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Maps in a new Grid Checker machine, located in an expanded substation room in Engineering. When a grid check happens, Engineering can hack that machine to restore power sooner. Wearing insulated gloves is highly recommended.
395 lines
12 KiB
Plaintext
395 lines
12 KiB
Plaintext
//////////////////////////////
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// POWER MACHINERY BASE CLASS
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//////////////////////////////
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/////////////////////////////
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// Definitions
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/////////////////////////////
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/obj/machinery/power
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name = null
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icon = 'icons/obj/power.dmi'
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anchored = 1.0
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var/datum/powernet/powernet = null
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use_power = 0
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idle_power_usage = 0
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active_power_usage = 0
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/obj/machinery/power/Destroy()
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disconnect_from_network()
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disconnect_terminal()
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..()
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///////////////////////////////
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// General procedures
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//////////////////////////////
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// common helper procs for all power machines
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/obj/machinery/power/drain_power(var/drain_check, var/surge, var/amount = 0)
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if(drain_check)
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return 1
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if(powernet && powernet.avail)
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powernet.trigger_warning()
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return powernet.draw_power(amount)
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/obj/machinery/power/proc/add_avail(var/amount)
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if(powernet)
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powernet.newavail += amount
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/obj/machinery/power/proc/draw_power(var/amount)
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if(powernet)
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return powernet.draw_power(amount)
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return 0
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/obj/machinery/power/proc/surplus()
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if(powernet)
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return powernet.avail-powernet.load
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else
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return 0
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/obj/machinery/power/proc/avail()
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if(powernet)
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return powernet.avail
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else
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return 0
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/obj/machinery/power/proc/disconnect_terminal() // machines without a terminal will just return, no harm no fowl.
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return
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// returns true if the area has power on given channel (or doesn't require power).
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// defaults to power_channel
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/obj/machinery/proc/powered(var/chan = -1) // defaults to power_channel
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if(!src.loc)
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return 0
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//Don't do this. It allows machines that set use_power to 0 when off (many machines) to
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//be turned on again and used after a power failure because they never gain the NOPOWER flag.
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//if(!use_power)
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// return 1
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var/area/A = src.loc.loc // make sure it's in an area
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if(!A || !isarea(A))
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return 0 // if not, then not powered
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if(chan == -1)
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chan = power_channel
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return A.powered(chan) // return power status of the area
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// increment the power usage stats for an area
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/obj/machinery/proc/use_power(var/amount, var/chan = -1) // defaults to power_channel
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var/area/A = get_area(src) // make sure it's in an area
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if(!A || !isarea(A))
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return
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if(chan == -1)
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chan = power_channel
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A.use_power(amount, chan)
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/obj/machinery/proc/power_change() // called whenever the power settings of the containing area change
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// by default, check equipment channel & set flag
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// can override if needed
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if(powered(power_channel))
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stat &= ~NOPOWER
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else
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stat |= NOPOWER
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return
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// connect the machine to a powernet if a node cable is present on the turf
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/obj/machinery/power/proc/connect_to_network()
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var/turf/T = src.loc
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if(!T || !istype(T))
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return 0
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var/obj/structure/cable/C = T.get_cable_node() //check if we have a node cable on the machine turf, the first found is picked
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if(!C || !C.powernet)
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return 0
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C.powernet.add_machine(src)
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return 1
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// remove and disconnect the machine from its current powernet
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/obj/machinery/power/proc/disconnect_from_network()
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if(!powernet)
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return 0
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powernet.remove_machine(src)
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return 1
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// attach a wire to a power machine - leads from the turf you are standing on
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//almost never called, overwritten by all power machines but terminal and generator
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/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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var/turf/T = user.loc
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if(!T.is_plating() || !istype(T, /turf/simulated/floor))
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return
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if(get_dist(src, user) > 1)
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return
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coil.turf_place(T, user)
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return
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else
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..()
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return
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// Used for power spikes by the engine, has specific effects on different machines.
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/obj/machinery/power/proc/overload(var/obj/machinery/power/source)
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return
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// Used by the grid checker upon receiving a power spike.
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/obj/machinery/power/proc/do_grid_check()
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return
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/obj/machinery/power/proc/power_spike()
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return
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///////////////////////////////////////////
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// Powernet handling helpers
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//////////////////////////////////////////
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//returns all the cables WITHOUT a powernet in neighbors turfs,
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//pointing towards the turf the machine is located at
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/obj/machinery/power/proc/get_connections()
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. = list()
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var/cdir
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var/turf/T
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for(var/card in cardinal)
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T = get_step(loc,card)
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cdir = get_dir(T,loc)
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for(var/obj/structure/cable/C in T)
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if(C.powernet) continue
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if(C.d1 == cdir || C.d2 == cdir)
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. += C
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return .
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//returns all the cables in neighbors turfs,
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//pointing towards the turf the machine is located at
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/obj/machinery/power/proc/get_marked_connections()
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. = list()
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var/cdir
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var/turf/T
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for(var/card in cardinal)
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T = get_step(loc,card)
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cdir = get_dir(T,loc)
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for(var/obj/structure/cable/C in T)
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if(C.d1 == cdir || C.d2 == cdir)
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. += C
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return .
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//returns all the NODES (O-X) cables WITHOUT a powernet in the turf the machine is located at
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/obj/machinery/power/proc/get_indirect_connections()
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. = list()
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for(var/obj/structure/cable/C in loc)
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if(C.powernet) continue
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if(C.d1 == 0) // the cable is a node cable
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. += C
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return .
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///////////////////////////////////////////
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// GLOBAL PROCS for powernets handling
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//////////////////////////////////////////
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// returns a list of all power-related objects (nodes, cable, junctions) in turf,
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// excluding source, that match the direction d
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// if unmarked==1, only return those with no powernet
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/proc/power_list(var/turf/T, var/source, var/d, var/unmarked=0, var/cable_only = 0)
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. = list()
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var/fdir = (!d)? 0 : turn(d, 180) // the opposite direction to d (or 0 if d==0)
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///// Z-Level Stuff
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var/Zdir
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if(d==11)
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Zdir = 11
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else if (d==12)
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Zdir = 12
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else
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Zdir = 999
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///// Z-Level Stuff
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for(var/AM in T)
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if(AM == source) continue //we don't want to return source
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if(!cable_only && istype(AM,/obj/machinery/power))
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var/obj/machinery/power/P = AM
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if(P.powernet == 0) continue // exclude APCs which have powernet=0
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if(!unmarked || !P.powernet) //if unmarked=1 we only return things with no powernet
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if(d == 0)
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. += P
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else if(istype(AM,/obj/structure/cable))
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var/obj/structure/cable/C = AM
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if(!unmarked || !C.powernet)
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///// Z-Level Stuff
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if(C.d1 == fdir || C.d2 == fdir || C.d1 == Zdir || C.d2 == Zdir)
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///// Z-Level Stuff
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. += C
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else if(C.d1 == d || C.d2 == d)
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. += C
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return .
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/hook/startup/proc/buildPowernets()
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return makepowernets()
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// rebuild all power networks from scratch - only called at world creation or by the admin verb
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/proc/makepowernets()
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for(var/datum/powernet/PN in powernets)
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qdel(PN)
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powernets.Cut()
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for(var/obj/structure/cable/PC in cable_list)
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if(!PC.powernet)
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var/datum/powernet/NewPN = new()
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NewPN.add_cable(PC)
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propagate_network(PC,PC.powernet)
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return 1
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//remove the old powernet and replace it with a new one throughout the network.
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/proc/propagate_network(var/obj/O, var/datum/powernet/PN)
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//world.log << "propagating new network"
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var/list/worklist = list()
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var/list/found_machines = list()
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var/index = 1
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var/obj/P = null
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worklist+=O //start propagating from the passed object
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while(index<=worklist.len) //until we've exhausted all power objects
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P = worklist[index] //get the next power object found
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index++
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if( istype(P,/obj/structure/cable))
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var/obj/structure/cable/C = P
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if(C.powernet != PN) //add it to the powernet, if it isn't already there
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PN.add_cable(C)
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worklist |= C.get_connections() //get adjacents power objects, with or without a powernet
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else if(P.anchored && istype(P,/obj/machinery/power))
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var/obj/machinery/power/M = P
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found_machines |= M //we wait until the powernet is fully propagates to connect the machines
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else
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continue
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//now that the powernet is set, connect found machines to it
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for(var/obj/machinery/power/PM in found_machines)
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if(!PM.connect_to_network()) //couldn't find a node on its turf...
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PM.disconnect_from_network() //... so disconnect if already on a powernet
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//Merge two powernets, the bigger (in cable length term) absorbing the other
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/proc/merge_powernets(var/datum/powernet/net1, var/datum/powernet/net2)
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if(!net1 || !net2) //if one of the powernet doesn't exist, return
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return
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if(net1 == net2) //don't merge same powernets
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return
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//We assume net1 is larger. If net2 is in fact larger we are just going to make them switch places to reduce on code.
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if(net1.cables.len < net2.cables.len) //net2 is larger than net1. Let's switch them around
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var/temp = net1
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net1 = net2
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net2 = temp
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//merge net2 into net1
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for(var/obj/structure/cable/Cable in net2.cables) //merge cables
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net1.add_cable(Cable)
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if(!net2) return net1
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for(var/obj/machinery/power/Node in net2.nodes) //merge power machines
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if(!Node.connect_to_network())
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Node.disconnect_from_network() //if somehow we can't connect the machine to the new powernet, disconnect it from the old nonetheless
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return net1
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//Determines how strong could be shock, deals damage to mob, uses power.
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//M is a mob who touched wire/whatever
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//power_source is a source of electricity, can be powercell, area, apc, cable, powernet or null
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//source is an object caused electrocuting (airlock, grille, etc)
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//No animations will be performed by this proc.
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/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
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if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
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var/area/source_area
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if(istype(power_source,/area))
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source_area = power_source
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power_source = source_area.get_apc()
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if(istype(power_source,/obj/structure/cable))
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var/obj/structure/cable/Cable = power_source
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power_source = Cable.powernet
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var/datum/powernet/PN
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var/obj/item/weapon/cell/cell
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if(istype(power_source,/datum/powernet))
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PN = power_source
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else if(istype(power_source,/obj/item/weapon/cell))
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cell = power_source
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else if(istype(power_source,/obj/machinery/power/apc))
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var/obj/machinery/power/apc/apc = power_source
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cell = apc.cell
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if (apc.terminal)
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PN = apc.terminal.powernet
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else if (!power_source)
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return 0
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else
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log_admin("ERROR: /proc/electrocute_mob([M], [power_source], [source]): wrong power_source")
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return 0
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//Triggers powernet warning, but only for 5 ticks (if applicable)
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//If following checks determine user is protected we won't alarm for long.
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if(PN)
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PN.trigger_warning(5)
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(H.species.siemens_coefficient <= 0)
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return
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on
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//Checks again. If we are still here subject will be shocked, trigger standard 20 tick warning
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//Since this one is longer it will override the original one.
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if(PN)
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PN.trigger_warning()
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if (!cell && !PN)
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return 0
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var/PN_damage = 0
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var/cell_damage = 0
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if (PN)
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PN_damage = PN.get_electrocute_damage()
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if (cell)
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cell_damage = cell.get_electrocute_damage()
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var/shock_damage = 0
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if (PN_damage>=cell_damage)
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power_source = PN
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shock_damage = PN_damage
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else
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power_source = cell
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shock_damage = cell_damage
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var/drained_hp = M.electrocute_act(shock_damage, source, siemens_coeff) //zzzzzzap!
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var/drained_energy = drained_hp*20
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if (source_area)
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source_area.use_power(drained_energy/CELLRATE)
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else if (istype(power_source,/datum/powernet))
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var/drained_power = drained_energy/CELLRATE
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drained_power = PN.draw_power(drained_power)
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else if (istype(power_source, /obj/item/weapon/cell))
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cell.use(drained_energy)
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return drained_energy
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