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Also improves apc/process() (doesnt add and then remove charge from cells when it doesn't have to).
253 lines
8.2 KiB
Plaintext
253 lines
8.2 KiB
Plaintext
//Boards
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/obj/item/weapon/circuitboard/batteryrack
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name = "Circuit board (Battery rack PSU)"
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build_path = "/obj/machinery/power/smes/batteryrack"
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board_type = "machine"
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origin_tech = "powerstorage=3;engineering=2"
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frame_desc = "Requires 3 power cells."
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req_components = list("/obj/item/weapon/cell" = 3)
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/obj/item/weapon/circuitboard/ghettosmes
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name = "Circuit board (makeshift PSU)"
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desc = "An APC circuit repurposed into some power storage device controller"
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build_path = "/obj/machinery/power/smes/batteryrack/makeshift"
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board_type = "machine"
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frame_desc = "Requires 3 power cells."
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req_components = list("/obj/item/weapon/cell" = 3)
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//Machines
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//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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online = 0
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chargelevel = 0
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output = 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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/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/updateicon()
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overlays.Cut()
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if(stat & BROKEN) return
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if (online)
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overlays += image('icons/obj/power.dmi', "gsmes_outputting")
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if(charging)
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overlays += image('icons/obj/power.dmi', "gsmes_charging")
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var/clevel = chargedisplay()
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if(clevel>0)
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overlays += image('icons/obj/power.dmi', "gsmes_og[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 (!online && !chargemode)
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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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if(I.reliability != 100 && crit_fail)
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I.crit_fail = 1
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I.loc = src.loc
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del(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 (!online && !chargemode)
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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/updateicon()
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overlays.Cut()
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if(stat & BROKEN) return
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if (online)
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overlays += image('icons/obj/power.dmi', "gsmes_outputting")
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if(charging)
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overlays += image('icons/obj/power.dmi', "gsmes_charging")
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if (overcharge_percent > 100)
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overlays += image('icons/obj/power.dmi', "gsmes_overcharge")
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else
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var/clevel = chargedisplay()
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if(clevel>0)
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overlays += image('icons/obj/power.dmi', "gsmes_og[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 = charging
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var/last_onln = online
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var/last_overcharge = overcharge_percent
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if(terminal)
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var/excess = terminal.surplus()
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if(charging)
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if(excess >= 0) // if there's power available, try to charge
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var/load = min((capacity * 1.5 - charge)/SMESRATE, chargelevel) // charge at set rate, limited to spare capacity
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load = add_load(load) // add the load to the terminal side network
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charge += load * SMESRATE // increase the charge
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else // if not enough capacity
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charging = 0 // stop charging
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else
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if (chargemode && excess > 0 && excess >= chargelevel)
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charging = 1
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if(online) // if outputting
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lastout = min( charge/SMESRATE, output) //limit output to that stored
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charge -= lastout*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
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add_avail(lastout) // add output to powernet (smes side)
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if(charge < 0.0001)
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online = 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 != charging || last_onln != online || ((overcharge_percent > 100) ^ (last_overcharge > 100)))
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updateicon()
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return
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#undef SMESRATE
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