mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 19:52:40 +00:00
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2389 316c924e-a436-60f5-8080-3fe189b3f50e
330 lines
9.0 KiB
Plaintext
330 lines
9.0 KiB
Plaintext
/* new portable generator - work in progress
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/obj/machinery/power/port_gen
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name = "portable generator"
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desc = "A portable generator used for emergency backup power."
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icon = 'generator.dmi'
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icon_state = "off"
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density = 1
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anchored = 0
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directwired = 0
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var/t_status = 0
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var/t_per = 5000
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var/filter = 1
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var/tank = null
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var/turf/inturf
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var/starter = 0
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var/rpm = 0
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var/rpmtarget = 0
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var/capacity = 1e6
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var/turf/outturf
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var/lastgen
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/obj/machinery/power/port_gen/process()
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ideally we're looking to generate 5000
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/obj/machinery/power/port_gen/attackby(obj/item/weapon/W, mob/user)
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tank [un]loading stuff
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/obj/machinery/power/port_gen/attack_hand(mob/user)
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turn on/off
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/obj/machinery/power/port_gen/examine()
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display round(lastgen) and plasmatank amount
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*/
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//Previous code been here forever, adding new framework for portable generators
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//Baseline portable generator. Has all the default handling. Not intended to be used on it's own (since it generates unlimited power).
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/obj/machinery/power/port_gen
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name = "Portable Generator"
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desc = "A portable generator for emergency backup power"
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icon = 'power.dmi'
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icon_state = "portgen0"
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density = 1
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anchored = 0
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directwired = 1
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use_power = 0
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var
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active = 0
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power_gen = 5000
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open = 0
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recent_fault = 0
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power_output = 1
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proc
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HasFuel() //Placeholder for fuel check.
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return 1
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UseFuel() //Placeholder for fuel use.
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return
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handleInactive()
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return
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process()
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if(active && HasFuel() && !crit_fail && anchored)
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if(prob(reliability))
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add_avail(power_gen * power_output)
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else if(!recent_fault)
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recent_fault = 1
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else crit_fail = 1
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UseFuel()
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for(var/mob/M in viewers(1, src))
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if (M.client && M.machine == src)
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src.updateUsrDialog()
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else
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active = 0
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icon_state = initial(icon_state)
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handleInactive()
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attack_hand(mob/user as mob)
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if(..())
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return
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if(!anchored)
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return
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examine()
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set src in oview(1)
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if(active)
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usr << "\blue The generator is on."
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else
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usr << "\blue The generator is off."
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/obj/machinery/power/port_gen/pacman
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name = "P.A.C.M.A.N.-type Portable Generator"
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var
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coins = 0
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max_coins = 1000
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coin_path = "/obj/item/weapon/coin/plasma"
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board_path = "/obj/item/weapon/circuitboard/pacman"
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coin_left = 0 // How much is left of the coin
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time_per_coin = 1
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emagged = 0
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heat = 0
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New()
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..()
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component_parts = list()
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component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
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component_parts += new /obj/item/weapon/stock_parts/micro_laser(src)
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component_parts += new /obj/item/weapon/cable_coil(src)
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component_parts += new /obj/item/weapon/cable_coil(src)
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component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
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component_parts += new board_path(src)
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RefreshParts()
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RefreshParts()
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var/temp_rating = 0
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var/temp_reliability = 0
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for(var/obj/item/weapon/stock_parts/SP in component_parts)
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if(istype(SP, /obj/item/weapon/stock_parts/matter_bin))
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max_coins = SP.rating * SP.rating * 1000
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else if(istype(SP, /obj/item/weapon/stock_parts/micro_laser) || istype(SP, /obj/item/weapon/stock_parts/capacitor))
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temp_rating += SP.rating
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for(var/obj/item/weapon/CP in component_parts)
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temp_reliability += CP.reliability
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reliability = min(round(temp_reliability / 4), 100)
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power_gen = round(initial(power_gen) * (max(2, temp_rating) / 2))
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examine()
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..()
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usr << "\blue The generator has [coins] units of fuel left, producing [power_gen] per cycle."
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if(crit_fail) usr << "\red The generator seems to have broken down."
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HasFuel()
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if(coins >= 1 / (time_per_coin / power_output) - coin_left)
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return 1
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return 0
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UseFuel()
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var/needed_coins = 1 / (time_per_coin / power_output)
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var/temp = min(needed_coins, coin_left)
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needed_coins -= temp
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coin_left -= temp
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coins -= round(needed_coins)
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needed_coins -= round(needed_coins)
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if (coin_left <= 0 && coins > 0)
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coin_left = 1 - needed_coins
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coins--
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var/lower_limit = 56 + power_output * 10
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var/upper_limit = 76 + power_output * 10
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var/bias = 0
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if (power_output > 4)
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upper_limit = 400
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bias = power_output * 3
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if (heat < lower_limit)
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heat += 3
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else
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heat += rand(-7 + bias, 7 + bias)
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if (heat < lower_limit)
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heat = lower_limit
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if (heat > upper_limit)
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heat = upper_limit
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if (heat > 300)
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overheat()
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del(src)
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return
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handleInactive()
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heat -= 2
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if (heat < 0)
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heat = 0
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else
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for(var/mob/M in viewers(1, src))
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if (M.client && M.machine == src)
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src.updateUsrDialog()
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proc
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overheat()
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explosion(src.loc, 2, 5, 2, -1)
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(istype(O, text2path(coin_path)))
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if(coins >= max_coins)
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user << "\red The generator already has it's maximum amount of fuel!"
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return
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coins++
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user.drop_item()
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del(O)
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user << "\blue You add a coin to the generator."
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else if (istype(O, /obj/item/weapon/card/emag))
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emagged = 1
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emp_act(1)
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else if(!active)
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if(istype(O, /obj/item/weapon/wrench))
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anchored = !anchored
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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if(anchored)
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user << "\blue You secure the generator to the floor."
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else
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user << "\blue You unsecure the generator from the floor."
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makepowernets()
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else if(istype(O, /obj/item/weapon/screwdriver))
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open = !open
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playsound(src.loc, 'Screwdriver.ogg', 50, 1)
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if(open)
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user << "\blue You open the access panel."
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else
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user << "\blue You close the access panel."
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else if(istype(O, /obj/item/weapon/crowbar) && !open)
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var/obj/machinery/constructable_frame/machine_frame/new_frame = new /obj/machinery/constructable_frame/machine_frame(src.loc)
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for(var/obj/item/I in component_parts)
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if(I.reliability < 100)
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I.crit_fail = 1
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I.loc = src.loc
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new_frame.state = 2
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new_frame.icon_state = "box_1"
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del(src)
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attack_hand(mob/user as mob)
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..()
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if (istype(user.pulling,/obj/item/weapon/moneybag))
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var/new_coins = 0
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var/target_coins = text2num(input("How many coins do you wish to transfer?", "Generator", "0"))
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for (var/obj/item/weapon/coin/C in user.pulling.contents)
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if(istype(C, text2path(coin_path)))
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if (coins >= max_coins)
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user << "\blue The generator is full!"
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break
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if (new_coins >= target_coins)
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break
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coins++
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new_coins++
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del(C)
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if (user.pulling.contents.len < 1)
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del(user.pulling)
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user << "\blue You move [new_coins] coins from the money bag to the generator."
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src.add_fingerprint(usr)
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return
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if (!anchored)
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return
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interact(user)
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attack_ai(mob/user as mob)
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interact(user)
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attack_paw(mob/user as mob)
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interact(user)
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proc
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interact(mob/user)
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if (get_dist(src, user) > 1 )
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if (!istype(user, /mob/living/silicon/ai))
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user.machine = null
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user << browse(null, "window=port_gen")
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return
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user.machine = src
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var/dat = text("<b>[name]</b><br>")
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if (active)
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dat += text("Generator: <A href='?src=\ref[src];action=disable'>On</A><br>")
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else
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dat += text("Generator: <A href='?src=\ref[src];action=enable'>Off</A><br>")
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dat += text("Coins: [coins]<br>")
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var/coin_percent = round(coin_left * 100, 1)
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dat += text("Current coin: [coin_percent]%<br>")
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dat += text("Power output: <A href='?src=\ref[src];action=lower_power'>-</A> [power_gen * power_output] <A href='?src=\ref[src];action=higher_power'>+</A><br>")
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dat += text("Heat: [heat]<br>")
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dat += "<br><A href='?src=\ref[src];action=close'>Close</A>"
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user << browse("[dat]", "window=port_gen")
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Topic(href, href_list)
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if(..())
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return
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src.add_fingerprint(usr)
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if(href_list["action"])
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if(href_list["action"] == "enable")
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if(!active && HasFuel() && !crit_fail)
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active = 1
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icon_state = "portgen1"
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src.updateUsrDialog()
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if(href_list["action"] == "disable")
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if (active)
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active = 0
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icon_state = "portgen0"
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src.updateUsrDialog()
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if(href_list["action"] == "lower_power")
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if (power_output > 1)
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power_output--
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src.updateUsrDialog()
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if (href_list["action"] == "higher_power")
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if (power_output < 4 || emagged)
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power_output++
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src.updateUsrDialog()
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if (href_list["action"] == "close")
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usr << browse(null, "window=port_gen")
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usr.machine = null
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/obj/machinery/power/port_gen/pacman/super
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name = "S.U.P.E.R.P.A.C.M.A.N.-type Portable Generator"
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icon_state = "portgen1"
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coin_path = "/obj/item/weapon/coin/uranium"
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power_gen = 15000
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time_per_coin = 5
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board_path = "/obj/item/weapon/circuitboard/pacman/super"
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overheat()
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explosion(src.loc, 3, 3, 3, -1)
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/obj/machinery/power/port_gen/pacman/mrs
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name = "M.R.S.P.A.C.M.A.N.-type Portable Generator"
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icon_state = "portgen2"
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coin_path = "/obj/item/weapon/coin/diamond"
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power_gen = 40000
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time_per_coin = 60
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board_path = "/obj/item/weapon/circuitboard/pacman/mrs"
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overheat()
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explosion(src.loc, 4, 4, 4, -1) |