mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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-Added sprites for second- and third-tier portable generators. -Changed vault area name. -Added frame sprites for vending machines(suggested build sequence: frame, wrench, wires, circuit board, screwdriver, 2x glass sheets, screwdriver) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1255 316c924e-a436-60f5-8080-3fe189b3f50e
188 lines
5.2 KiB
Plaintext
188 lines
5.2 KiB
Plaintext
/* 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 = "protable generator"
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desc = "A portable generator for emergency backup power"
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icon = '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 = 1
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use_power = 0
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var
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active = 0
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power_gen = 5000
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open = 0
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recent_fault = 0
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proc
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HasFuel() //Placeholder for fuel check.
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return 1
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UseFuel() //Placeholder for fuel use.
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return
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process()
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if(active && HasFuel() && !crit_fail && powernet)
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if(prob(reliability)) add_avail(power_gen)
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else if(!recent_fault) recent_fault = 1
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else crit_fail = 1
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UseFuel()
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else
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active = 0
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icon_state = initial(icon_state)
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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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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
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coins = 0
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max_coins = 120
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coin_path = "/obj/item/weapon/coin/plasma"
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board_path = "/obj/item/weapon/circuitboard/pacman"
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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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RefreshParts()
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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_coins = SP.rating * SP.rating * 120
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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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examine()
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..()
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usr << "\blue The generator has [coins] units of 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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HasFuel()
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if(coins)
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return 1
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return 0
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UseFuel()
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if(coins)
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coins--
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return
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(istype(O, text2path(coin_path)))
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if(coins >= max_coins)
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user << "\red The generator already has it's maximum amount of fuel!"
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return
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coins++
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user.drop_item()
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del(O)
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user << "\blue You add a coin to the generator."
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else if(!active)
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if(istype(O, /obj/item/weapon/wrench))
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anchored = !anchored
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if(anchored)
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user << "\blue The generator is locked into place."
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else
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user << "\blue The generator is unbolted from the floor."
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makepowernets()
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else if(istype(O, /obj/item/weapon/screwdriver))
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open = !open
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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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new_frame.state = 2
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new_frame.icon_state = "box_1"
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del(src)
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attack_hand(mob/user as mob)
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..()
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if(!active && HasFuel() && !crit_fail && powernet)
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active = 1
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icon_state = "portgen1"
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user << "\blue The generator is on."
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else if(active)
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active = 0
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icon_state = "portgen0"
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user << "\blue The generator is off."
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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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coin_path = "/obj/item/weapon/coin/uranium"
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power_gen = 10000
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board_path = "/obj/item/weapon/circuitboard/pacman/super"
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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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coin_path = "/obj/item/weapon/coin/diamond"
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power_gen = 20000
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board_path = "/obj/item/weapon/circuitboard/pacman/mrs"
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