Files
CHOMPStation2/code/modules/power/apc.dm
PsiOmega bcb1ea5413 Endgame tweaks.
Now instead calls the proper round-end proc when finishing the round, allowing admins to interrupt restart if desired.
None of the current end game variants currently use over/underlays, they are now content with coloring space.
On endgame start, the entire world is now updated in a spawn() instead, reducing crippling lag.
Adds support to designate APCs are critical, these are not drained during world end events.
Fixes a couple of potential runtime errors if no escape points have bee mapped in.
People in wheelchairs and mechas can now enter the world end rift.
Cult walls no longer cultify over and over, indefinitely.
2015-05-26 12:29:50 +02:00

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//update_state
#define UPSTATE_CELL_IN 1
#define UPSTATE_OPENED1 2
#define UPSTATE_OPENED2 4
#define UPSTATE_MAINT 8
#define UPSTATE_BROKE 16
#define UPSTATE_BLUESCREEN 32
#define UPSTATE_WIREEXP 64
#define UPSTATE_ALLGOOD 128
//update_overlay
#define APC_UPOVERLAY_CHARGEING0 1
#define APC_UPOVERLAY_CHARGEING1 2
#define APC_UPOVERLAY_CHARGEING2 4
#define APC_UPOVERLAY_EQUIPMENT0 8
#define APC_UPOVERLAY_EQUIPMENT1 16
#define APC_UPOVERLAY_EQUIPMENT2 32
#define APC_UPOVERLAY_LIGHTING0 64
#define APC_UPOVERLAY_LIGHTING1 128
#define APC_UPOVERLAY_LIGHTING2 256
#define APC_UPOVERLAY_ENVIRON0 512
#define APC_UPOVERLAY_ENVIRON1 1024
#define APC_UPOVERLAY_ENVIRON2 2048
#define APC_UPOVERLAY_LOCKED 4096
#define APC_UPOVERLAY_OPERATING 8192
#define APC_UPDATE_ICON_COOLDOWN 100 // 10 seconds
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
// one per area, needs wire conection to power network through a terminal
// controls power to devices in that area
// may be opened to change power cell
// three different channels (lighting/equipment/environ) - may each be set to on, off, or auto
//NOTE: STUFF STOLEN FROM AIRLOCK.DM thx
/obj/machinery/power/apc/high
cell_type = /obj/item/weapon/cell/high
/obj/machinery/power/apc/super
cell_type = /obj/item/weapon/cell/super
/obj/machinery/power/apc/super/equipment
equipment = 2
/obj/machinery/power/apc/hyper
cell_type = /obj/item/weapon/cell/hyper
/obj/machinery/power/apc
name = "area power controller"
desc = "A control terminal for the area electrical systems."
icon_state = "apc0"
anchored = 1
use_power = 0
req_access = list(access_engine_equip)
var/area/area
var/areastring = null
var/obj/item/weapon/cell/cell
var/start_charge = 90 // initial cell charge %
var/cell_type = /obj/item/weapon/cell/apc
var/opened = 0 //0=closed, 1=opened, 2=cover removed
var/shorted = 0
var/lighting = 3
var/equipment = 3
var/environ = 3
var/operating = 1
var/charging = 0
var/chargemode = 1
var/chargecount = 0
var/locked = 1
var/coverlocked = 1
var/aidisabled = 0
var/tdir = null
var/obj/machinery/power/terminal/terminal = null
var/lastused_light = 0
var/lastused_equip = 0
var/lastused_environ = 0
var/lastused_charging = 0
var/lastused_total = 0
var/main_status = 0
var/wiresexposed = 0
powernet = 0 // set so that APCs aren't found as powernet nodes //Hackish, Horrible, was like this before I changed it :(
var/malfhack = 0 //New var for my changes to AI malf. --NeoFite
var/mob/living/silicon/ai/malfai = null //See above --NeoFite
var/debug= 0
var/autoflag= 0 // 0 = off, 1= eqp and lights off, 2 = eqp off, 3 = all on.
// luminosity = 1
var/has_electronics = 0 // 0 - none, 1 - plugged in, 2 - secured by screwdriver
var/overload = 1 //used for the Blackout malf module
var/beenhit = 0 // used for counting how many times it has been hit, used for Aliens at the moment
var/mob/living/silicon/ai/occupier = null
var/longtermpower = 10
var/datum/wires/apc/wires = null
var/update_state = -1
var/update_overlay = -1
var/is_critical = 0
var/global/status_overlays = 0
var/updating_icon = 0
var/global/list/status_overlays_lock
var/global/list/status_overlays_charging
var/global/list/status_overlays_equipment
var/global/list/status_overlays_lighting
var/global/list/status_overlays_environ
/obj/machinery/power/apc/updateDialog()
if (stat & (BROKEN|MAINT))
return
..()
/obj/machinery/power/apc/connect_to_network()
//Override because the APC does not directly connect to the network; it goes through a terminal.
//The terminal is what the power computer looks for anyway.
if(!terminal)
make_terminal()
if(terminal)
terminal.connect_to_network()
/obj/machinery/power/apc/drain_power(var/drain_check, var/surge, var/amount = 0)
if(drain_check)
return 1
if(!cell)
return 0
if(surge && !emagged)
flick("apc-spark", src)
emagged = 1
locked = 0
update_icon()
return 0
if(terminal && terminal.powernet)
terminal.powernet.trigger_warning()
return cell.drain_power(drain_check, surge, amount)
/obj/machinery/power/apc/New(turf/loc, var/ndir, var/building=0)
..()
wires = new(src)
// offset 24 pixels in direction of dir
// this allows the APC to be embedded in a wall, yet still inside an area
if (building)
set_dir(ndir)
src.tdir = dir // to fix Vars bug
set_dir(SOUTH)
pixel_x = (src.tdir & 3)? 0 : (src.tdir == 4 ? 24 : -24)
pixel_y = (src.tdir & 3)? (src.tdir ==1 ? 24 : -24) : 0
if (building==0)
init()
else
area = get_area(src)
area.apc |= src
opened = 1
operating = 0
name = "[area.name] APC"
stat |= MAINT
src.update_icon()
/obj/machinery/power/apc/initialize()
..()
src.update()
/obj/machinery/power/apc/Destroy()
if(operating && malf && src.z in config.station_levels) //if (is_type_in_list(get_area(src), the_station_areas))
malf.hacked_apcs -= src
area.apc -= src
area.power_light = 0
area.power_equip = 0
area.power_environ = 0
area.power_change()
if(wires)
qdel(wires)
wires = null
if(cell)
cell.loc = loc
cell = null
if(terminal)
qdel(terminal)
terminal = null
..()
/obj/machinery/power/apc/proc/make_terminal()
// create a terminal object at the same position as original turf loc
// wires will attach to this
terminal = new/obj/machinery/power/terminal(src.loc)
terminal.set_dir(tdir)
terminal.master = src
/obj/machinery/power/apc/proc/init()
has_electronics = 2 //installed and secured
// is starting with a power cell installed, create it and set its charge level
if(cell_type)
src.cell = new cell_type(src)
cell.charge = start_charge * cell.maxcharge / 100.0 // (convert percentage to actual value)
var/area/A = src.loc.loc
//if area isn't specified use current
if(isarea(A) && src.areastring == null)
src.area = A
name = "\improper [area.name] APC"
else
src.area = get_area_name(areastring)
name = "\improper [area.name] APC"
area.apc |= src
update_icon()
make_terminal()
spawn(5)
src.update()
/obj/machinery/power/apc/examine(mob/user)
if(..(user, 1))
user << "A control terminal for the area electrical systems."
if(stat & BROKEN)
user << "Looks broken."
return
if(opened)
if(has_electronics && terminal)
user << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
else if (!has_electronics && terminal)
user << "There are some wires but no any electronics."
else if (has_electronics && !terminal)
user << "Electronics installed but not wired."
else /* if (!has_electronics && !terminal) */
user << "There is no electronics nor connected wires."
else
if (stat & MAINT)
user << "The cover is closed. Something wrong with it: it doesn't work."
else if (malfhack)
user << "The cover is broken. It may be hard to force it open."
else
user << "The cover is closed."
// update the APC icon to show the three base states
// also add overlays for indicator lights
/obj/machinery/power/apc/update_icon()
if (!status_overlays)
status_overlays = 1
status_overlays_lock = new
status_overlays_charging = new
status_overlays_equipment = new
status_overlays_lighting = new
status_overlays_environ = new
status_overlays_lock.len = 2
status_overlays_charging.len = 3
status_overlays_equipment.len = 4
status_overlays_lighting.len = 4
status_overlays_environ.len = 4
status_overlays_lock[1] = image(icon, "apcox-0") // 0=blue 1=red
status_overlays_lock[2] = image(icon, "apcox-1")
status_overlays_charging[1] = image(icon, "apco3-0")
status_overlays_charging[2] = image(icon, "apco3-1")
status_overlays_charging[3] = image(icon, "apco3-2")
status_overlays_equipment[1] = image(icon, "apco0-0")
status_overlays_equipment[2] = image(icon, "apco0-1")
status_overlays_equipment[3] = image(icon, "apco0-2")
status_overlays_equipment[4] = image(icon, "apco0-3")
status_overlays_lighting[1] = image(icon, "apco1-0")
status_overlays_lighting[2] = image(icon, "apco1-1")
status_overlays_lighting[3] = image(icon, "apco1-2")
status_overlays_lighting[4] = image(icon, "apco1-3")
status_overlays_environ[1] = image(icon, "apco2-0")
status_overlays_environ[2] = image(icon, "apco2-1")
status_overlays_environ[3] = image(icon, "apco2-2")
status_overlays_environ[4] = image(icon, "apco2-3")
var/update = check_updates() //returns 0 if no need to update icons.
// 1 if we need to update the icon_state
// 2 if we need to update the overlays
if(!update)
return
if(update & 1) // Updating the icon state
if(update_state & UPSTATE_ALLGOOD)
icon_state = "apc0"
else if(update_state & (UPSTATE_OPENED1|UPSTATE_OPENED2))
var/basestate = "apc[ cell ? "2" : "1" ]"
if(update_state & UPSTATE_OPENED1)
if(update_state & (UPSTATE_MAINT|UPSTATE_BROKE))
icon_state = "apcmaint" //disabled APC cannot hold cell
else
icon_state = basestate
else if(update_state & UPSTATE_OPENED2)
icon_state = "[basestate]-nocover"
else if(update_state & UPSTATE_BROKE)
icon_state = "apc-b"
else if(update_state & UPSTATE_BLUESCREEN)
icon_state = "apcemag"
else if(update_state & UPSTATE_WIREEXP)
icon_state = "apcewires"
if(!(update_state & UPSTATE_ALLGOOD))
if(overlays.len)
overlays = 0
return
if(update & 2)
if(overlays.len)
overlays.len = 0
if(!(stat & (BROKEN|MAINT)) && update_state & UPSTATE_ALLGOOD)
overlays += status_overlays_lock[locked+1]
overlays += status_overlays_charging[charging+1]
if(operating)
overlays += status_overlays_equipment[equipment+1]
overlays += status_overlays_lighting[lighting+1]
overlays += status_overlays_environ[environ+1]
/obj/machinery/power/apc/proc/check_updates()
var/last_update_state = update_state
var/last_update_overlay = update_overlay
update_state = 0
update_overlay = 0
if(cell)
update_state |= UPSTATE_CELL_IN
if(stat & BROKEN)
update_state |= UPSTATE_BROKE
if(stat & MAINT)
update_state |= UPSTATE_MAINT
if(opened)
if(opened==1)
update_state |= UPSTATE_OPENED1
if(opened==2)
update_state |= UPSTATE_OPENED2
else if(emagged || malfai)
update_state |= UPSTATE_BLUESCREEN
else if(wiresexposed)
update_state |= UPSTATE_WIREEXP
if(update_state <= 1)
update_state |= UPSTATE_ALLGOOD
if(operating)
update_overlay |= APC_UPOVERLAY_OPERATING
if(update_state & UPSTATE_ALLGOOD)
if(locked)
update_overlay |= APC_UPOVERLAY_LOCKED
if(!charging)
update_overlay |= APC_UPOVERLAY_CHARGEING0
else if(charging == 1)
update_overlay |= APC_UPOVERLAY_CHARGEING1
else if(charging == 2)
update_overlay |= APC_UPOVERLAY_CHARGEING2
if (!equipment)
update_overlay |= APC_UPOVERLAY_EQUIPMENT0
else if(equipment == 1)
update_overlay |= APC_UPOVERLAY_EQUIPMENT1
else if(equipment == 2)
update_overlay |= APC_UPOVERLAY_EQUIPMENT2
if(!lighting)
update_overlay |= APC_UPOVERLAY_LIGHTING0
else if(lighting == 1)
update_overlay |= APC_UPOVERLAY_LIGHTING1
else if(lighting == 2)
update_overlay |= APC_UPOVERLAY_LIGHTING2
if(!environ)
update_overlay |= APC_UPOVERLAY_ENVIRON0
else if(environ==1)
update_overlay |= APC_UPOVERLAY_ENVIRON1
else if(environ==2)
update_overlay |= APC_UPOVERLAY_ENVIRON2
var/results = 0
if(last_update_state == update_state && last_update_overlay == update_overlay)
return 0
if(last_update_state != update_state)
results += 1
if(last_update_overlay != update_overlay)
results += 2
return results
// Used in process so it doesn't update the icon too much
/obj/machinery/power/apc/proc/queue_icon_update()
if(!updating_icon)
updating_icon = 1
// Start the update
spawn(APC_UPDATE_ICON_COOLDOWN)
update_icon()
updating_icon = 0
//attack with an item - open/close cover, insert cell, or (un)lock interface
/obj/machinery/power/apc/attackby(obj/item/W, mob/user)
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
return src.attack_hand(user)
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/crowbar) && opened)
if (has_electronics==1)
if (terminal)
user << "<span class='warning'>Disconnect wires first.</span>"
return
playsound(src.loc, 'sound/items/Crowbar.ogg', 50, 1)
user << "You are trying to remove the power control board..." //lpeters - fixed grammar issues
if(do_after(user, 50))
if (has_electronics==1)
has_electronics = 0
if ((stat & BROKEN) || malfhack)
user.visible_message(\
"<span class='warning'>[user.name] has broken the power control board inside [src.name]!</span>",\
"<span class='notice'>You broke the charred power control board and remove the remains.</span>",
"You hear a crack!")
//ticker.mode:apcs-- //XSI said no and I agreed. -rastaf0
else
user.visible_message(\
"<span class='warning'>[user.name] has removed the power control board from [src.name]!</span>",\
"<span class='notice'>You remove the power control board.</span>")
new /obj/item/weapon/module/power_control(loc)
else if (opened!=2) //cover isn't removed
opened = 0
update_icon()
else if (istype(W, /obj/item/weapon/crowbar) && !((stat & BROKEN) || malfhack) )
if(coverlocked && !(stat & MAINT))
user << "<span class='warning'>The cover is locked and cannot be opened.</span>"
return
else
opened = 1
update_icon()
else if (istype(W, /obj/item/weapon/cell) && opened) // trying to put a cell inside
if(cell)
user << "There is a power cell already installed."
return
if (stat & MAINT)
user << "<span class='warning'>There is no connector for your power cell.</span>"
return
if(W.w_class != 3)
user << "\The [W] is too [W.w_class < 3? "small" : "large"] to fit here."
return
user.drop_item()
W.loc = src
cell = W
user.visible_message(\
"<span class='warning'>[user.name] has inserted the power cell to [src.name]!</span>",\
"<span class='notice'>You insert the power cell.</span>")
chargecount = 0
update_icon()
else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
if(opened)
if (cell)
user << "<span class='warning'>Close the APC first.</span>" //Less hints more mystery!
return
else
if (has_electronics==1 && terminal)
has_electronics = 2
stat &= ~MAINT
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You screw the circuit electronics into place."
else if (has_electronics==2)
has_electronics = 1
stat |= MAINT
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "You unfasten the electronics."
else /* has_electronics==0 */
user << "<span class='warning'>There is nothing to secure.</span>"
return
update_icon()
else if(emagged)
user << "The interface is broken."
else
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
update_icon()
else if (istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda)) // trying to unlock the interface with an ID card
if(emagged)
user << "The interface is broken."
else if(opened)
user << "You must close the cover to swipe an ID card."
else if(wiresexposed)
user << "You must close the panel"
else if(stat & (BROKEN|MAINT))
user << "Nothing happens."
else
if(src.allowed(usr) && !isWireCut(APC_WIRE_IDSCAN))
locked = !locked
user << "You [ locked ? "lock" : "unlock"] the APC interface."
update_icon()
else
user << "<span class='warning'>Access denied.</span>"
else if (istype(W, /obj/item/weapon/card/emag) && !(emagged || malfhack)) // trying to unlock with an emag card
if(opened)
user << "You must close the cover to swipe an ID card."
else if(wiresexposed)
user << "You must close the panel first"
else if(stat & (BROKEN|MAINT))
user << "Nothing happens."
else
flick("apc-spark", src)
if (do_after(user,6))
if(prob(50))
emagged = 1
locked = 0
user << "<span class='notice'>You emag the APC interface.</span>"
update_icon()
else
user << "<span class='warning'>You fail to [ locked ? "unlock" : "lock"] the APC interface.</span>"
else if (istype(W, /obj/item/stack/cable_coil) && !terminal && opened && has_electronics!=2)
if (src.loc:intact)
user << "<span class='warning'>You must remove the floor plating in front of the APC first.</span>"
return
var/obj/item/stack/cable_coil/C = W
if(C.get_amount() < 10)
user << "<span class='warning'>You need ten lengths of cable for APC.</span>"
return
user.visible_message("<span class='warning'>[user.name] adds cables to the APC frame.</span>", \
"You start adding cables to the APC frame...")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
if (C.amount >= 10 && !terminal && opened && has_electronics != 2)
var/turf/T = get_turf(src)
var/obj/structure/cable/N = T.get_cable_node()
if (prob(50) && electrocute_mob(usr, N, N))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if(user.stunned)
return
C.use(10)
user.visible_message(\
"<span class='warning'>[user.name] has added cables to the APC frame!</span>",\
"You add cables to the APC frame.")
make_terminal()
terminal.connect_to_network()
else if (istype(W, /obj/item/weapon/wirecutters) && terminal && opened && has_electronics!=2)
if (src.loc:intact)
user << "<span class='warning'>You must remove the floor plating in front of the APC first.</span>"
return
user.visible_message("<span class='warning'>[user.name] dismantles the power terminal from [src].</span>", \
"You begin to cut the cables...")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 50))
if(terminal && opened && has_electronics!=2)
if (prob(50) && electrocute_mob(usr, terminal.powernet, terminal))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if(usr.stunned)
return
new /obj/item/stack/cable_coil(loc,10)
user << "<span class='notice'>You cut the cables and dismantle the power terminal.</span>"
qdel(terminal)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
user.visible_message("<span class='warning'>[user.name] inserts the power control board into [src].</span>", \
"You start to insert the power control board into the frame...")
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
if(do_after(user, 10))
if(has_electronics==0)
has_electronics = 1
user << "<span class='notice'>You place the power control board inside the frame.</span>"
qdel(W)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack))
user << "<span class='warning'>You cannot put the board inside, the frame is damaged.</span>"
return
else if (istype(W, /obj/item/weapon/weldingtool) && opened && has_electronics==0 && !terminal)
var/obj/item/weapon/weldingtool/WT = W
if (WT.get_fuel() < 3)
user << "<span class='warning'>You need more welding fuel to complete this task.</span>"
return
user.visible_message("<span class='warning'>[user.name] welds [src].</span>", \
"You start welding the APC frame...", \
"You hear welding.")
playsound(src.loc, 'sound/items/Welder.ogg', 50, 1)
if(do_after(user, 50))
if(!src || !WT.remove_fuel(3, user)) return
if (emagged || malfhack || (stat & BROKEN) || opened==2)
new /obj/item/stack/material/steel(loc)
user.visible_message(\
"<span class='warning'>[src] has been cut apart by [user.name] with the weldingtool.</span>",\
"<span class='notice'>You disassembled the broken APC frame.</span>",\
"You hear welding.")
else
new /obj/item/apc_frame(loc)
user.visible_message(\
"<span class='warning'>[src] has been cut from the wall by [user.name] with the weldingtool.</span>",\
"<span class='notice'>You cut the APC frame from the wall.</span>",\
"You hear welding.")
qdel(src)
return
else if (istype(W, /obj/item/apc_frame) && opened && emagged)
emagged = 0
if (opened==2)
opened = 1
user.visible_message(\
"<span class='warning'>[user.name] has replaced the damaged APC frontal panel with a new one.</span>",\
"<span class='notice'>You replace the damaged APC frontal panel with a new one.</span>")
qdel(W)
update_icon()
else if (istype(W, /obj/item/apc_frame) && opened && ((stat & BROKEN) || malfhack))
if (has_electronics)
user << "<span class='warning'>You cannot repair this APC until you remove the electronics still inside.</span>"
return
user.visible_message("<span class='warning'>[user.name] replaces the damaged APC frame with a new one.</span>",\
"You begin to replace the damaged APC frame...")
if(do_after(user, 50))
user.visible_message(\
"<span class='notice'>[user.name] has replaced the damaged APC frame with new one.</span>",\
"You replace the damaged APC frame with new one.")
qdel(W)
stat &= ~BROKEN
malfai = null
malfhack = 0
if (opened==2)
opened = 1
update_icon()
else
if (((stat & BROKEN) || malfhack) \
&& !opened \
&& W.force >= 5 \
&& W.w_class >= 3.0 \
&& prob(20) )
opened = 2
user.visible_message("<span class='danger'>The APC cover was knocked down with the [W.name] by [user.name]!</span>", \
"<span class='danger'>You knock down the APC cover with your [W.name]!</span>", \
"You hear bang")
update_icon()
else
if (istype(user, /mob/living/silicon))
return src.attack_hand(user)
if (!opened && wiresexposed && \
(istype(W, /obj/item/device/multitool) || \
istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/device/assembly/signaler)))
return src.attack_hand(user)
user.visible_message("<span class='danger'>The [src.name] has been hit with the [W.name] by [user.name]!</span>", \
"<span class='danger'>You hit the [src.name] with your [W.name]!</span>", \
"You hear bang")
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/attack_hand(mob/user)
// if (!can_use(user)) This already gets called in interact() and in topic()
// return
if(!user)
return
src.add_fingerprint(user)
//Human mob special interaction goes here.
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.flags & IS_SYNTHETIC && H.a_intent == I_GRAB)
if(emagged || stat & BROKEN)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
H << "\red The APC power currents surge eratically, damaging your chassis!"
H.adjustFireLoss(10,0)
else if(src.cell && src.cell.charge > 0)
if(H.nutrition < 450)
if(src.cell.charge >= 500)
H.nutrition += 50
src.cell.charge -= 500
else
H.nutrition += src.cell.charge/10
src.cell.charge = 0
user << "\blue You slot your fingers into the APC interface and siphon off some of the stored charge for your own use."
if(src.cell.charge < 0) src.cell.charge = 0
if(H.nutrition > 500) H.nutrition = 500
src.charging = 1
else
user << "\blue You are already fully charged."
else
user << "There is no charge to draw from that APC."
return
else if(H.species.can_shred(H))
user.visible_message("\red [user.name] slashes at the [src.name]!", "\blue You slash at the [src.name]!")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
var/allcut = wires.IsAllCut()
if(beenhit >= pick(3, 4) && wiresexposed != 1)
wiresexposed = 1
src.update_icon()
src.visible_message("\red The [src.name]'s cover flies open, exposing the wires!")
else if(wiresexposed == 1 && allcut == 0)
wires.CutAll()
src.update_icon()
src.visible_message("\red The [src.name]'s wires are shredded!")
else
beenhit += 1
return
if(usr == user && opened && (!issilicon(user)))
if(cell)
user.put_in_hands(cell)
cell.add_fingerprint(user)
cell.updateicon()
src.cell = null
user.visible_message("<span class='warning'>[user.name] removes the power cell from [src.name]!</span>",\
"<span class='notice'>You remove the power cell.</span>")
//user << "You remove the power cell."
charging = 0
src.update_icon()
return
if(stat & (BROKEN|MAINT))
return
// do APC interaction
src.interact(user)
/obj/machinery/power/apc/attack_ghost(user as mob)
if(stat & (BROKEN|MAINT))
return
return ui_interact(user)
/obj/machinery/power/apc/interact(mob/user)
if(!user)
return
if(wiresexposed /*&& (!istype(user, /mob/living/silicon))*/) //Commented out the typecheck to allow engiborgs to repair damaged apcs.
wires.Interact(user)
return ui_interact(user)
/obj/machinery/power/apc/proc/get_malf_status(mob/user)
if (malf && (user.mind in malf.current_antagonists) && istype(user, /mob/living/silicon/ai))
if (src.malfai == (user:parent ? user:parent : user))
if (src.occupier == user)
return 3 // 3 = User is shunted in this APC
else if (istype(user.loc, /obj/machinery/power/apc))
return 4 // 4 = User is shunted in another APC
else
return 2 // 2 = APC hacked by user, and user is in its core.
else
return 1 // 1 = APC not hacked.
else
return 0 // 0 = User is not a Malf AI
/obj/machinery/power/apc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
if(!user)
return
var/list/data = list(
"locked" = locked,
"isOperating" = operating,
"externalPower" = main_status,
"powerCellStatus" = cell ? cell.percent() : null,
"chargeMode" = chargemode,
"chargingStatus" = charging,
"totalLoad" = round(lastused_total),
"totalCharging" = round(lastused_charging),
"coverLocked" = coverlocked,
"siliconUser" = istype(user, /mob/living/silicon),
"malfStatus" = get_malf_status(user),
"powerChannels" = list(
list(
"title" = "Equipment",
"powerLoad" = lastused_equip,
"status" = equipment,
"topicParams" = list(
"auto" = list("eqp" = 3),
"on" = list("eqp" = 2),
"off" = list("eqp" = 1)
)
),
list(
"title" = "Lighting",
"powerLoad" = round(lastused_light),
"status" = lighting,
"topicParams" = list(
"auto" = list("lgt" = 3),
"on" = list("lgt" = 2),
"off" = list("lgt" = 1)
)
),
list(
"title" = "Environment",
"powerLoad" = round(lastused_environ),
"status" = environ,
"topicParams" = list(
"auto" = list("env" = 3),
"on" = list("env" = 2),
"off" = list("env" = 1)
)
)
)
)
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "apc.tmpl", "[area.name] - APC", 520, data["siliconUser"] ? 465 : 440)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
// auto update every Master Controller tick
ui.set_auto_update(1)
/obj/machinery/power/apc/proc/report()
return "[area.name] : [equipment]/[lighting]/[environ] ([lastused_equip+lastused_light+lastused_environ]) : [cell? cell.percent() : "N/C"] ([charging])"
/obj/machinery/power/apc/proc/update()
if(operating && !shorted)
area.power_light = (lighting > 1)
area.power_equip = (equipment > 1)
area.power_environ = (environ > 1)
// if (area.name == "AI Chamber")
// spawn(10)
// world << " [area.name] [area.power_equip]"
else
area.power_light = 0
area.power_equip = 0
area.power_environ = 0
// if (area.name == "AI Chamber")
// world << "[area.power_equip]"
area.power_change()
/obj/machinery/power/apc/proc/isWireCut(var/wireIndex)
return wires.IsIndexCut(wireIndex)
/obj/machinery/power/apc/proc/can_use(mob/user as mob, var/loud = 0) //used by attack_hand() and Topic()
if (user.stat)
user << "<span class='warning'>You must be conscious to use [src]!</span>"
return 0
if(!user.client)
return 0
if(inoperable())
return 0
if(!user.IsAdvancedToolUser())
return 0
if(user.restrained())
user << "<span class='warning'>You must have free hands to use [src].</span>"
return 0
if(user.lying)
user << "<span class='warning'>You must stand to use [src]!</span>"
return 0
autoflag = 5
if (istype(user, /mob/living/silicon))
var/mob/living/silicon/ai/AI = user
var/mob/living/silicon/robot/robot = user
if ( \
src.aidisabled || \
malfhack && istype(malfai) && \
( \
(istype(AI) && (malfai!=AI && malfai != AI.parent)) || \
(istype(robot) && (robot in malfai.connected_robots)) \
) \
)
if(!loud)
user << "<span class='danger'>\The [src] have AI control disabled!</span>"
return 0
else
if ((!in_range(src, user) || !istype(src.loc, /turf)))
return 0
var/mob/living/carbon/human/H = user
if (istype(H))
if(H.getBrainLoss() >= 60)
H.visible_message("<span class='danger'>[H] stares cluelessly at [src] and drools.</span>")
return 0
else if(prob(H.getBrainLoss()))
user << "<span class='danger'>You momentarily forget how to use [src].</span>"
return 0
return 1
/obj/machinery/power/apc/Topic(href, href_list, var/nowindow = 0)
if(..())
return 1
if(!can_use(usr, 1))
return 1
if(!istype(usr, /mob/living/silicon) && locked)
// Shouldn't happen, this is here to prevent href exploits
usr << "You must unlock the panel to use this!"
return 1
if (href_list["lock"])
coverlocked = !coverlocked
else if (href_list["breaker"])
toggle_breaker()
else if (href_list["cmode"])
chargemode = !chargemode
if(!chargemode)
charging = 0
update_icon()
else if (href_list["eqp"])
var/val = text2num(href_list["eqp"])
equipment = setsubsystem(val)
update_icon()
update()
else if (href_list["lgt"])
var/val = text2num(href_list["lgt"])
lighting = setsubsystem(val)
update_icon()
update()
else if (href_list["env"])
var/val = text2num(href_list["env"])
environ = setsubsystem(val)
update_icon()
update()
else if (href_list["overload"])
if(istype(usr, /mob/living/silicon))
src.overload_lighting()
else if (href_list["malfhack"])
var/mob/living/silicon/ai/malfai = usr
if(get_malf_status(malfai)==1)
if (malfai.malfhacking)
malfai << "You are already hacking an APC."
return 1
malfai << "Beginning override of APC systems. This takes some time, and you cannot perform other actions during the process."
malfai.malfhack = src
malfai.malfhacking = 1
sleep(600)
if(src)
if (!src.aidisabled)
malfai.malfhack = null
malfai.malfhacking = 0
locked = 1
if(usr:parent)
src.malfai = usr:parent
else
src.malfai = usr
malfai << "Hack complete. The APC is now under your exclusive control."
update_icon()
else if (href_list["toggleaccess"])
if(istype(usr, /mob/living/silicon))
if(emagged || (stat & (BROKEN|MAINT)))
usr << "The APC does not respond to the command."
else
locked = !locked
update_icon()
return 0
/obj/machinery/power/apc/proc/toggle_breaker()
operating = !operating
src.update()
update_icon()
/obj/machinery/power/apc/proc/ion_act()
//intended to be exactly the same as an AI malf attack
if(!src.malfhack && src.z in config.station_levels)
if(prob(3))
src.locked = 1
if (src.cell.charge > 0)
// world << "\red blew APC in [src.loc.loc]"
src.cell.charge = 0
cell.corrupt()
src.malfhack = 1
update_icon()
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.set_up(3, 0, src.loc)
smoke.attach(src)
smoke.start()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
visible_message("<span class='danger'>The [src.name] suddenly lets out a blast of smoke and some sparks!</span>", \
"<span class='danger'>You hear sizzling electronics.</span>")
/obj/machinery/power/apc/surplus()
if(terminal)
return terminal.surplus()
else
return 0
/obj/machinery/power/apc/proc/last_surplus()
if(terminal && terminal.powernet)
return terminal.powernet.last_surplus()
else
return 0
//Returns 1 if the APC should attempt to charge
/obj/machinery/power/apc/proc/attempt_charging()
return (chargemode && charging == 1 && operating)
/obj/machinery/power/apc/draw_power(var/amount)
if(terminal && terminal.powernet)
return terminal.powernet.draw_power(amount)
return 0
/obj/machinery/power/apc/avail()
if(terminal)
return terminal.avail()
else
return 0
/obj/machinery/power/apc/process()
if(stat & (BROKEN|MAINT))
return
if(!area.requires_power)
return
lastused_light = area.usage(LIGHT)
lastused_equip = area.usage(EQUIP)
lastused_environ = area.usage(ENVIRON)
area.clear_usage()
lastused_total = lastused_light + lastused_equip + lastused_environ
//store states to update icon if any change
var/last_lt = lighting
var/last_eq = equipment
var/last_en = environ
var/last_ch = charging
var/excess = surplus()
if(!src.avail())
main_status = 0
else if(excess < 0)
main_status = 1
else
main_status = 2
if(debug)
log_debug("Status: [main_status] - Excess: [excess] - Last Equip: [lastused_equip] - Last Light: [lastused_light] - Longterm: [longtermpower]")
if(cell && !shorted)
// draw power from cell as before to power the area
var/cellused = min(cell.charge, CELLRATE * lastused_total) // clamp deduction to a max, amount left in cell
cell.use(cellused)
if(excess > lastused_total) // if power excess recharge the cell
// by the same amount just used
var/draw = draw_power(cellused/CELLRATE) // draw the power needed to charge this cell
cell.give(draw * CELLRATE)
else // no excess, and not enough per-apc
if( (cell.charge/CELLRATE + excess) >= lastused_total) // can we draw enough from cell+grid to cover last usage?
var/draw = draw_power(excess)
cell.charge = min(cell.maxcharge, cell.charge + CELLRATE * draw) //recharge with what we can
charging = 0
else // not enough power available to run the last tick!
charging = 0
chargecount = 0
// This turns everything off in the case that there is still a charge left on the battery, just not enough to run the room.
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
autoflag = 0
// Set channels depending on how much charge we have left
update_channels()
// now trickle-charge the cell
lastused_charging = 0 // Clear the variable for new use.
if(src.attempt_charging())
if(excess > 0) // check to make sure we have enough to charge
// Max charge is capped to % per second constant
var/ch = min(excess*CELLRATE, cell.maxcharge*CHARGELEVEL)
ch = draw_power(ch/CELLRATE) // Removes the power we're taking from the grid
cell.give(ch*CELLRATE) // actually recharge the cell
lastused_charging = ch
lastused_total += ch // Sensors need this to stop reporting APC charging as "Other" load
else
charging = 0 // stop charging
chargecount = 0
// show cell as fully charged if so
if(cell.charge >= cell.maxcharge)
cell.charge = cell.maxcharge
charging = 2
if(chargemode)
if(!charging)
if(excess > cell.maxcharge*CHARGELEVEL)
chargecount++
else
chargecount = 0
if(chargecount >= 10)
chargecount = 0
charging = 1
else // chargemode off
charging = 0
chargecount = 0
else // no cell, switch everything off
charging = 0
chargecount = 0
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
power_alarm.triggerAlarm(loc, src)
autoflag = 0
// update icon & area power if anything changed
if(last_lt != lighting || last_eq != equipment || last_en != environ)
queue_icon_update()
update()
else if (last_ch != charging)
queue_icon_update()
/obj/machinery/power/apc/proc/update_channels()
// Allow the APC to operate as normal if the cell can charge
if(charging && longtermpower < 10)
longtermpower += 1
else if(longtermpower > -10)
longtermpower -= 2
if((cell.percent() > 30) || longtermpower > 0) // Put most likely at the top so we don't check it last, effeciency 101
if(autoflag != 3)
equipment = autoset(equipment, 1)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
autoflag = 3
power_alarm.clearAlarm(loc, src)
else if((cell.percent() <= 30) && (cell.percent() > 15) && longtermpower < 0) // <30%, turn off equipment
if(autoflag != 2)
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
power_alarm.triggerAlarm(loc, src)
autoflag = 2
else if(cell.percent() <= 15) // <15%, turn off lighting & equipment
if((autoflag > 1 && longtermpower < 0) || (autoflag > 1 && longtermpower >= 0))
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 2)
environ = autoset(environ, 1)
power_alarm.triggerAlarm(loc, src)
autoflag = 1
else // zero charge, turn all off
if(autoflag != 0)
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
power_alarm.triggerAlarm(loc, src)
autoflag = 0
// val 0=off, 1=off(auto) 2=on 3=on(auto)
// on 0=off, 1=on, 2=autooff
obj/machinery/power/apc/proc/autoset(var/val, var/on)
if(on==0)
if(val==2) // if on, return off
return 0
else if(val==3) // if auto-on, return auto-off
return 1
else if(on==1)
if(val==1) // if auto-off, return auto-on
return 3
else if(on==2)
if(val==3) // if auto-on, return auto-off
return 1
return val
// damage and destruction acts
/obj/machinery/power/apc/emp_act(severity)
if(cell)
cell.emp_act(severity)
if(occupier)
occupier.emp_act(severity)
lighting = 0
equipment = 0
environ = 0
update()
update_icon()
spawn(600)
update_channels()
update()
update_icon()
..()
/obj/machinery/power/apc/ex_act(severity)
switch(severity)
if(1.0)
//set_broken() //now Del() do what we need
if (cell)
cell.ex_act(1.0) // more lags woohoo
qdel(src)
return
if(2.0)
if (prob(50))
set_broken()
if (cell && prob(50))
cell.ex_act(2.0)
if(3.0)
if (prob(25))
set_broken()
if (cell && prob(25))
cell.ex_act(3.0)
return
/obj/machinery/power/apc/blob_act()
if (prob(75))
set_broken()
if (cell && prob(5))
cell.blob_act()
/obj/machinery/power/apc/disconnect_terminal()
if(terminal)
terminal.master = null
terminal = null
/obj/machinery/power/apc/proc/set_broken()
// Aesthetically much better!
src.visible_message("<span class='notice'>[src]'s screen flickers with warnings briefly!</span>")
spawn(rand(2,5))
src.visible_message("<span class='notice'>[src]'s screen suddenly explodes in rain of sparks and small debris!</span>")
stat |= BROKEN
operating = 0
update_icon()
update()
// overload all the lights in this APC area
/obj/machinery/power/apc/proc/overload_lighting()
if(/* !get_connection() || */ !operating || shorted)
return
if( cell && cell.charge>=20)
cell.use(20);
spawn(0)
for(var/obj/machinery/light/L in area)
L.on = 1
L.broken()
sleep(1)
/obj/machinery/power/apc/proc/setsubsystem(val)
if(cell && cell.charge > 0)
return (val==1) ? 0 : val
else if(val == 3)
return 1
else
return 0
#undef APC_UPDATE_ICON_COOLDOWN