Files
CHOMPStation2/code/modules/power/batteryrack.dm
SinTwo 5ae20ceb8b Buildables v1.2 (#1517)
* Removes text2path, adds constructability to a few things, adds a locker_painter.dm, and several fixes.

* Fixes Maps due to working on ancient versions.

* Path error.

* Adds a missing ..()
2016-05-03 22:18:12 +01:00

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//The one that works safely.
/obj/machinery/power/smes/batteryrack
name = "power cell rack PSU"
desc = "A rack of power cells working as a PSU."
charge = 0 //you dont really want to make a potato PSU which already is overloaded
output_attempt = 0
input_level = 0
output_level = 0
input_level_max = 0
output_level_max = 0
icon_state = "gsmes"
circuit = /obj/item/weapon/circuitboard/batteryrack
var/cells_amount = 0
var/capacitors_amount = 0
var/global/list/br_cache = null
/obj/machinery/power/smes/batteryrack/New()
..()
RefreshParts()
return
//Maybe this should be moved up to obj/machinery
/obj/machinery/power/smes/batteryrack/proc/add_parts()
component_parts = list()
component_parts += new /obj/item/weapon/cell/high
component_parts += new /obj/item/weapon/cell/high
component_parts += new /obj/item/weapon/cell/high
return
/obj/machinery/power/smes/batteryrack/RefreshParts()
capacitors_amount = 0
cells_amount = 0
var/max_level = 0 //for both input and output
for(var/obj/item/weapon/stock_parts/capacitor/CP in component_parts)
max_level += CP.rating
capacitors_amount++
input_level_max = 50000 + max_level * 20000
output_level_max = 50000 + max_level * 20000
var/C = 0
for(var/obj/item/weapon/cell/PC in component_parts)
C += PC.maxcharge
cells_amount++
capacity = C * 40 //Basic cells are such crap. Hyper cells needed to get on normal SMES levels.
/obj/machinery/power/smes/batteryrack/update_icon()
overlays.Cut()
if(stat & BROKEN) return
if(!br_cache)
br_cache = list()
br_cache.len = 7
br_cache[1] = image('icons/obj/power.dmi', "gsmes_outputting")
br_cache[2] = image('icons/obj/power.dmi', "gsmes_charging")
br_cache[3] = image('icons/obj/power.dmi', "gsmes_overcharge")
br_cache[4] = image('icons/obj/power.dmi', "gsmes_og1")
br_cache[5] = image('icons/obj/power.dmi', "gsmes_og2")
br_cache[6] = image('icons/obj/power.dmi', "gsmes_og3")
br_cache[7] = image('icons/obj/power.dmi', "gsmes_og4")
if (output_attempt)
overlays += br_cache[1]
if(inputting)
overlays += br_cache[2]
var/clevel = chargedisplay()
if(clevel>0)
overlays += br_cache[3+clevel]
return
/obj/machinery/power/smes/batteryrack/chargedisplay()
return round(4 * charge/(capacity ? capacity : 5e6))
/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.
..() //SMES attackby for now handles screwdriver, cable coils and wirecutters, no need to repeat that here
if(open_hatch)
if(istype(W, /obj/item/weapon/crowbar))
if (charge < (capacity / 100))
if (!output_attempt && !input_attempt)
playsound(get_turf(src), 'sound/items/Crowbar.ogg', 50, 1)
var/obj/structure/frame/M = new /obj/structure/frame(src.loc)
M.frame_type = "machine"
M.state = 2
M.icon_state = "machine_1"
for(var/obj/I in component_parts)
I.loc = src.loc
qdel(src)
return 1
else
user << "<span class='warning'>Turn off the [src] before dismantling it.</span>"
else
user << "<span class='warning'>Better let [src] discharge before dismantling it.</span>"
else if ((istype(W, /obj/item/weapon/stock_parts/capacitor) && (capacitors_amount < 5)) || (istype(W, /obj/item/weapon/cell) && (cells_amount < 5)))
if (charge < (capacity / 100))
if (!output_attempt && !input_attempt)
user.drop_item()
component_parts += W
W.loc = src
RefreshParts()
user << "<span class='notice'>You upgrade the [src] with [W.name].</span>"
else
user << "<span class='warning'>Turn off the [src] before dismantling it.</span>"
else
user << "<span class='warning'>Better let [src] discharge before putting your hand inside it.</span>"
else
user.set_machine(src)
interact(user)
return 1
return
//The shitty one that will blow up.
/obj/machinery/power/smes/batteryrack/makeshift
name = "makeshift PSU"
desc = "A rack of batteries connected by a mess of wires posing as a PSU."
circuit = /obj/item/weapon/circuitboard/ghettosmes
var/overcharge_percent = 0
/obj/machinery/power/smes/batteryrack/makeshift/add_parts()
component_parts = list()
component_parts += new /obj/item/weapon/cell/high
component_parts += new /obj/item/weapon/cell/high
component_parts += new /obj/item/weapon/cell/high
return
/obj/machinery/power/smes/batteryrack/makeshift/update_icon()
overlays.Cut()
if(stat & BROKEN) return
if (output_attempt)
overlays += br_cache[1]
if(inputting)
overlays += br_cache[2]
if (overcharge_percent > 100)
overlays += br_cache[3]
else
var/clevel = chargedisplay()
if(clevel>0)
overlays += br_cache[3+clevel]
return
//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
//What happens depends on how much capacity has the ghetto smes and how much it is overcharged.
//Under 1.2M: 5% of ion_act() per process() tick from 125% and higher overcharges. 1.2M is achieved with 3 high cells.
//[1.2M-2.4M]: 6% ion_act from 120%. 1% of EMP from 140%.
//(2.4M-3.6M] :7% ion_act from 115%. 1% of EMP from 130%. 1% of non-hull-breaching explosion at 150%.
//(3.6M-INFI): 8% ion_act from 115%. 2% of EMP from 125%. 1% of Hull-breaching explosion from 140%.
/obj/machinery/power/smes/batteryrack/makeshift/proc/overcharge_consequences()
switch (capacity)
if (0 to (1.2e6-1))
if (overcharge_percent >= 125)
if (prob(5))
ion_act()
if (1.2e6 to 2.4e6)
if (overcharge_percent >= 120)
if (prob(6))
ion_act()
else
return
if (overcharge_percent >= 140)
if (prob(1))
empulse(src.loc, 3, 8, 1)
if ((2.4e6+1) to 3.6e6)
if (overcharge_percent >= 115)
if (prob(7))
ion_act()
else
return
if (overcharge_percent >= 130)
if (prob(1))
empulse(src.loc, 3, 8, 1)
if (overcharge_percent >= 150)
if (prob(1))
explosion(src.loc, 0, 1, 3, 5)
if ((3.6e6+1) to INFINITY)
if (overcharge_percent >= 115)
if (prob(8))
ion_act()
else
return
if (overcharge_percent >= 125)
if (prob(2))
empulse(src.loc, 4, 10, 1)
if (overcharge_percent >= 140)
if (prob(1))
explosion(src.loc, 1, 3, 5, 8)
else //how the hell was this proc called for negative charge
charge = 0
#define SMESRATE 0.05 // rate of internal charge to external power
/obj/machinery/power/smes/batteryrack/makeshift/process()
if(stat & BROKEN) return
//store machine state to see if we need to update the icon overlays
var/last_disp = chargedisplay()
var/last_chrg = inputting
var/last_onln = output_attempt
var/last_overcharge = overcharge_percent
if(terminal)
if(input_attempt)
var/target_load = min((capacity-charge)/SMESRATE, input_level) // charge at set rate, limited to spare capacity
var/actual_load = draw_power(target_load) // add the load to the terminal side network
charge += actual_load * SMESRATE // increase the charge
if (actual_load >= target_load) // did the powernet have enough power available for us?
inputting = 1
else
inputting = 0
if(output_attempt) // if outputting
output_used = min( charge/SMESRATE, output_level) //limit output to that stored
charge -= output_used*SMESRATE // reduce the storage (may be recovered in /restore() if excessive)
add_avail(output_used) // add output to powernet (smes side)
if(charge < 0.0001)
outputting(0) // stop output if charge falls to zero
overcharge_percent = round((charge / capacity) * 100)
if (overcharge_percent > 115) //115% is the minimum overcharge for anything to happen
overcharge_consequences()
// only update icon if state changed
if(last_disp != chargedisplay() || last_chrg != inputting || last_onln != output_attempt || ((overcharge_percent > 100) ^ (last_overcharge > 100)))
update_icon()
return
#undef SMESRATE