Files
CHOMPStation2/code/modules/power/port_gen.dm
2011-10-18 19:45:09 +00:00

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