/jobs/job/science.dm code/game/jobs/job/security.dm code/game/jobs/job_controller.dm code/game/machinery/alarm.dm code/game/machinery/atmo_control.dm code/game/machinery/atmoalter/area_atmos_computer.dm code/game/machinery/bots/medbot.dm code/game/machinery/computer/HolodeckControl.dm code/game/machinery/computer/ai_core.dm code/game/machinery/computer/atmos_alert.dm code/game/machinery/computer/card.dm code/game/machinery/computer/cloning.dm code/game/machinery/computer/computer.dm code/game/machinery/computer/message.dm code/game/machinery/computer/pod.dm code/game/machinery/computer/prisoner.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/constructable_frame.dm code/game/machinery/doors/door.dm code/game/machinery/doors/firedoor.dm code/game/machinery/newscaster.dm code/game/machinery/recharger.dm code/game/machinery/spaceheater.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/logbrowser.dm code/game/machinery/telecomms/machine_interactions.dm code/game/machinery/teleporter.dm code/game/machinery/wishgranter.dm code/game/mecha/mech_fabricator.dm code/game/mecha/working/ripley.dm code/game/objects/items.dm code/game/objects/items/blueprints.dm code/game/objects/items/devices/flashlight.dm code/game/objects/items/devices/radio/encryptionkey.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/stacks/medical.dm code/game/objects/items/weapons/cards_ids.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/hydroponics.dm code/game/objects/items/weapons/manuals.dm code/game/objects/items/weapons/secstorage/secstorage.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/storage/firstaid.dm code/game/objects/items/weapons/storage/kit.dm code/game/objects/items/weapons/storage/storage.dm code/game/objects/items/weapons/storage/toolbox.dm code/game/objects/items/weapons/storage/uplink_kits.dm code/game/objects/items/weapons/stunbaton.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/tools.dm code/game/objects/structures/crates_lockers/closets/secure/cargo.dm code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm code/game/objects/structures/crates_lockers/closets/secure/scientist.dm code/game/objects/structures/crates_lockers/closets/secure/security.dm code/game/objects/structures/electricchair.dm code/game/objects/structures/extinguisher.dm code/game/objects/structures/watercloset.dm code/game/objects/weapons.dm code/game/turfs/turf.dm code/game/vehicles/airtight/airtight.dm code/game/vehicles/vehicle.dm code/global.dm code/modules/DetectiveWork/evidence.dm code/modules/admin/IsBanned.dm code/modules/admin/player_panel.dm code/modules/admin/verbs/diagnostics.dm code/modules/admin/verbs/getlogs.dm code/modules/client/preferences.dm code/modules/clothing/masks/miscellaneous.dm code/modules/clothing/spacesuits/rig.dm code/modules/clothing/suits/miscellaneous.dm code/modules/critters/critter_defenses.dm code/modules/detectivework/scanner.dm code/modules/flufftext/Hallucination.dm code/modules/food/recipes_microwave.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm code/modules/mob/living/carbon/alien/special/facehugger.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/carbon/human/human_attackhand.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/say.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/carbon/metroid/metroid.dm code/modules/mob/living/living.dm code/modules/mob/living/silicon/ai/life.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_transformation_simple.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/power/cable.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/reagent_containers/glass.dm code/modules/reagents/reagent_containers/hypospray.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm config/config.txt html/changelog.html icons/mob/head.dmi icons/mob/hud.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/mob/ties.dmi icons/mob/uniform.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/ties.dmi icons/obj/grenade.dmi icons/obj/projectiles.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
346 lines
10 KiB
Plaintext
346 lines
10 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/* new portable generator - work in progress
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/obj/machinery/power/port_gen
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name = "portable generator"
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desc = "A portable generator used for emergency backup power."
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icon = 'generator.dmi'
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icon_state = "off"
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density = 1
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anchored = 0
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directwired = 0
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var/t_status = 0
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var/t_per = 5000
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var/filter = 1
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var/tank = null
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var/turf/inturf
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var/starter = 0
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var/rpm = 0
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var/rpmtarget = 0
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var/capacity = 1e6
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var/turf/outturf
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var/lastgen
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/obj/machinery/power/port_gen/process()
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ideally we're looking to generate 5000
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/obj/machinery/power/port_gen/attackby(obj/item/weapon/W, mob/user)
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tank [un]loading stuff
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/obj/machinery/power/port_gen/attack_hand(mob/user)
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turn on/off
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/obj/machinery/power/port_gen/examine()
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display round(lastgen) and plasmatank amount
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*/
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//Previous code been here forever, adding new framework for portable generators
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//Baseline portable generator. Has all the default handling. Not intended to be used on it's own (since it generates unlimited power).
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/obj/machinery/power/port_gen
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name = "Portable Generator"
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desc = "A portable generator for emergency backup power"
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icon = 'icons/obj/power.dmi'
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icon_state = "portgen0"
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density = 1
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anchored = 0
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directwired = 0
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use_power = 0
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var/active = 0
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var/power_gen = 5000
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var/open = 0
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var/recent_fault = 0
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var/power_output = 1
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/obj/machinery/power/port_gen/proc/HasFuel() //Placeholder for fuel check.
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return 1
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/obj/machinery/power/port_gen/proc/UseFuel() //Placeholder for fuel use.
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return
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/obj/machinery/power/port_gen/proc/DropFuel()
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return
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/obj/machinery/power/port_gen/proc/handleInactive()
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return
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/obj/machinery/power/port_gen/process()
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if(active && HasFuel() && !crit_fail && anchored && powernet)
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add_avail(power_gen * power_output)
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UseFuel()
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src.updateDialog()
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else
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active = 0
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icon_state = initial(icon_state)
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handleInactive()
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/obj/machinery/power/port_gen/attack_hand(mob/user as mob)
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if(..())
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return
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if(!anchored)
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return
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/obj/machinery/power/port_gen/examine()
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set src in oview(1)
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if(active)
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usr << "\blue The generator is on."
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else
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usr << "\blue The generator is off."
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/obj/machinery/power/port_gen/pacman
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name = "P.A.C.M.A.N.-type Portable Generator"
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var/sheets = 0
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var/max_sheets = 100
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var/sheet_name = ""
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var/sheet_path = /obj/item/stack/sheet/mineral/plasma
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var/board_path = "/obj/item/weapon/circuitboard/pacman"
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var/sheet_left = 0 // How much is left of the sheet
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var/time_per_sheet = 40
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var/heat = 0
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/obj/machinery/power/port_gen/pacman/initialize()
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..()
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if(anchored)
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connect_to_network()
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/obj/machinery/power/port_gen/pacman/New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
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component_parts += new /obj/item/weapon/cable_coil(src)
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component_parts += new /obj/item/weapon/cable_coil(src)
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component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
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component_parts += new board_path(src)
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var/obj/sheet = new sheet_path(null)
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sheet_name = sheet.name
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RefreshParts()
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/obj/machinery/power/port_gen/pacman/Del()
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DropFuel()
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..()
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/obj/machinery/power/port_gen/pacman/RefreshParts()
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var/temp_rating = 0
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var/temp_reliability = 0
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for(var/obj/item/weapon/stock_parts/SP in component_parts)
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if(istype(SP, /obj/item/weapon/stock_parts/matter_bin))
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max_sheets = SP.rating * SP.rating * 50
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else if(istype(SP, /obj/item/weapon/stock_parts/micro_laser) || istype(SP, /obj/item/weapon/stock_parts/capacitor))
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temp_rating += SP.rating
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for(var/obj/item/weapon/CP in component_parts)
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temp_reliability += CP.reliability
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reliability = min(round(temp_reliability / 4), 100)
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power_gen = round(initial(power_gen) * (max(2, temp_rating) / 2))
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/obj/machinery/power/port_gen/pacman/examine()
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..()
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usr << "\blue The generator has [sheets] units of [sheet_name] fuel left, producing [power_gen] per cycle."
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if(crit_fail) usr << "\red The generator seems to have broken down."
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/obj/machinery/power/port_gen/pacman/HasFuel()
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if(sheets >= 1 / (time_per_sheet / power_output) - sheet_left)
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return 1
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return 0
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/obj/machinery/power/port_gen/pacman/DropFuel()
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if(sheets)
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var/fail_safe = 0
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while(sheets > 0 && fail_safe < 100)
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fail_safe += 1
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var/obj/item/stack/sheet/S = new sheet_path(loc)
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var/amount = min(sheets, S.max_amount)
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S.amount = amount
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sheets -= amount
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/obj/machinery/power/port_gen/pacman/UseFuel()
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var/needed_sheets = 1 / (time_per_sheet / power_output)
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var/temp = min(needed_sheets, sheet_left)
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needed_sheets -= temp
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sheet_left -= temp
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sheets -= round(needed_sheets)
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needed_sheets -= round(needed_sheets)
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if (sheet_left <= 0 && sheets > 0)
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sheet_left = 1 - needed_sheets
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sheets--
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var/lower_limit = 56 + power_output * 10
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var/upper_limit = 76 + power_output * 10
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var/bias = 0
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if (power_output > 4)
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upper_limit = 400
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bias = power_output * 3
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if (heat < lower_limit)
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heat += 3
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else
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heat += rand(-7 + bias, 7 + bias)
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if (heat < lower_limit)
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heat = lower_limit
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if (heat > upper_limit)
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heat = upper_limit
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if (heat > 300)
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overheat()
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del(src)
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return
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/obj/machinery/power/port_gen/pacman/handleInactive()
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if (heat > 0)
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heat = max(heat - 2, 0)
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src.updateDialog()
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/obj/machinery/power/port_gen/pacman/proc/overheat()
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explosion(src.loc, 2, 5, 2, -1)
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/obj/machinery/power/port_gen/pacman/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(istype(O, sheet_path))
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var/obj/item/stack/addstack = O
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var/amount = min((max_sheets - sheets), addstack.amount)
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if(amount < 1)
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user << "\blue The [src.name] is full!"
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return
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user << "\blue You add [amount] sheets to the [src.name]."
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sheets += amount
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addstack.use(amount)
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updateUsrDialog()
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return
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else if (istype(O, /obj/item/weapon/card/emag))
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emagged = 1
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emp_act(1)
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else if(!active)
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if(istype(O, /obj/item/weapon/wrench))
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if(!anchored)
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connect_to_network()
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user << "\blue You secure the generator to the floor."
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else
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disconnect_from_network()
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user << "\blue You unsecure the generator from the floor."
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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anchored = !anchored
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else if(istype(O, /obj/item/weapon/screwdriver))
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open = !open
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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if(open)
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user << "\blue You open the access panel."
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else
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user << "\blue You close the access panel."
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else if(istype(O, /obj/item/weapon/crowbar) && open)
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var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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for(var/obj/item/I in component_parts)
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if(I.reliability < 100)
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I.crit_fail = 1
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I.loc = src.loc
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while ( sheets > 0 )
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var/obj/item/stack/sheet/G = new sheet_path(src.loc)
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if ( sheets > 50 )
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G.amount = 50
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else
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G.amount = sheets
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sheets -= G.amount
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new_frame.state = 2
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new_frame.icon_state = "box_1"
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del(src)
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/obj/machinery/power/port_gen/pacman/attack_hand(mob/user as mob)
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..()
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if (!anchored)
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return
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interact(user)
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/obj/machinery/power/port_gen/pacman/attack_ai(mob/user as mob)
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interact(user)
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/obj/machinery/power/port_gen/pacman/attack_paw(mob/user as mob)
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interact(user)
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/obj/machinery/power/port_gen/pacman/interact(mob/user)
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if (get_dist(src, user) > 1 )
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if (!istype(user, /mob/living/silicon/ai))
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user.unset_machine()
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user << browse(null, "window=port_gen")
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return
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user.set_machine(src)
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var/dat = text("<b>[name]</b><br>")
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if (active)
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dat += text("Generator: <A href='?src=\ref[src];action=disable'>On</A><br>")
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else
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dat += text("Generator: <A href='?src=\ref[src];action=enable'>Off</A><br>")
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dat += text("[capitalize(sheet_name)]: [sheets] - <A href='?src=\ref[src];action=eject'>Eject</A><br>")
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var/stack_percent = round(sheet_left * 100, 1)
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dat += text("Current stack: [stack_percent]% <br>")
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dat += text("Power output: <A href='?src=\ref[src];action=lower_power'>-</A> [power_gen * power_output] <A href='?src=\ref[src];action=higher_power'>+</A><br>")
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dat += text("Power current: [(powernet == null ? "Unconnected" : "[avail()]")]<br>")
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dat += text("Heat: [heat]<br>")
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dat += "<br><A href='?src=\ref[src];action=close'>Close</A>"
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user << browse("[dat]", "window=port_gen")
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onclose(user, "port_gen")
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/obj/machinery/power/port_gen/pacman/Topic(href, href_list)
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if(..())
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return
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src.add_fingerprint(usr)
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if(href_list["action"])
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if(href_list["action"] == "enable")
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if(!active && HasFuel() && !crit_fail)
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active = 1
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icon_state = "portgen1"
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src.updateUsrDialog()
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if(href_list["action"] == "disable")
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if (active)
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active = 0
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icon_state = "portgen0"
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src.updateUsrDialog()
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if(href_list["action"] == "eject")
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if(!active)
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DropFuel()
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src.updateUsrDialog()
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if(href_list["action"] == "lower_power")
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if (power_output > 1)
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power_output--
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src.updateUsrDialog()
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if (href_list["action"] == "higher_power")
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if (power_output < 4 || emagged)
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power_output++
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src.updateUsrDialog()
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if (href_list["action"] == "close")
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usr << browse(null, "window=port_gen")
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usr.unset_machine()
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/obj/machinery/power/port_gen/pacman/super
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name = "S.U.P.E.R.P.A.C.M.A.N.-type Portable Generator"
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icon_state = "portgen1"
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sheet_path = /obj/item/stack/sheet/mineral/uranium
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power_gen = 15000
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time_per_sheet = 65
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board_path = "/obj/item/weapon/circuitboard/pacman/super"
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overheat()
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explosion(src.loc, 3, 3, 3, -1)
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/obj/machinery/power/port_gen/pacman/mrs
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name = "M.R.S.P.A.C.M.A.N.-type Portable Generator"
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icon_state = "portgen2"
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sheet_path = /obj/item/stack/sheet/mineral/diamond
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power_gen = 40000
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time_per_sheet = 80
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board_path = "/obj/item/weapon/circuitboard/pacman/mrs"
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overheat()
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explosion(src.loc, 4, 4, 4, -1)
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