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CHOMPStation2/code/modules/power/singularity/collector.dm
elly1989@rocketmail.com d7c9e72a29 Added a new logging system that can be used for various things in the game (such as the singularity engine, AI interactions, anything-else that may be suggested to me :P).
At the moment it only logs some singularity things. Please let me know if there are any important methods of singulo-grief which I may have missed.

The "Investigate" verb is available to everyone of rank "Admin observer" and upwards. Just type "Investigate" and select the subject you'd like to see logs for. Typing "Investigate singulo" will also work as a shortcut.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3679 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 01:31:57 +00:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
/obj/machinery/power/rad_collector
name = "Radiation Collector Array"
desc = "A device which uses Hawking Radiation and plasma to produce power."
icon = 'singularity.dmi'
icon_state = "ca"
anchored = 0
density = 1
directwired = 1
req_access = list(access_engine)
// use_power = 0
var/obj/item/weapon/tank/plasma/P = null
var/last_power = 0
var/active = 0
var/locked = 0
var/drainratio = 1
process()
if(P)
if(P.air_contents.toxins <= 0)
P.air_contents.toxins = 0
eject()
else
P.air_contents.toxins -= 0.001*drainratio
return
attack_hand(mob/user as mob)
if(anchored)
if(!src.locked)
toggle_power()
user.visible_message("[user.name] turns the [src.name] [active? "on":"off"].", \
"You turn the [src.name] [active? "on":"off"].")
investigate_log("turned [active?"<font color='green'>on</font>":"<font color='red'>off</font>"] by [user.key]. [P?"It contains [P]":"It is empty"].","singulo")
return
else
user << "\red The controls are locked!"
return
..()
attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/device/analyzer))
user << "\blue The [W.name] detects that [last_power]W were recently produced."
return 1
else if(istype(W, /obj/item/weapon/tank/plasma))
if(!src.anchored)
user << "\red The [src] needs to be secured to the floor first."
return 1
if(src.P)
user << "\red There's already a plasma tank loaded."
return 1
src.P = W
W.loc = src
if (user.client)
user.client.screen -= W
user.u_equip(W)
updateicon()
else if(istype(W, /obj/item/weapon/crowbar))
if(P && !src.locked)
eject()
return 1
else if(istype(W, /obj/item/weapon/wrench))
if(P)
user << "\blue Remove the plasma tank first."
return 1
playsound(src.loc, 'Ratchet.ogg', 75, 1)
src.anchored = !src.anchored
user.visible_message("[user.name] [anchored? "secures":"unsecures"] the [src.name].", \
"You [anchored? "secure":"undo"] the external bolts.", \
"You hear a ratchet")
if(anchored)
connect_to_network()
else
disconnect_from_network()
else if(istype(W, /obj/item/weapon/card/id)||istype(W, /obj/item/device/pda))
if (src.allowed(user))
if(active)
src.locked = !src.locked
user << "The controls are now [src.locked ? "locked." : "unlocked."]"
else
src.locked = 0 //just in case it somehow gets locked
user << "\red The controls can only be locked when the [src] is active"
else
user << "\red Access denied!"
return 1
else
..()
return 1
ex_act(severity)
switch(severity)
if(2, 3)
eject()
return ..()
proc
eject()
var/obj/item/weapon/tank/plasma/Z = src.P
if (!Z)
return
Z.loc = get_turf(src)
Z.layer = initial(Z.layer)
src.P = null
if(active)
toggle_power()
else
updateicon()
receive_pulse(var/pulse_strength)
if(P && active)
var/power_produced = 0
power_produced = P.air_contents.toxins*pulse_strength*20
add_avail(power_produced)
last_power = power_produced
return
return
updateicon()
overlays = null
if(P)
overlays += image('singularity.dmi', "ptank")
if(stat & (NOPOWER|BROKEN))
return
if(active)
overlays += image('singularity.dmi', "on")
toggle_power()
active = !active
if(active)
icon_state = "ca_on"
flick("ca_active", src)
else
icon_state = "ca"
flick("ca_deactive", src)
updateicon()
return