Files
CHOMPStation2/code/modules/power/port_gen.dm
morikou@gmail.com 3dacc661f3 Duckberg Update:
- Uranium coins can now be produced from the mint. You can also produce more then 10 coins at a time.
- Two new more advanced versions of the PACMAN type portable generator: SUPERPACMAN (runs off of uranium coins, produces ~10,000 power base; requires Materials 5 and power tech 4) and MRSPACMAN (runs off of diamond coins, produces ~20,000 power base; requires materials 6 and power tech 5). Construction nearly identical to the basic PACMAN generator.
- Fixed some R&D bugs. Always forgetting something. Copy/paste is the devil.
- Tweaked nuclear gun slightly. I need to make a better R&D readme one of these days...
- Tier 3 stock parts added. These often require rare mateirals (such as from mining) and aren't 100% reliable. However, they do allow some machines to become quite powerful...

Note: Since I forgot it in the last update: To use the generators, you have to wrench them into place over a wire connected to the powergrid you want to pump power 

into.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1116 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 16:51:50 +00:00

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/* new portable generator - work in progress
/obj/machinery/power/port_gen
name = "portable generator"
desc = "A portable generator used for emergency backup power."
icon = 'generator.dmi'
icon_state = "off"
density = 1
anchored = 0
directwired = 0
var/t_status = 0
var/t_per = 5000
var/filter = 1
var/tank = null
var/turf/inturf
var/starter = 0
var/rpm = 0
var/rpmtarget = 0
var/capacity = 1e6
var/turf/outturf
var/lastgen
/obj/machinery/power/port_gen/process()
ideally we're looking to generate 5000
/obj/machinery/power/port_gen/attackby(obj/item/weapon/W, mob/user)
tank [un]loading stuff
/obj/machinery/power/port_gen/attack_hand(mob/user)
turn on/off
/obj/machinery/power/port_gen/examine()
display round(lastgen) and plasmatank amount
*/
//Previous code been here forever, adding new framework for portable generators
//Baseline portable generator. Has all the default handling. Not intended to be used on it's own (since it generates unlimited power).
/obj/machinery/power/port_gen
name = "protable generator"
desc = "A portable generator for emergency backup power"
icon = 'power.dmi'
icon_state = "portgen0"
density = 1
anchored = 0
directwired = 1
use_power = 0
var
active = 0
power_gen = 5000
open = 0
recent_fault = 0
proc
HasFuel() //Placeholder for fuel check.
return 1
UseFuel() //Placeholder for fuel use.
return
process()
if(active && HasFuel() && !crit_fail && powernet)
if(prob(reliability)) add_avail(power_gen)
else if(!recent_fault) recent_fault = 1
else crit_fail = 1
UseFuel()
else
active = 0
icon_state = initial(icon_state)
attack_hand(mob/user as mob)
if(..())
return
if(!anchored)
return
examine()
set src in oview(1)
if(active)
usr << "\blue The generator is on."
else
usr << "\blue The generator is off."
/obj/machinery/power/port_gen/pacman
name = "P.A.C.M.A.N.-type Portable Generator"
var
coins = 0
max_coins = 120
coin_path = "/obj/item/weapon/coin/plasma"
board_path = "/obj/item/weapon/circuitboard/pacman"
New()
..()
component_parts = list()
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
component_parts += new /obj/item/weapon/cable_coil(src)
component_parts += new /obj/item/weapon/cable_coil(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new board_path(src)
RefreshParts()
RefreshParts()
var/temp_rating = 0
var/temp_reliability = 0
for(var/obj/item/weapon/stock_parts/SP in component_parts)
if(istype(SP, /obj/item/weapon/stock_parts/matter_bin))
max_coins = SP.rating * SP.rating * 120
else if(istype(SP, /obj/item/weapon/stock_parts/micro_laser) || istype(SP, /obj/item/weapon/stock_parts/capacitor))
temp_rating += SP.rating
for(var/obj/item/weapon/CP in component_parts)
temp_reliability += CP.reliability
reliability = min(round(temp_reliability / 4), 100)
power_gen = round(initial(power_gen) * (max(2, temp_rating) / 2))
examine()
..()
usr << "\blue The generator has [coins] units of fuel left, producing [power_gen] per cycle."
if(crit_fail) usr << "\red The generator seems to have broken down."
HasFuel()
if(coins)
return 1
return 0
UseFuel()
if(coins)
coins--
return
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, text2path(coin_path)))
if(coins >= max_coins)
user << "\red The generator already has it's maximum amount of fuel!"
return
coins++
user.drop_item()
del(O)
user << "\blue You add a coin to the generator."
else if(!active)
if(istype(O, /obj/item/weapon/wrench))
anchored = !anchored
if(anchored)
user << "\blue The generator is locked into place."
else
user << "\blue The generator is unbolted from the floor."
makepowernets()
else if(istype(O, /obj/item/weapon/screwdriver))
open = !open
else if(istype(O, /obj/item/weapon/crowbar) && !open)
var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
for(var/obj/item/I in component_parts)
if(I.reliability < 100)
I.crit_fail = 1
I.loc = src.loc
new_frame.state = 2
new_frame.icon_state = "box_1"
del(src)
attack_hand(mob/user as mob)
..()
if(!active && HasFuel() && !crit_fail && powernet)
active = 1
icon_state = "portgen1"
user << "\blue The generator is on."
else if(active)
active = 0
icon_state = "portgen0"
user << "\blue The generator is off."
/obj/machinery/power/port_gen/pacman/super
name = "S.U.P.E.R.P.A.C.M.A.N.-type Portable Generator"
coin_path = "/obj/item/weapon/coin/uranium"
power_gen = 10000
board_path = "/obj/item/weapon/circuitboard/pacman/super"
/obj/machinery/power/port_gen/pacman/mrs
name = "M.R.S.P.A.C.M.A.N.-type Portable Generator"
coin_path = "/obj/item/weapon/coin/diamond"
power_gen = 20000
board_path = "/obj/item/weapon/circuitboard/pacman/mrs"