Files
CHOMPStation2/code/modules/power/port_gen_vr.dm
CHOMPStation2 ab154b48b2 [MIRROR] refactors most spans (#9139)
Co-authored-by: Heroman3003 <31296024+Heroman3003@users.noreply.github.com>
Co-authored-by: Kashargul <KashL@t-online.de>
2024-10-04 15:00:17 +02:00

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/obj/machinery/power/port_gen/pacman/super/potato
name = "nuclear reactor"
desc = "PTTO-3, an industrial all-in-one nuclear power plant by Neo-Chernobyl GmbH. It uses uranium as a fuel source. Rated for 200 kW max safe output."
icon = 'icons/obj/power.dmi'
icon_state = "potato"
time_per_sheet = 1152 //same power output, but a 50 sheet stack will last 4 hours at max safe power
power_gen = 50000 //watts
anchored = TRUE
//Port Start, RS PR #484
/obj/machinery/power/port_gen/pacman/super/potato/Destroy()
. = ..()
cut_overlays() // sanity checks
set_light(0)
/obj/machinery/power/port_gen/pacman/super/potato/update_icon()
cut_overlays()
set_light(0)
//if there was an unexploded broken state, this is where it would go. + return
if(active && !overheating)
icon_state = "potatoon"
var/mutable_appearance/reactorglow = mutable_appearance(icon, "eggrad", alpha = 90) //v.faint glow for reasons. the reasons being it's producing radiation as per code
add_overlay(reactorglow)
set_light(l_range = 2, l_power = 2, l_color = "#A8B0F8")
return
else if(overheating) //The warp core is overloading, Captain!
icon_state = "potatodanger" //show that it's angry, even when it's off. something something subroutine. Visual feedback!
if(active) //but only glow if it's also still on, since the reaction is ongoing.
var/mutable_appearance/reactorglow = mutable_appearance(icon, "eggrad", alpha = 190) //more intense glow, lightings
add_overlay(reactorglow)
set_light(l_range = 5, l_power = 4, l_color = "#A8B0F8")
return
else //off and it isn't angry, so we just vibe as 'off'
icon_state = initial(icon_state)
//Port Emd, RS PR #484
// Circuits for the RTGs below
/obj/item/circuitboard/machine/rtg
name = T_BOARD("radioisotope TEG")
build_path = /obj/machinery/power/rtg
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_DATA = 3, TECH_POWER = 3, TECH_PHORON = 3, TECH_ENGINEERING = 3)
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stack/material/uranium = 10) // We have no Pu-238, and this is the closest thing to it.
/obj/item/circuitboard/machine/rtg/advanced
name = T_BOARD("advanced radioisotope TEG")
build_path = /obj/machinery/power/rtg/advanced
origin_tech = list(TECH_DATA = 5, TECH_POWER = 5, TECH_PHORON = 5, TECH_ENGINEERING = 5)
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/material/uranium = 10,
/obj/item/stack/material/phoron = 5)
/obj/item/circuitboard/machine/abductor/core
name = T_BOARD("void generator")
build_path = /obj/machinery/power/rtg/abductor
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_DATA = 8, TECH_POWER = 8, TECH_PHORON = 8, TECH_ENGINEERING = 8)
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor/hyper = 1)
/obj/item/circuitboard/machine/abductor/core/hybrid
name = T_BOARD("void generator (hybrid)")
build_path = /obj/machinery/power/rtg/abductor/hybrid
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_DATA = 8, TECH_POWER = 8, TECH_PHORON = 8, TECH_ENGINEERING = 8)
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor/hyper = 1,
/obj/item/stock_parts/micro_laser/hyper = 1)
// Radioisotope Thermoelectric Generator (RTG)
// Simple power generator that would replace "magic SMES" on various derelicts.
/obj/machinery/power/rtg
name = "radioisotope thermoelectric generator"
desc = "A simple nuclear power generator, used in small outposts to reliably provide power for decades."
icon = 'icons/obj/power_vr.dmi'
icon_state = "rtg"
density = TRUE
use_power = USE_POWER_OFF
circuit = /obj/item/circuitboard/machine/rtg
// You can buckle someone to RTG, then open its panel. Fun stuff.
can_buckle = TRUE
buckle_lying = FALSE
var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
var/irradiate = TRUE // RTGs irradiate surroundings, but only when panel is open.
/obj/machinery/power/rtg/Initialize()
. = ..()
if(ispath(circuit))
circuit = new circuit(src)
default_apply_parts()
connect_to_network()
/obj/machinery/power/rtg/process()
..()
add_avail(power_gen)
if(panel_open && irradiate)
SSradiation.radiate(src, 60)
/obj/machinery/power/rtg/RefreshParts()
var/part_level = 0
for(var/obj/item/stock_parts/SP in component_parts)
part_level += SP.rating
power_gen = initial(power_gen) * part_level
/obj/machinery/power/rtg/examine(mob/user)
. = ..()
if(Adjacent(user, src) || isobserver(user))
. += span_notice("The status display reads: Power generation now at <b>[power_gen*0.001]</b>kW.")
/obj/machinery/power/rtg/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, I))
return
else if(default_deconstruction_crowbar(user, I))
return
else if(default_part_replacement(user, I))
return
return ..()
/obj/machinery/power/rtg/update_icon()
if(panel_open)
icon_state = "[initial(icon_state)]-open"
else
icon_state = initial(icon_state)
/obj/machinery/power/rtg/advanced
desc = "An advanced RTG capable of moderating isotope decay, increasing power output but reducing lifetime. It uses plasma-fueled radiation collectors to increase output even further."
power_gen = 1250 // 2500 on T1, 10000 on T4.
circuit = /obj/item/circuitboard/machine/rtg/advanced
/obj/machinery/power/rtg/fake_gen
name = "area power generator"
desc = "Some power generation equipment that might be powering the current area."
icon_state = "rtg_gen"
power_gen = 6000
circuit = /obj/item/circuitboard/machine/rtg
can_buckle = FALSE
/obj/machinery/power/rtg/fake_gen/RefreshParts()
return
/obj/machinery/power/rtg/fake_gen/attackby(obj/item/I, mob/user, params)
return
/obj/machinery/power/rtg/fake_gen/update_icon()
return
// Void Core, power source for Abductor ships and bases.
// Provides a lot of power, but tends to explode when mistreated.
/obj/machinery/power/rtg/abductor
name = "Void Core"
icon_state = "core-nocell"
desc = "An alien power source that produces energy seemingly out of nowhere."
circuit = /obj/item/circuitboard/machine/abductor/core
power_gen = 10000
irradiate = FALSE // Green energy!
can_buckle = FALSE
pixel_y = 7
var/going_kaboom = FALSE // Is it about to explode?
var/obj/item/cell/void/cell
var/icon_base = "core"
var/state_change = TRUE
/obj/machinery/power/rtg/abductor/RefreshParts()
..()
if(!cell)
power_gen = 0
/obj/machinery/power/rtg/abductor/proc/asplod()
if(going_kaboom)
return
going_kaboom = TRUE
visible_message(span_danger("\The [src] lets out an shower of sparks as it starts to lose stability!"),\
span_italics("You hear a loud electrical crack!"))
playsound(src, 'sound/effects/lightningshock.ogg', 100, 1, extrarange = 5)
tesla_zap(src, 5, power_gen * 0.05)
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(explosion), get_turf(src), 2, 3, 4, 8), 100) // Not a normal explosion.
/obj/machinery/power/rtg/abductor/bullet_act(obj/item/projectile/Proj)
. = ..()
if(!going_kaboom && istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
log_and_message_admins("[ADMIN_LOOKUPFLW(Proj.firer)] triggered an Abductor Core explosion at [x],[y],[z] via projectile.")
asplod()
/obj/machinery/power/rtg/abductor/attack_hand(var/mob/living/user)
if(!istype(user) || (. = ..()))
return
if(cell)
cell.forceMove(get_turf(src))
user.put_in_active_hand(cell)
cell = null
state_change = TRUE
RefreshParts()
update_icon()
playsound(src, 'sound/effects/metal_close.ogg', 50, 1)
return TRUE
/obj/machinery/power/rtg/abductor/attackby(obj/item/I, mob/user, params)
state_change = TRUE //Can't tell if parent did something
if(istype(I, /obj/item/cell/void) && !cell)
user.remove_from_mob(I)
I.forceMove(src)
cell = I
RefreshParts()
update_icon()
playsound(src, 'sound/effects/metal_close.ogg', 50, 1)
return
return ..()
/obj/machinery/power/rtg/abductor/update_icon()
if(!state_change)
return //Stupid cells constantly update our icon so trying to be efficient
if(cell)
if(panel_open)
icon_state = "[icon_base]-open"
else
icon_state = "[icon_base]"
else
icon_state = "[icon_base]-nocell"
state_change = FALSE
/obj/machinery/power/rtg/abductor/blob_act(obj/structure/blob/B)
asplod()
/obj/machinery/power/rtg/abductor/ex_act()
if(going_kaboom)
qdel(src)
else
asplod()
/obj/machinery/power/rtg/abductor/fire_act(exposed_temperature, exposed_volume)
asplod()
/obj/machinery/power/rtg/abductor/tesla_act()
..() //extend the zap
asplod()
// Comes with an installed cell
/obj/machinery/power/rtg/abductor/built
icon_state = "core"
/obj/machinery/power/rtg/abductor/built/Initialize()
. = ..()
cell = new(src)
RefreshParts()
// Bloo version
/obj/machinery/power/rtg/abductor/hybrid
icon_state = "coreb-nocell"
icon_base = "coreb"
circuit = /obj/item/circuitboard/machine/abductor/core/hybrid
/obj/machinery/power/rtg/abductor/hybrid/built
icon_state = "coreb"
/obj/machinery/power/rtg/abductor/hybrid/built/Initialize()
. = ..()
cell = new /obj/item/cell/void/hybrid(src)
RefreshParts()
// Kugelblitz generator, confined black hole like a singulo but smoller and higher tech
// Presumably whoever made these has better tech than most
/obj/machinery/power/rtg/kugelblitz
name = "kugelblitz generator"
desc = "A power source harnessing a small black hole."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "bigdice"
bound_width = 64
bound_height = 64
power_gen = 30000
irradiate = FALSE // Green energy!
can_buckle = FALSE
/obj/machinery/power/rtg/kugelblitz/proc/asplod()
visible_message(span_danger("\The [src] lets out an shower of sparks as it starts to lose stability!"),\
span_italics("You hear a loud electrical crack!"))
playsound(src, 'sound/effects/lightningshock.ogg', 100, 1, extrarange = 5)
var/turf/T = get_turf(src)
qdel(src)
new /obj/singularity(T)
/obj/machinery/power/rtg/kugelblitz/blob_act(obj/structure/blob/B)
asplod()
/obj/machinery/power/rtg/kugelblitz/ex_act()
asplod()
/obj/machinery/power/rtg/kugelblitz/fire_act(exposed_temperature, exposed_volume)
asplod()
/obj/machinery/power/rtg/kugelblitz/tesla_act()
..() //extend the zap
asplod()
/obj/machinery/power/rtg/kugelblitz/bullet_act(obj/item/projectile/Proj)
. = ..()
if(istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)) && Proj.damage >= 20)
log_and_message_admins("[ADMIN_LOOKUPFLW(Proj.firer)] triggered a kugelblitz core explosion at [x],[y],[z] via projectile.")
asplod()
/obj/machinery/power/rtg/reg
name = "d-type rotary electric generator"
desc = "It looks kind of like a large hamster wheel."
icon = 'icons/obj/power_vrx96.dmi'
icon_state = "reg"
circuit = /obj/item/circuitboard/machine/reg_d
irradiate = FALSE
power_gen = 0
var/default_power_gen = 1000000 //It's big but it gets adjusted based on what you put into it!!!
var/part_mult = 0
var/nutrition_drain = 1
pixel_x = -32
plane = ABOVE_MOB_PLANE
layer = ABOVE_MOB_LAYER
buckle_dir = EAST
interact_offline = TRUE
density = FALSE
/obj/machinery/power/rtg/reg/Initialize()
pixel_x = -32
. = ..()
/obj/machinery/power/rtg/reg/Destroy()
. = ..()
/obj/machinery/power/rtg/reg/user_buckle_mob(mob/living/M, mob/user, var/forced = FALSE, var/silent = TRUE)
. = ..()
M.pixel_y = 8
M.visible_message(span_notice("\The [M], hops up onto \the [src] and begins running!"))
/obj/machinery/power/rtg/reg/unbuckle_mob(mob/living/buckled_mob, force = FALSE)
. = ..()
buckled_mob.pixel_y = buckled_mob.default_pixel_y
/obj/machinery/power/rtg/reg/RefreshParts()
var/n = 0
for(var/obj/item/stock_parts/SP in component_parts)
n += SP.rating
part_mult = n
/obj/machinery/power/rtg/reg/attackby(obj/item/I, mob/user, params)
pixel_x = -32
if(default_deconstruction_screwdriver(user, I))
return
else if(default_deconstruction_crowbar(user, I))
return
return ..()
/obj/machinery/power/rtg/reg/update_icon()
pixel_x = -32
if(panel_open)
icon_state = "reg-o"
else if(buckled_mobs && buckled_mobs.len > 0)
icon_state = "reg-a"
else
icon_state = "reg"
/obj/machinery/power/rtg/reg/process()
..()
if(buckled_mobs && buckled_mobs.len > 0)
for(var/mob/living/L in buckled_mobs)
runner_process(L)
else
power_gen = 0
update_icon()
/obj/machinery/power/rtg/reg/proc/runner_process(var/mob/living/runner)
if(runner.stat != CONSCIOUS)
unbuckle_mob(runner)
runner.visible_message(span_warning("\The [runner], topples off of \the [src]!"))
return
var/cool_rotations
if(ishuman(runner))
var/mob/living/carbon/human/R = runner
cool_rotations = R.movement_delay()
else if (isanimal(runner))
var/mob/living/simple_mob/R = runner
cool_rotations = R.movement_delay()
if(cool_rotations <= 0)
cool_rotations = 0.5
cool_rotations = default_power_gen / cool_rotations
switch(runner.nutrition)
if(1000 to INFINITY) //VERY WELL FED, ZOOM!!!!
cool_rotations *= (runner.nutrition * 0.001)
if(500 to 1000) //Well fed!
cool_rotations = cool_rotations
if(400 to 500)
cool_rotations *= 0.9
if(300 to 400)
cool_rotations *= 0.75
if(200 to 300)
cool_rotations *= 0.5
if(100 to 200)
cool_rotations *= 0.25
else //TOO HUNGY IT TIME TO STOP!!!
unbuckle_mob(runner)
runner.visible_message(span_notice("\The [runner], panting and exhausted hops off of \the [src]!"))
if(part_mult > 1)
cool_rotations += (cool_rotations * (part_mult - 1)) / 4
power_gen = cool_rotations
runner.nutrition -= nutrition_drain
/obj/machinery/power/rtg/reg/emp_act(severity)
return
/obj/item/circuitboard/machine/reg_d
name = T_BOARD("D-Type-REG")
build_path = /obj/machinery/power/rtg/reg
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_DATA = 2, TECH_POWER = 4, TECH_ENGINEERING = 4)
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor = 1)
/obj/item/circuitboard/machine/reg_c
name = T_BOARD("C-Type-REG")
build_path = /obj/machinery/power/rtg/reg/c
board_type = new /datum/frame/frame_types/machine
origin_tech = list(TECH_DATA = 2, TECH_POWER = 4, TECH_ENGINEERING = 4)
req_components = list(
/obj/item/stack/cable_coil = 5,
/obj/item/stock_parts/capacitor = 1)
/obj/machinery/power/rtg/reg/c
name = "c-type rotary electric generator"
circuit = /obj/item/circuitboard/machine/reg_c
default_power_gen = 500000 //Half power
nutrition_drain = 0.5 //for half cost - EQUIVALENT EXCHANGE >:O
// Big altevian version of pacman. has a lot of copypaste from regular kind, but less flexible.
/obj/machinery/power/port_gen/large_altevian
name = "Phoronic Conversion System"
desc = "A reactor system similar to the PACMAN generators seen throughout the stars. This one is a specific model created by the altevians. It seems this reactor has a way to maximize the fuel usage one would see with this kind of process. \
However, due to its construction and size it is nearly impossible to break apart. It still can be moved if need be with special tools."
icon = 'icons/obj/props/decor64x64.dmi'
icon_state = "alteviangen"
bound_width = 64
bound_height = 64
anchored = TRUE
power_gen = 250000
var/sheet_name = "Phoron Sheets"
var/sheet_path = /obj/item/stack/material/phoron
var/sheets = 0 //How many sheets of material are loaded in the generator
var/sheet_left = 0 //How much is left of the current sheet
var/time_per_sheet = 120 //fuel efficiency - how long 1 sheet lasts at power level 1
var/max_sheets = 100 //max capacity of the hopper
/obj/machinery/power/port_gen/large_altevian/Initialize()
.=..()
if(anchored)
connect_to_network()
/obj/machinery/power/port_gen/large_altevian/Destroy()
DropFuel()
return ..()
/obj/machinery/power/port_gen/large_altevian/examine(mob/user)
. = ..()
. += "There [sheets == 1 ? "is" : "are"] [sheets] sheet\s left in the hopper."
/obj/machinery/power/port_gen/large_altevian/HasFuel()
var/needed_sheets = power_output / time_per_sheet
if(sheets >= needed_sheets - sheet_left)
return 1
return 0
/obj/machinery/power/port_gen/large_altevian/DropFuel()
if(sheets)
var/obj/item/stack/material/S = new sheet_path(loc, sheets)
sheets -= S.get_amount()
/obj/machinery/power/port_gen/large_altevian/UseFuel()
var/needed_sheets = power_output / time_per_sheet
if (needed_sheets > sheet_left)
sheets--
sheet_left = (1 + sheet_left) - needed_sheets
else
sheet_left -= needed_sheets
/obj/machinery/power/port_gen/large_altevian/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, sheet_path))
var/obj/item/stack/addstack = O
var/amount = min((max_sheets - sheets), addstack.get_amount())
if(amount < 1)
to_chat(user, span_warning("The [src.name] is full!"))
return
to_chat(user, span_notice("You add [amount] sheet\s to the [src.name]."))
sheets += amount
addstack.use(amount)
update_icon()
return
return ..()
/obj/machinery/power/port_gen/large_altevian/attack_hand(mob/user as mob)
..()
if (!anchored)
return
TogglePower()
/obj/machinery/power/port_gen/large_altevian/attack_ai(mob/user as mob)
TogglePower()
/obj/machinery/power/port_gen/large_altevian/update_icon()
..()
cut_overlays()
if(sheets > 75)
add_overlay("alteviangen-fuel-100")
else if(sheets > 25)
add_overlay("alteviangen-fuel-66")
else if(sheets > 0)
add_overlay("alteviangen-fuel-33")