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Conflicts: baystation12.dme code/defines/obj/weapon.dm code/game/mecha/equipment/tools/medical_tools.dm code/game/mecha/equipment/tools/tools.dm code/game/mecha/mecha.dm code/game/mecha/mecha_parts.dm code/game/objects/items/devices/flash.dm code/game/objects/items/devices/powersink.dm code/game/objects/items/devices/scanners.dm code/game/objects/items/stacks/sheets/glass.dm code/game/objects/items/stacks/sheets/sheet_types.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm code/game/objects/items/weapons/circuitboards/machinery/cloning.dm code/game/objects/items/weapons/circuitboards/machinery/mining_drill.dm code/game/objects/items/weapons/circuitboards/machinery/pacman.dm code/game/objects/items/weapons/circuitboards/machinery/power.dm code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm code/game/objects/items/weapons/circuitboards/machinery/research.dm code/game/objects/items/weapons/circuitboards/machinery/shieldgen.dm code/game/objects/items/weapons/circuitboards/machinery/telecomms.dm code/game/objects/items/weapons/circuitboards/machinery/unary_atmos.dm code/game/objects/items/weapons/flamethrower.dm code/game/objects/items/weapons/handcuffs.dm code/game/objects/items/weapons/kitchen.dm code/game/objects/items/weapons/shields.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/teleportation.dm code/game/objects/items/weapons/tools.dm code/modules/assembly/igniter.dm code/modules/assembly/infrared.dm code/modules/assembly/mousetrap.dm code/modules/assembly/proximity.dm code/modules/assembly/signaler.dm code/modules/assembly/timer.dm code/modules/assembly/voice.dm code/modules/clothing/glasses/glasses.dm code/modules/hydroponics/trays/tray_tools.dm code/modules/mining/drilling/scanner.dm code/modules/mining/mine_items.dm code/modules/mining/ore.dm code/modules/mob/living/silicon/robot/analyzer.dm code/modules/power/rust/circuits_and_design.dm code/modules/projectiles/ammunition/boxes.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/research/circuitprinter.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/research/xenoarchaeology/genetics/reconstitutor.dm
235 lines
7.8 KiB
Plaintext
235 lines
7.8 KiB
Plaintext
//The one that works safely.
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/obj/machinery/power/smes/batteryrack
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name = "power cell rack PSU"
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desc = "A rack of power cells working as a PSU."
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charge = 0 //you dont really want to make a potato PSU which already is overloaded
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output_attempt = 0
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input_level = 0
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output_level = 0
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input_level_max = 0
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output_level_max = 0
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icon_state = "gsmes"
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var/cells_amount = 0
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var/capacitors_amount = 0
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var/global/list/br_cache = null
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/obj/machinery/power/smes/batteryrack/New()
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..()
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add_parts()
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RefreshParts()
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return
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//Maybe this should be moved up to obj/machinery
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/obj/machinery/power/smes/batteryrack/proc/add_parts()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/batteryrack
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component_parts += new /obj/item/weapon/cell/high
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component_parts += new /obj/item/weapon/cell/high
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component_parts += new /obj/item/weapon/cell/high
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return
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/obj/machinery/power/smes/batteryrack/RefreshParts()
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capacitors_amount = 0
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cells_amount = 0
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var/max_level = 0 //for both input and output
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for(var/obj/item/weapon/stock_parts/capacitor/CP in component_parts)
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max_level += CP.rating
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capacitors_amount++
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input_level_max = 50000 + max_level * 20000
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output_level_max = 50000 + max_level * 20000
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var/C = 0
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for(var/obj/item/weapon/cell/PC in component_parts)
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C += PC.maxcharge
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cells_amount++
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capacity = C * 40 //Basic cells are such crap. Hyper cells needed to get on normal SMES levels.
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/obj/machinery/power/smes/batteryrack/update_icon()
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overlays.Cut()
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if(stat & BROKEN) return
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if(!br_cache)
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br_cache = list()
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br_cache.len = 7
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br_cache[1] = image('icons/obj/power.dmi', "gsmes_outputting")
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br_cache[2] = image('icons/obj/power.dmi', "gsmes_charging")
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br_cache[3] = image('icons/obj/power.dmi', "gsmes_overcharge")
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br_cache[4] = image('icons/obj/power.dmi', "gsmes_og1")
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br_cache[5] = image('icons/obj/power.dmi', "gsmes_og2")
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br_cache[6] = image('icons/obj/power.dmi', "gsmes_og3")
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br_cache[7] = image('icons/obj/power.dmi', "gsmes_og4")
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if (output_attempt)
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overlays += br_cache[1]
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if(inputting)
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overlays += br_cache[2]
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var/clevel = chargedisplay()
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if(clevel>0)
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overlays += br_cache[3+clevel]
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return
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/obj/machinery/power/smes/batteryrack/chargedisplay()
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return round(4 * charge/(capacity ? capacity : 5e6))
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/obj/machinery/power/smes/batteryrack/attackby(var/obj/item/weapon/W as obj, var/mob/user as mob) //these can only be moved by being reconstructed, solves having to remake the powernet.
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..() //SMES attackby for now handles screwdriver, cable coils and wirecutters, no need to repeat that here
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if(open_hatch)
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if(istype(W, /obj/item/weapon/crowbar))
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if (charge < (capacity / 100))
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if (!output_attempt && !input_attempt)
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playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
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var/obj/machinery/constructable_frame/machine_frame/M = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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M.state = 2
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M.icon_state = "box_1"
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for(var/obj/I in component_parts)
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I.loc = src.loc
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qdel(src)
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return 1
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else
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user << "<span class='warning'>Turn off the [src] before dismantling it.</span>"
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else
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user << "<span class='warning'>Better let [src] discharge before dismantling it.</span>"
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else if ((istype(W, /obj/item/weapon/stock_parts/capacitor) && (capacitors_amount < 5)) || (istype(W, /obj/item/weapon/cell) && (cells_amount < 5)))
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if (charge < (capacity / 100))
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if (!output_attempt && !input_attempt)
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user.drop_item()
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component_parts += W
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W.loc = src
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RefreshParts()
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user << "<span class='notice'>You upgrade the [src] with [W.name].</span>"
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else
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user << "<span class='warning'>Turn off the [src] before dismantling it.</span>"
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else
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user << "<span class='warning'>Better let [src] discharge before putting your hand inside it.</span>"
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else
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user.set_machine(src)
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interact(user)
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return 1
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return
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//The shitty one that will blow up.
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/obj/machinery/power/smes/batteryrack/makeshift
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name = "makeshift PSU"
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desc = "A rack of batteries connected by a mess of wires posing as a PSU."
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var/overcharge_percent = 0
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/obj/machinery/power/smes/batteryrack/makeshift/add_parts()
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component_parts = list()
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component_parts += new /obj/item/weapon/circuitboard/ghettosmes
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component_parts += new /obj/item/weapon/cell/high
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component_parts += new /obj/item/weapon/cell/high
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component_parts += new /obj/item/weapon/cell/high
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return
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/obj/machinery/power/smes/batteryrack/makeshift/update_icon()
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overlays.Cut()
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if(stat & BROKEN) return
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if (output_attempt)
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overlays += br_cache[1]
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if(inputting)
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overlays += br_cache[2]
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if (overcharge_percent > 100)
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overlays += br_cache[3]
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else
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var/clevel = chargedisplay()
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if(clevel>0)
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overlays += br_cache[3+clevel]
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return
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//This mess of if-elses and magic numbers handles what happens if the engies don't pay attention and let it eat too much charge
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//What happens depends on how much capacity has the ghetto smes and how much it is overcharged.
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//Under 1.2M: 5% of ion_act() per process() tick from 125% and higher overcharges. 1.2M is achieved with 3 high cells.
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//[1.2M-2.4M]: 6% ion_act from 120%. 1% of EMP from 140%.
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//(2.4M-3.6M] :7% ion_act from 115%. 1% of EMP from 130%. 1% of non-hull-breaching explosion at 150%.
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//(3.6M-INFI): 8% ion_act from 115%. 2% of EMP from 125%. 1% of Hull-breaching explosion from 140%.
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/obj/machinery/power/smes/batteryrack/makeshift/proc/overcharge_consequences()
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switch (capacity)
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if (0 to (1.2e6-1))
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if (overcharge_percent >= 125)
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if (prob(5))
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ion_act()
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if (1.2e6 to 2.4e6)
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if (overcharge_percent >= 120)
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if (prob(6))
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ion_act()
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else
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return
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if (overcharge_percent >= 140)
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if (prob(1))
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empulse(src.loc, 3, 8, 1)
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if ((2.4e6+1) to 3.6e6)
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if (overcharge_percent >= 115)
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if (prob(7))
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ion_act()
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else
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return
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if (overcharge_percent >= 130)
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if (prob(1))
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empulse(src.loc, 3, 8, 1)
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if (overcharge_percent >= 150)
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if (prob(1))
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explosion(src.loc, 0, 1, 3, 5)
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if ((3.6e6+1) to INFINITY)
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if (overcharge_percent >= 115)
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if (prob(8))
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ion_act()
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else
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return
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if (overcharge_percent >= 125)
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if (prob(2))
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empulse(src.loc, 4, 10, 1)
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if (overcharge_percent >= 140)
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if (prob(1))
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explosion(src.loc, 1, 3, 5, 8)
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else //how the hell was this proc called for negative charge
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charge = 0
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#define SMESRATE 0.05 // rate of internal charge to external power
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/obj/machinery/power/smes/batteryrack/makeshift/process()
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if(stat & BROKEN) return
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//store machine state to see if we need to update the icon overlays
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var/last_disp = chargedisplay()
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var/last_chrg = inputting
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var/last_onln = output_attempt
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var/last_overcharge = overcharge_percent
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if(terminal)
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if(input_attempt)
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var/target_load = min((capacity-charge)/SMESRATE, input_level) // charge at set rate, limited to spare capacity
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var/actual_load = draw_power(target_load) // add the load to the terminal side network
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charge += actual_load * SMESRATE // increase the charge
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if (actual_load >= target_load) // did the powernet have enough power available for us?
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inputting = 1
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else
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inputting = 0
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if(output_attempt) // if outputting
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output_used = min( charge/SMESRATE, output_level) //limit output to that stored
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charge -= output_used*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
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add_avail(output_used) // add output to powernet (smes side)
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if(charge < 0.0001)
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outputting(0) // stop output if charge falls to zero
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overcharge_percent = round((charge / capacity) * 100)
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if (overcharge_percent > 115) //115% is the minimum overcharge for anything to happen
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overcharge_consequences()
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// only update icon if state changed
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if(last_disp != chargedisplay() || last_chrg != inputting || last_onln != output_attempt || ((overcharge_percent > 100) ^ (last_overcharge > 100)))
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update_icon()
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return
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#undef SMESRATE
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