Files
CHOMPStation2/code/modules/power/apc.dm
johnsonmt88@gmail.com fa65c484cd Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00

1221 lines
40 KiB
Plaintext

#define APC_WIRE_IDSCAN 1
#define APC_WIRE_MAIN_POWER1 2
#define APC_WIRE_MAIN_POWER2 3
#define APC_WIRE_AI_CONTROL 4
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
// one per area, needs wire conection to power network
// 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
name = "area power controller"
icon_state = "apc0"
anchored = 1
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 = 2500 // 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
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_total = 0
var/main_status = 0
var/light_consumption = 0 //not used
var/equip_consumption = 0 //not used
var/environ_consumption = 0 //not used
var/wiresexposed = 0
var/apcwires = 15
netnum = -1 // set so that APCs aren't found as powernet nodes
var/malfhack = 0 //New var for my changes to AI malf. --NeoFite
var/mob/living/silicon/ai/malfai = null //See above --NeoFite
// 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/mob/living/silicon/ai/occupant = null
/proc/RandomAPCWires()
//to make this not randomize the wires, just set index to 1 and increment it in the flag for loop (after doing everything else).
var/list/apcwires = list(0, 0, 0, 0)
APCIndexToFlag = list(0, 0, 0, 0)
APCIndexToWireColor = list(0, 0, 0, 0)
APCWireColorToIndex = list(0, 0, 0, 0)
var/flagIndex = 1
for (var/flag=1, flag<16, flag+=flag)
var/valid = 0
while (!valid)
var/colorIndex = rand(1, 4)
if (apcwires[colorIndex]==0)
valid = 1
apcwires[colorIndex] = flag
APCIndexToFlag[flagIndex] = flag
APCIndexToWireColor[flagIndex] = colorIndex
APCWireColorToIndex[colorIndex] = flagIndex
flagIndex+=1
return apcwires
/obj/machinery/power/apc/updateDialog()
if (stat & (BROKEN|MAINT))
return
var/list/nearby = viewers(1, src)
for(var/mob/M in nearby)
if (M.client && M.machine == src)
src.interact(M)
AutoUpdateAI(src)
/obj/machinery/power/apc/New(turf/loc, var/ndir, var/building=0)
..()
// offset 24 pixels in direction of dir
// this allows the APC to be embedded in a wall, yet still inside an area
if (building)
dir = ndir
src.tdir = dir // to fix Vars bug
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 = src.loc.loc:master
opened = 1
operating = 0
name = "[area.name] APC"
stat |= MAINT
src.updateicon()
spawn(5)
src.update()
/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.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/obj/item/weapon/cell(src)
cell.maxcharge = cell_type // cell_type is maximum charge (old default was 1000 or 2500 (values one and two respectively)
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
else
src.area = get_area_name(areastring)
updateicon()
make_terminal()
spawn(5)
src.update()
/obj/machinery/power/apc/examine()
set src in oview(1)
if(usr /*&& !usr.stat*/)
usr << "A control terminal for the area electrical systems."
if(stat & BROKEN)
usr << "Looks broken."
return
if(opened)
if(has_electronics && terminal)
usr << "The cover is [opened==2?"removed":"open"] and the power cell is [ cell ? "installed" : "missing"]."
else if (!has_electronics && terminal)
usr << "There are some wires but no any electronics."
else if (has_electronics && !terminal)
usr << "Electronics installed but not wired."
else /* if (!has_electronics && !terminal) */
usr << "There is no electronics nor connected wires."
else
if (stat & MAINT)
usr << "The cover is closed. Something wrong with it: it doesn't work."
else if (malfhack)
usr << "The cover is broken. It may be hard to force it open."
else
usr << "The cover is closed."
// update the APC icon to show the three base states
// also add overlays for indicator lights
/obj/machinery/power/apc/proc/updateicon()
src.overlays = null
if(opened)
var/basestate = "apc[ cell ? "2" : "1" ]" // if opened, show cell if it's inserted
if (opened==1)
if (stat & (MAINT|BROKEN))
icon_state = "apcmaint" //disassembled APC cannot hold cell
else
icon_state = basestate
else if (opened == 2)
if ((stat & BROKEN) || malfhack )
icon_state = "[basestate]-b-nocover"
else /* if (emagged)*/
icon_state = "[basestate]-nocover"
else if (stat & BROKEN)
icon_state = "apc-b"
else if(emagged || malfai)
icon_state = "apcemag"
else if(wiresexposed)
icon_state = "apcewires"
else
icon_state = "apc0"
// if closed, update overlays for channel status
if (!(stat & (BROKEN|MAINT)))
overlays += image('power.dmi', "apcox-[locked]") // 0=blue 1=red
overlays += image('power.dmi', "apco3-[charging]") // 0=red, 1=yellow/black 2=green
if(operating)
overlays += image('power.dmi', "apco0-[equipment]") // 0=red, 1=green, 2=blue
overlays += image('power.dmi', "apco1-[lighting]")
overlays += image('power.dmi', "apco2-[environ]")
//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)
if (istype(W, /obj/item/weapon/crowbar) && opened)
if (has_electronics==1)
if (terminal)
user << "\red Disconnect wires first."
return
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "You trying to remove the power control board..."
if(do_after(user, 50))
has_electronics = 0
if ((stat & BROKEN) || malfhack)
user.visible_message(\
"\red [user.name] has broken the power control board inside [src.name]!",\
"You broke the charred power control board and remove the remains.",
"You hear a crack!")
//ticker.mode:apcs-- //XSI said no and I agreed. -rastaf0
else
user.visible_message(\
"\red [user.name] has removed the power control board from [src.name]!",\
"You remove the power control board.")
new /obj/item/weapon/module/power_control(loc)
else if (opened!=2) //cover isn't removed
opened = 0
updateicon()
else if (istype(W, /obj/item/weapon/crowbar) && !((stat & BROKEN) || malfhack) )
if(coverlocked && !(stat & MAINT))
user << "\red The cover is locked and cannot be opened."
return
else
opened = 1
updateicon()
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
else
if (stat & MAINT)
user << "\red There is no any connector for your power cell."
return
user.drop_item()
W.loc = src
cell = W
user.visible_message(\
"\red [user.name] has inserted the power cell to [src.name]!",\
"You insert the power cell.")
chargecount = 0
updateicon()
else if (istype(W, /obj/item/weapon/screwdriver)) // haxing
if(opened)
if (cell)
user << "\red Close the APC first." //Less hints more mystery!
return
else
if (has_electronics==1 && terminal)
has_electronics = 2
stat &= ~MAINT
playsound(src.loc, '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, 'Screwdriver.ogg', 50, 1)
user << "You unfasten the electronics."
else /* has_electronics==0 */
user << "\red There is nothing to secure."
return
updateicon()
else if(emagged)
user << "The interface is broken."
else
wiresexposed = !wiresexposed
user << "The wires have been [wiresexposed ? "exposed" : "unexposed"]"
updateicon()
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))
locked = !locked
user << "You [ locked ? "lock" : "unlock"] the APC interface."
updateicon()
else
user << "\red Access denied."
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 << "You emag the APC interface."
updateicon()
else
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
else if (istype(W, /obj/item/weapon/cable_coil) && !terminal && opened && has_electronics!=2)
if (src.loc:intact)
user << "\red You must remove the floor plating in front of the APC first."
return
var/obj/item/weapon/cable_coil/C = W
if(C.amount < 10)
user << "\red You need more wires."
return
user << "You start adding cables to the APC frame..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20) && C.amount >= 10)
var/turf/T = get_turf_loc(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()
return
C.use(10)
user.visible_message(\
"\red [user.name] has added cables to the APC frame!",\
"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 << "\red You must remove the floor plating in front of the APC first."
return
user << "You begin to cut cables..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 50))
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()
return
new /obj/item/weapon/cable_coil(loc,10)
user.visible_message(\
"\red [user.name] cut cables and dismantled the power terminal.",\
"You cut cables and dismantle the power terminal.")
del(terminal)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && !((stat & BROKEN) || malfhack))
user << "You trying to insert the power control board into the frame..."
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 10))
has_electronics = 1
user << "You place the power control board inside the frame."
del(W)
else if (istype(W, /obj/item/weapon/module/power_control) && opened && has_electronics==0 && ((stat & BROKEN) || malfhack))
user << "\red You cannot put the board inside, the frame is damaged."
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 << "\blue You need more welding fuel to complete this task."
return
user << "You start welding APC frame..."
playsound(src.loc, '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/sheet/metal(loc)
user.visible_message(\
"\red [src] has been cut apart by [user.name] with the weldingtool.",\
"You disassembled the broken APC frame.",\
"\red You hear welding.")
else
new /obj/item/apc_frame(loc)
user.visible_message(\
"\red [src] has been cut from the wall by [user.name] with the weldingtool.",\
"You cut APC frame from the wall.",\
"\red You hear welding.")
del(src)
return
else if (istype(W, /obj/item/apc_frame) && opened && emagged)
emagged = 0
if (opened==2)
opened = 1
user.visible_message(\
"\red [user.name] has replaced the damaged APC frontal panel with a new one.",\
"You replace the damaged APC frontal panel with a new one.")
del(W)
updateicon()
else if (istype(W, /obj/item/apc_frame) && opened && ((stat & BROKEN) || malfhack))
if (has_electronics)
user << "You cannot repair this APC until you remove the electronics still inside."
return
user << "You begin to replace the damaged APC frame..."
if(do_after(user, 50))
user.visible_message(\
"\red [user.name] has replaced the damaged APC frame with new one.",\
"You replace the damaged APC frame with new one.")
del(W)
stat &= ~BROKEN
malfai = null
malfhack = 0
if (opened==2)
opened = 1
updateicon()
else
if ( ((stat & BROKEN) || malfhack) \
&& !opened \
&& W.force >= 5 \
&& W.w_class >= 3.0 \
&& prob(20) )
opened = 2
user.visible_message("\red The APC cover was knocked down with the [W.name] by [user.name]!", \
"\red You knock down the APC cover with your [W.name]!", \
"You hear bang")
updateicon()
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)))
return src.attack_hand(user)
user.visible_message("\red The [src.name] has been hit with the [W.name] by [user.name]!", \
"\red You hit the [src.name] with your [W.name]!", \
"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))
return
src.add_fingerprint(user)
if(opened && (!istype(user, /mob/living/silicon)))
if(cell)
usr.put_in_hand(cell)
cell.add_fingerprint(user)
cell.updateicon()
src.cell = null
user.visible_message("\red [user.name] removes the power cell from [src.name]!", "You remove the power cell.")
//user << "You remove the power cell."
charging = 0
src.updateicon()
return
if(stat & (BROKEN|MAINT))
return
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("APC",src,user:wear_suit)
return
// do APC interaction
user.machine = src
src.interact(user)
/obj/machinery/power/apc/proc/interact(mob/user)
if(!user)
return
if ( (get_dist(src, user) > 1 ))
if (!istype(user, /mob/living/silicon))
user.machine = null
user << browse(null, "window=apc")
return
else if (istype(user, /mob/living/silicon) && src.aidisabled && !src.malfhack)
user << "AI control for this APC interface has been disabled."
user << browse(null, "window=apc")
return
else if (src.malfai)
if ((src.malfai != user && src.malfai != user:parent) && !islinked(user, malfai))
user << "AI control for this APC interface has been disabled."
user << browse(null, "window=apc")
return
if(wiresexposed && (!istype(user, /mob/living/silicon)))
var/t1 = text("<html><head><title>[area.name] APC wires</title></head><body><B>Access Panel</B><br>\n")
var/list/apcwires = list(
"Orange" = 1,
"Dark red" = 2,
"White" = 3,
"Yellow" = 4,
)
for(var/wiredesc in apcwires)
var/is_uncut = src.apcwires & APCWireColorToFlag[apcwires[wiredesc]]
t1 += "[wiredesc] wire: "
if(!is_uncut)
t1 += "<a href='?src=\ref[src];apcwires=[apcwires[wiredesc]]'>Mend</a>"
else
t1 += "<a href='?src=\ref[src];apcwires=[apcwires[wiredesc]]'>Cut</a> "
t1 += "<a href='?src=\ref[src];pulse=[apcwires[wiredesc]]'>Pulse</a> "
t1 += "<br>"
t1 += text("<br>\n[(src.locked ? "The APC is locked." : "The APC is unlocked.")]<br>\n[(src.shorted ? "The APCs power has been shorted." : "The APC is working properly!")]<br>\n[(src.aidisabled ? "The 'AI control allowed' light is off." : "The 'AI control allowed' light is on.")]")
t1 += text("<p><a href='?src=\ref[src];close2=1'>Close</a></p></body></html>")
user << browse(t1, "window=apcwires")
onclose(user, "apcwires")
user.machine = src
var/t = "<html><head><title>[area.name] APC</title></head><body><TT><B>Area Power Controller</B> ([area.name])<HR>"
if(locked && (!istype(user, /mob/living/silicon)))
t += "<I>(Swipe ID card to unlock inteface.)</I><BR>"
t += "Main breaker : <B>[operating ? "On" : "Off"]</B><BR>"
t += "External power : <B>[ main_status ? (main_status ==2 ? "<FONT COLOR=#004000>Good</FONT>" : "<FONT COLOR=#D09000>Low</FONT>") : "<FONT COLOR=#F00000>None</FONT>"]</B><BR>"
t += "Power cell: <B>[cell ? "[round(cell.percent())]%" : "<FONT COLOR=red>Not connected.</FONT>"]</B>"
if(cell)
t += " ([charging ? ( charging == 1 ? "Charging" : "Fully charged" ) : "Not charging"])"
t += " ([chargemode ? "Auto" : "Off"])"
t += "<BR><HR>Power channels<BR><PRE>"
var/list/L = list ("Off","Off (Auto)", "On", "On (Auto)")
t += "Equipment: [add_lspace(lastused_equip, 6)] W : <B>[L[equipment+1]]</B><BR>"
t += "Lighting: [add_lspace(lastused_light, 6)] W : <B>[L[lighting+1]]</B><BR>"
t += "Environmental:[add_lspace(lastused_environ, 6)] W : <B>[L[environ+1]]</B><BR>"
t += "<BR>Total load: [lastused_light + lastused_equip + lastused_environ] W</PRE>"
t += "<HR>Cover lock: <B>[coverlocked ? "Engaged" : "Disengaged"]</B>"
else
if (!istype(user, /mob/living/silicon))
t += "<I>(Swipe ID card to lock interface.)</I><BR>"
t += "Main breaker: [operating ? "<B>On</B> <A href='?src=\ref[src];breaker=1'>Off</A>" : "<A href='?src=\ref[src];breaker=1'>On</A> <B>Off</B>" ]<BR>"
t += "External power : <B>[ main_status ? (main_status ==2 ? "<FONT COLOR=#004000>Good</FONT>" : "<FONT COLOR=#D09000>Low</FONT>") : "<FONT COLOR=#F00000>None</FONT>"]</B><BR>"
if(cell)
t += "Power cell: <B>[round(cell.percent())]%</B>"
t += " ([charging ? ( charging == 1 ? "Charging" : "Fully charged" ) : "Not charging"])"
t += " ([chargemode ? "<A href='?src=\ref[src];cmode=1'>Off</A> <B>Auto</B>" : "<B>Off</B> <A href='?src=\ref[src];cmode=1'>Auto</A>"])"
else
t += "Power cell: <B><FONT COLOR=red>Not connected.</FONT></B>"
t += "<BR><HR>Power channels<BR><PRE>"
t += "Equipment: [add_lspace(lastused_equip, 6)] W : "
switch(equipment)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];eqp=2'>On</A> <A href='?src=\ref[src];eqp=3'>Auto</A>"
if(1)
t += "<A href='?src=\ref[src];eqp=1'>Off</A> <A href='?src=\ref[src];eqp=2'>On</A> <B>Auto (Off)</B>"
if(2)
t += "<A href='?src=\ref[src];eqp=1'>Off</A> <B>On</B> <A href='?src=\ref[src];eqp=3'>Auto</A>"
if(3)
t += "<A href='?src=\ref[src];eqp=1'>Off</A> <A href='?src=\ref[src];eqp=2'>On</A> <B>Auto (On)</B>"
t +="<BR>"
t += "Lighting: [add_lspace(lastused_light, 6)] W : "
switch(lighting)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];lgt=2'>On</A> <A href='?src=\ref[src];lgt=3'>Auto</A>"
if(1)
t += "<A href='?src=\ref[src];lgt=1'>Off</A> <A href='?src=\ref[src];lgt=2'>On</A> <B>Auto (Off)</B>"
if(2)
t += "<A href='?src=\ref[src];lgt=1'>Off</A> <B>On</B> <A href='?src=\ref[src];lgt=3'>Auto</A>"
if(3)
t += "<A href='?src=\ref[src];lgt=1'>Off</A> <A href='?src=\ref[src];lgt=2'>On</A> <B>Auto (On)</B>"
t +="<BR>"
t += "Environmental:[add_lspace(lastused_environ, 6)] W : "
switch(environ)
if(0)
t += "<B>Off</B> <A href='?src=\ref[src];env=2'>On</A> <A href='?src=\ref[src];env=3'>Auto</A>"
if(1)
t += "<A href='?src=\ref[src];env=1'>Off</A> <A href='?src=\ref[src];env=2'>On</A> <B>Auto (Off)</B>"
if(2)
t += "<A href='?src=\ref[src];env=1'>Off</A> <B>On</B> <A href='?src=\ref[src];env=3'>Auto</A>"
if(3)
t += "<A href='?src=\ref[src];env=1'>Off</A> <A href='?src=\ref[src];env=2'>On</A> <B>Auto (On)</B>"
t += "<BR>Total load: [lastused_light + lastused_equip + lastused_environ] W</PRE>"
t += "<HR>Cover lock: [coverlocked ? "<B><A href='?src=\ref[src];lock=1'>Engaged</A></B>" : "<B><A href='?src=\ref[src];lock=1'>Disengaged</A></B>"]"
if (istype(user, /mob/living/silicon))
t += "<BR><HR><A href='?src=\ref[src];overload=1'><I>Overload lighting circuit</I></A><BR>"
if (ticker && ticker.mode)
// world << "there's a ticker"
if(user.mind in ticker.mode.malf_ai)
// world << "ticker says its malf"
if (!src.malfai)
t += "<BR><HR><A href='?src=\ref[src];malfhack=1'><I>Override Programming</I></A><BR>"
else
t += "<BR><HR><I>APC Hacked</I><BR>"
if(!src.occupant)
t += "<A href='?src=\ref[src];occupyapc=1'><I>Shunt Core Processes</I></A><BR>"
else
t += "<I>Core Processes Uploaded</I><BR>"
t += "<BR><HR><A href='?src=\ref[src];close=1'>Close</A>"
t += "</TT></body></html>"
user << browse(t, "window=apc")
onclose(user, "apc")
return
/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/isWireColorCut(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
return ((src.apcwires & wireFlag) == 0)
/obj/machinery/power/apc/proc/isWireCut(var/wireIndex)
var/wireFlag = APCIndexToFlag[wireIndex]
return ((src.apcwires & wireFlag) == 0)
/obj/machinery/power/apc/proc/cut(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
var/wireIndex = APCWireColorToIndex[wireColor]
apcwires &= ~wireFlag
switch(wireIndex)
if(APC_WIRE_MAIN_POWER1)
src.shock(usr, 50)
src.shorted = 1
src.updateDialog()
if(APC_WIRE_MAIN_POWER2)
src.shock(usr, 50)
src.shorted = 1
src.updateDialog()
if (APC_WIRE_AI_CONTROL)
if (src.aidisabled == 0)
src.aidisabled = 1
src.updateDialog()
// if(APC_WIRE_IDSCAN) nothing happens when you cut this wire, add in something if you want whatever
/obj/machinery/power/apc/proc/mend(var/wireColor)
var/wireFlag = APCWireColorToFlag[wireColor]
var/wireIndex = APCWireColorToIndex[wireColor] //not used in this function
apcwires |= wireFlag
switch(wireIndex)
if(APC_WIRE_MAIN_POWER1)
if ((!src.isWireCut(APC_WIRE_MAIN_POWER1)) && (!src.isWireCut(APC_WIRE_MAIN_POWER2)))
src.shorted = 0
src.shock(usr, 50)
src.updateDialog()
if(APC_WIRE_MAIN_POWER2)
if ((!src.isWireCut(APC_WIRE_MAIN_POWER1)) && (!src.isWireCut(APC_WIRE_MAIN_POWER2)))
src.shorted = 0
src.shock(usr, 50)
src.updateDialog()
if (APC_WIRE_AI_CONTROL)
//one wire for AI control. Cutting this prevents the AI from controlling the door unless it has hacked the door through the power connection (which takes about a minute). If both main and backup power are cut, as well as this wire, then the AI cannot operate or hack the door at all.
//aidisabledDisabled: If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in.
if (src.aidisabled == 1)
src.aidisabled = 0
src.updateDialog()
// if(APC_WIRE_IDSCAN) nothing happens when you cut this wire, add in something if you want whatever
/obj/machinery/power/apc/proc/pulse(var/wireColor)
//var/wireFlag = apcWireColorToFlag[wireColor] //not used in this function
var/wireIndex = APCWireColorToIndex[wireColor]
switch(wireIndex)
if(APC_WIRE_IDSCAN) //unlocks the APC for 30 seconds, if you have a better way to hack an APC I'm all ears
src.locked = 0
spawn(300)
src.locked = 1
src.updateDialog()
if (APC_WIRE_MAIN_POWER1)
if(shorted == 0)
shorted = 1
spawn(1200)
if(shorted == 1)
shorted = 0
src.updateDialog()
if (APC_WIRE_MAIN_POWER2)
if(shorted == 0)
shorted = 1
spawn(1200)
if(shorted == 1)
shorted = 0
src.updateDialog()
if (APC_WIRE_AI_CONTROL)
if (src.aidisabled == 0)
src.aidisabled = 1
src.updateDialog()
spawn(10)
if (src.aidisabled == 1)
src.aidisabled = 0
src.updateDialog()
/obj/machinery/power/apc/proc/can_use(mob/user as mob) //used by attack_hand() and Topic()
if (user.stat)
user << "\red You must be conscious to use this [src]!"
return 0
if ( ! (istype(user, /mob/living/carbon/human) || \
istype(user, /mob/living/silicon) || \
istype(user, /mob/living/carbon/monkey) /*&& ticker && ticker.mode.name == "monkey"*/) )
user << "\red You don't have the dexterity to use this [src]!"
user << browse(null, "window=apc")
user.machine = null
return 0
if(user.restrained())
user << "\red You must have free hands to use this [src]"
return 0
if(user.lying)
user << "\red You must stand to use this [src]!"
return 0
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)) \
) \
)
user << "\red \The [src] have AI control disabled!"
user << browse(null, "window=apc")
user.machine = null
return 0
else
if ((!in_range(src, user) || !istype(src.loc, /turf)))
user << browse(null, "window=apc")
user.machine = null
return 0
var/mob/living/carbon/human/H = user
if (istype(H))
if(H.getBrainLoss() >= 60)
for(var/mob/M in viewers(src, null))
M << "\red [H] stares cluelessly at [src] and drools."
return 0
else if(prob(H.getBrainLoss()))
user << "\red You momentarily forget how to use [src]."
return 0
return 1
/obj/machinery/power/apc/Topic(href, href_list, var/usingUI = 1)
if (!can_use(usr))
return
src.add_fingerprint(usr)
usr.machine = src
if (href_list["apcwires"])
var/t1 = text2num(href_list["apcwires"])
if (!( istype(usr.equipped(), /obj/item/weapon/wirecutters) ))
usr << "You need wirecutters!"
return
if (src.isWireColorCut(t1))
src.mend(t1)
else
src.cut(t1)
else if (href_list["pulse"])
var/t1 = text2num(href_list["pulse"])
if (!istype(usr.equipped(), /obj/item/device/multitool))
usr << "You need a multitool!"
return
if (src.isWireColorCut(t1))
usr << "You can't pulse a cut wire."
return
else
src.pulse(t1)
else if (href_list["lock"])
coverlocked = !coverlocked
else if (href_list["breaker"])
operating = !operating
if(malfai)
if (ticker.mode.config_tag == "malfunction")
if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas))
operating ? ticker.mode:apcs++ : ticker.mode:apcs--
src.update()
updateicon()
else if (href_list["cmode"])
chargemode = !chargemode
if(!chargemode)
charging = 0
updateicon()
else if (href_list["eqp"])
var/val = text2num(href_list["eqp"])
equipment = (val==1) ? 0 : val
updateicon()
update()
else if (href_list["lgt"])
var/val = text2num(href_list["lgt"])
lighting = (val==1) ? 0 : val
updateicon()
update()
else if (href_list["env"])
var/val = text2num(href_list["env"])
environ = (val==1) ? 0 :val
updateicon()
update()
else if( href_list["close"] )
usr << browse(null, "window=apc")
usr.machine = null
return
else if (href_list["close2"])
usr << browse(null, "window=apcwires")
usr.machine = null
return
else if (href_list["overload"])
if( istype(usr, /mob/living/silicon) && !src.aidisabled )
src.overload_lighting()
else if (href_list["malfhack"])
var/mob/living/silicon/ai/malfai = usr
if( istype(malfai, /mob/living/silicon/ai) && !src.aidisabled )
if (malfai.malfhacking)
malfai << "You are already hacking an APC."
return
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
if (ticker.mode.config_tag == "malfunction")
if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas))
ticker.mode:apcs++
if(usr:parent)
src.malfai = usr:parent
else
src.malfai = usr
malfai << "Hack complete. The APC is now under your exclusive control."
updateicon()
else if (href_list["occupyapc"])
malfoccupy(usr)
else if (href_list["deoccupyapc"])
malfvacate()
if(usingUI)
src.updateDialog()
return
/obj/machinery/power/apc/proc/malfoccupy(var/mob/living/silicon/ai/malf)
if(!istype(malf))
return
if(src.z != 1)
return
src.occupant = new /mob/living/silicon/ai(src,malf.laws,null,1)
src.occupant.adjustOxyLoss(malf.getOxyLoss())
if(!findtext(src.occupant.name,"APC Copy"))
src.occupant.name = "[malf.name] APC Copy"
if(malf.parent)
src.occupant.parent = malf.parent
else
src.occupant.parent = malf
malf.mind.transfer_to(src.occupant)
if(malf.parent)
del(malf)
src.occupant.verbs += /mob/living/silicon/ai/proc/corereturn
src.occupant.cancel_camera()
/obj/machinery/power/apc/proc/malfvacate(var/forced)
if(!src.occupant)
return
if(src.occupant.parent && src.occupant.parent.stat != 2)
src.occupant.mind.transfer_to(src.occupant.parent)
src.occupant.parent.adjustOxyLoss(src.occupant.getOxyLoss())
src.occupant.parent.cancel_camera()
del(src.occupant)
else
src.occupant << "\red Primary core damaged, unable to return core processes."
if(forced)
src.occupant.loc = src.loc
src.occupant.death()
src.occupant.gib()
/obj/machinery/power/apc/proc/ion_act()
//intended to be exactly the same as an AI malf attack
if(!src.malfhack && src.z == 1)
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
updateicon()
var/datum/effect/effect/system/harmless_smoke_spread/smoke = new /datum/effect/effect/system/harmless_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()
for(var/mob/M in viewers(src))
M.show_message("\red The [src.name] suddenly lets out a blast of smoke and some sparks!", 3, "\red You hear sizzling electronics.", 2)
/obj/machinery/power/apc/surplus()
if(terminal)
return terminal.surplus()
else
return 0
/obj/machinery/power/apc/add_load(var/amount)
if(terminal && terminal.powernet)
terminal.powernet.newload += amount
/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
/*
if (equipment > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.equip_consumption, EQUIP)
if (lighting > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.light_consumption, LIGHT)
if (environ > 1) // off=0, off auto=1, on=2, on auto=3
use_power(src.environ_consumption, ENVIRON)
area.calc_lighting() */
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
var/perapc = 0
if(terminal && terminal.powernet)
perapc = terminal.powernet.perapc
if(cell && !shorted)
// draw power from cell as before
var/cellused = min(cell.charge, CELLRATE * lastused_total) // clamp deduction to a max, amount left in cell
cell.use(cellused)
if(excess > 0 || perapc > lastused_total) // if power excess, or enough anyway, recharge the cell
// by the same amount just used
cell.give(cellused)
add_load(cellused/CELLRATE) // add the load used to recharge the cell
else // no excess, and not enough per-apc
if( (cell.charge/CELLRATE+perapc) >= lastused_total) // can we draw enough from cell+grid to cover last usage?
cell.charge = min(cell.maxcharge, cell.charge + CELLRATE * perapc) //recharge with what we can
add_load(perapc) // so draw what we can from the grid
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)
// set channels depending on how much charge we have left
if(cell.charge <= 0) // zero charge, turn all off
equipment = autoset(equipment, 0)
lighting = autoset(lighting, 0)
environ = autoset(environ, 0)
area.poweralert(0, src)
else if(cell.percent() < 15) // <15%, turn off lighting & equipment
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 2)
environ = autoset(environ, 1)
area.poweralert(0, src)
else if(cell.percent() < 30) // <30%, turn off equipment
equipment = autoset(equipment, 2)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
area.poweralert(0, src)
else // otherwise all can be on
equipment = autoset(equipment, 1)
lighting = autoset(lighting, 1)
environ = autoset(environ, 1)
area.poweralert(1, src)
if(cell.percent() > 75)
area.poweralert(1, src)
// now trickle-charge the cell
if(chargemode && charging == 1 && operating)
if(excess > 0) // check to make sure we have enough to charge
// Max charge is perapc share, capped to cell capacity, or % per second constant (Whichever is smallest)
/* var/ch = min(perapc, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
add_load(ch) // Removes the power we're taking from the grid
cell.give(ch) // actually recharge the cell
*/
var/ch = min(perapc*CELLRATE, (cell.maxcharge - cell.charge), (cell.maxcharge*CHARGELEVEL))
add_load(ch/CELLRATE) // Removes the power we're taking from the grid
cell.give(ch) // actually recharge the cell
else
charging = 0 // stop charging
chargecount = 0
// show cell as fully charged if so
if(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)
area.poweralert(0, src)
// update icon & area power if anything changed
if(last_lt != lighting || last_eq != equipment || last_en != environ)
updateicon()
update()
else if (last_ch != charging)
updateicon()
//src.updateDialog()
src.updateDialog()
// val 0=off, 1=off(auto) 2=on 3=on(auto)
// on 0=off, 1=on, 2=autooff
/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/meteorhit(var/obj/O as obj)
set_broken()
return
/obj/machinery/power/apc/emp_act(severity)
if(cell)
cell.emp_act(severity)
if(occupant)
occupant.emp_act(severity)
lighting = 0
equipment = 0
environ = 0
spawn(600)
equipment = 3
environ = 3
..()
/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
del(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/proc/set_broken()
if(malfai && operating)
if (ticker.mode.config_tag == "malfunction")
if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas))
ticker.mode:apcs--
stat |= BROKEN
operating = 0
if(occupant)
malfvacate(1)
updateicon()
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/area/A in area.related)
for(var/obj/machinery/light/L in A)
L.on = 1
L.broken()
sleep(1)
/obj/machinery/power/apc/Del()
if(malfai && operating)
if (ticker.mode.config_tag == "malfunction")
if (src.z == 1) //if (is_type_in_list(get_area(src), the_station_areas))
ticker.mode:apcs--
area.power_light = 0
area.power_equip = 0
area.power_environ = 0
area.power_change()
if(occupant)
malfvacate(1)
..()
/obj/machinery/power/apc/proc/shock(mob/user, prb)
if(!prob(prb))
return 0
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if (electrocute_mob(user, src, src))
return 1
else
return 0