mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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As well as PA power usage. It's not used at the moment, but it might be used by downstream or in the future.
353 lines
10 KiB
Plaintext
353 lines
10 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/*
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field_generator power level display
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The icon used for the field_generator need to have 'num_power_levels' number of icon states
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named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
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The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
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The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
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no power level overlay is currently in the overlays list.
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-Aygar
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*/
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#define field_generator_max_power 250000
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/obj/machinery/field_generator
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name = "Field Generator"
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desc = "A large thermal battery that projects a high amount of energy when powered."
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icon = 'icons/obj/machines/field_generator.dmi'
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icon_state = "Field_Gen"
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anchored = 0
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density = 1
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use_power = 0
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/Varedit_start = 0
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var/Varpower = 0
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var/active = 0
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var/power = 30000 // Current amount of power
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var/state = 0
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var/warming_up = 0
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var/list/obj/machinery/containment_field/fields
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var/list/obj/machinery/field_generator/connected_gens
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var/clean_up = 0
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//If keeping field generators powered is hard then increase the emitter active power usage.
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var/gen_power_draw = 5500 //power needed per generator
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var/field_power_draw = 2000 //power needed per field object
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/obj/machinery/field_generator/update_icon()
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overlays.Cut()
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if(!active)
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if(warming_up)
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overlays += "+a[warming_up]"
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if(fields.len)
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overlays += "+on"
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// Power level indicator
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// Scale % power to % num_power_levels and truncate value
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var/level = round(num_power_levels * power / field_generator_max_power)
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// Clamp between 0 and num_power_levels for out of range power values
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level = between(0, level, num_power_levels)
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if(level)
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overlays += "+p[level]"
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return
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/obj/machinery/field_generator/New()
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..()
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fields = list()
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connected_gens = list()
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return
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/obj/machinery/field_generator/process()
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if(Varedit_start == 1)
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if(active == 0)
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active = 1
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state = 2
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power = field_generator_max_power
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anchored = 1
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warming_up = 3
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start_fields()
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update_icon()
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Varedit_start = 0
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if(src.active == 2)
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calc_power()
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update_icon()
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return
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/obj/machinery/field_generator/attack_hand(mob/user as mob)
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if(state == 2)
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if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
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if(src.active >= 1)
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user << "You are unable to turn off the [src.name] once it is online."
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return 1
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else
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user.visible_message("[user.name] turns on the [src.name]", \
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"You turn on the [src.name].", \
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"You hear heavy droning")
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turn_on()
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investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
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src.add_fingerprint(user)
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else
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user << "The [src] needs to be firmly secured to the floor first."
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return
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/obj/machinery/field_generator/attackby(obj/item/W, mob/user)
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if(active)
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user << "The [src] needs to be off."
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return
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else if(istype(W, /obj/item/weapon/wrench))
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switch(state)
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if(0)
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state = 1
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear ratchet")
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src.anchored = 0
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if(2)
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user << "\red The [src.name] needs to be unwelded from the floor."
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return
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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switch(state)
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if(0)
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user << "\red The [src.name] needs to be wrenched to the floor."
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return
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if(1)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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"You start to weld the [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 2
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user << "You weld the field generator to the floor."
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else
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return
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if(2)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'sound/items/Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 1
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user << "You cut the [src] free from the floor."
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else
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return
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else
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..()
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return
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/obj/machinery/field_generator/emp_act()
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return 0
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/obj/machinery/field_generator/blob_act()
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if(active)
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return 0
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else
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..()
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/obj/machinery/containment_field/meteorhit()
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return 0
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/obj/machinery/field_generator/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj, /obj/item/projectile/beam))
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power += Proj.damage * EMITTER_DAMAGE_POWER_TRANSFER
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update_icon()
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return 0
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/obj/machinery/field_generator/Del()
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src.cleanup()
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..()
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/obj/machinery/field_generator/proc/turn_off()
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active = 0
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spawn(1)
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src.cleanup()
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update_icon()
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/obj/machinery/field_generator/proc/turn_on()
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active = 1
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warming_up = 1
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spawn(1)
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while (warming_up<3 && active)
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sleep(50)
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warming_up++
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update_icon()
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if(warming_up >= 3)
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start_fields()
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update_icon()
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/obj/machinery/field_generator/proc/calc_power()
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if(Varpower)
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return 1
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update_icon()
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if(src.power > field_generator_max_power)
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src.power = field_generator_max_power
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var/power_draw = gen_power_draw
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (!isnull(FG))
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power_draw += gen_power_draw
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for (var/obj/machinery/containment_field/F in fields)
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if (!isnull(F))
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power_draw += field_power_draw
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power_draw /= 2 //because this will be mirrored for both generators
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if(draw_power(round(power_draw)) >= power_draw)
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return 1
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else
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for(var/mob/M in viewers(src))
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M.show_message("\red \The [src] shuts down!")
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turn_off()
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investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
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src.power = 0
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return 0
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//Tries to draw the needed power from our own power reserve, or connected generators if we can. Returns the amount of power we were able to get.
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/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/list/flood_list = list())
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flood_list += src
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if(src.power >= draw)//We have enough power
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src.power -= draw
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return draw
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//Need more power
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var/actual_draw = src.power //already checked that power < draw
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src.power = 0
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (FG in flood_list)
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continue
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actual_draw += FG.draw_power(draw - actual_draw, flood_list) //since the flood list reference is shared this actually works.
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if (actual_draw >= draw)
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return actual_draw
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return actual_draw
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/obj/machinery/field_generator/proc/start_fields()
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if(!src.state == 2 || !anchored)
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turn_off()
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return
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spawn(1)
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setup_field(1)
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spawn(2)
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setup_field(2)
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spawn(3)
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setup_field(4)
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spawn(4)
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setup_field(8)
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src.active = 2
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/obj/machinery/field_generator/proc/setup_field(var/NSEW)
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var/turf/T = src.loc
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var/obj/machinery/field_generator/G
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
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T = get_step(T, NSEW)
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if(T.density)//We cant shoot a field though this
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return 0
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for(var/atom/A in T.contents)
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if(ismob(A))
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continue
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if(!istype(A,/obj/machinery/field_generator))
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if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
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return 0
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steps += 1
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G = locate(/obj/machinery/field_generator) in T
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if(!isnull(G))
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steps -= 1
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if(!G.active)
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return 0
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break
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if(isnull(G))
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return
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T = src.loc
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for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
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var/field_dir = get_dir(T,get_step(G.loc, NSEW))
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T = get_step(T, NSEW)
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if(!locate(/obj/machinery/containment_field) in T)
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var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
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CF.set_master(src,G)
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fields += CF
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G.fields += CF
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CF.loc = T
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CF.dir = field_dir
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var/listcheck = 0
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (isnull(FG))
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continue
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if(FG == G)
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listcheck = 1
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break
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if(!listcheck)
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connected_gens.Add(G)
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listcheck = 0
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for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
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if (isnull(FG2))
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continue
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if(FG2 == src)
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listcheck = 1
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break
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if(!listcheck)
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G.connected_gens.Add(src)
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/obj/machinery/field_generator/proc/cleanup()
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clean_up = 1
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for (var/obj/machinery/containment_field/F in fields)
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if (isnull(F))
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continue
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del(F)
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fields = list()
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (isnull(FG))
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continue
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FG.connected_gens.Remove(src)
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if(!FG.clean_up)//Makes the other gens clean up as well
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FG.cleanup()
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connected_gens.Remove(FG)
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connected_gens = list()
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clean_up = 0
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update_icon()
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//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
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//singulo eats the evidence". It's not fool-proof but better than nothing.
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//I want to avoid using global variables.
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spawn(1)
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var/temp = 1 //stops spam
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for(var/obj/machinery/singularity/O in machines)
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if(O.last_warning && temp)
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if((world.time - O.last_warning) > 50) //to stop message-spam
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temp = 0
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message_admins("A singulo exists and a containment field has failed.",1)
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investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
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O.last_warning = world.time
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