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https://github.com/CHOMPStation2/CHOMPStation2.git
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345 lines
10 KiB
Plaintext
345 lines
10 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/*
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field_generator power level display
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The icon used for the field_generator need to have 'num_power_levels' number of icon states
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named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
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The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
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The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
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no power level overlay is currently in the overlays list.
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-Aygar
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*/
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#define field_generator_max_power 250000
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/obj/machinery/field_generator
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name = "Field Generator"
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desc = "A large thermal battery that projects a high amount of energy when powered."
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icon = 'icons/obj/machines/field_generator.dmi'
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icon_state = "Field_Gen"
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anchored = 0
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density = 1
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use_power = USE_POWER_OFF
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/Varedit_start = 0
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var/Varpower = 0
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var/active = 0
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var/power = 30000 // Current amount of power
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var/state = 0
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var/warming_up = 0
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var/list/obj/machinery/containment_field/fields
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var/list/obj/machinery/field_generator/connected_gens
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var/clean_up = 0
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//If keeping field generators powered is hard then increase the emitter active power usage.
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var/gen_power_draw = 5500 //power needed per generator
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var/field_power_draw = 2000 //power needed per field object
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/obj/machinery/field_generator/update_icon()
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overlays.Cut()
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if(!active)
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if(warming_up)
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overlays += "+a[warming_up]"
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if(fields.len)
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overlays += "+on"
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// Power level indicator
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// Scale % power to % num_power_levels and truncate value
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var/level = round(num_power_levels * power / field_generator_max_power)
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// Clamp between 0 and num_power_levels for out of range power values
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level = between(0, level, num_power_levels)
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if(level)
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overlays += "+p[level]"
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return
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/obj/machinery/field_generator/New()
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..()
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fields = list()
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connected_gens = list()
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return
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/obj/machinery/field_generator/process()
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if(Varedit_start == 1)
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if(active == 0)
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active = 1
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state = 2
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power = field_generator_max_power
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anchored = 1
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warming_up = 3
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start_fields()
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update_icon()
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Varedit_start = 0
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if(src.active == 2)
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calc_power()
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update_icon()
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return
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/obj/machinery/field_generator/attack_hand(mob/user as mob)
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if(state == 2)
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if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
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if(src.active >= 1)
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to_chat(user, "You are unable to turn off the [src.name] once it is online.")
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return 1
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else
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user.visible_message("[user.name] turns on the [src.name]", \
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"You turn on the [src.name].", \
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"You hear heavy droning")
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turn_on()
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log_game("FIELDGEN([x],[y],[z]) Activated by [key_name(user)]")
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investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
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src.add_fingerprint(user)
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else
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to_chat(user, "The [src] needs to be firmly secured to the floor first.")
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return
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/obj/machinery/field_generator/attackby(obj/item/W, mob/user)
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if(active)
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to_chat(user, "The [src] needs to be off.")
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return
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else if(W.is_wrench())
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switch(state)
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if(0)
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state = 1
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playsound(src, W.usesound, 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src, W.usesound, 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear ratchet")
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src.anchored = 0
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if(2)
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to_chat(user, "<font color='red'>The [src.name] needs to be unwelded from the floor.</font>")
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return
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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switch(state)
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if(0)
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to_chat(user, "<font color='red'>The [src.name] needs to be wrenched to the floor.</font>")
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return
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if(1)
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if (WT.remove_fuel(0,user))
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playsound(src, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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"You start to weld the [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20 * WT.toolspeed))
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if(!src || !WT.isOn()) return
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state = 2
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to_chat(user, "You weld the field generator to the floor.")
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else
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return
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if(2)
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if (WT.remove_fuel(0,user))
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playsound(src, WT.usesound, 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20 * WT.toolspeed))
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if(!src || !WT.isOn()) return
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state = 1
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to_chat(user, "You cut the [src] free from the floor.")
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else
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return
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else
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..()
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return
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/obj/machinery/field_generator/emp_act()
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return 0
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/obj/machinery/field_generator/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj, /obj/item/projectile/beam))
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power += Proj.damage * EMITTER_DAMAGE_POWER_TRANSFER
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update_icon()
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return 0
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/obj/machinery/field_generator/Destroy()
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src.cleanup()
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. = ..()
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/obj/machinery/field_generator/proc/turn_off()
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active = 0
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spawn(1)
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src.cleanup()
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update_icon()
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/obj/machinery/field_generator/proc/turn_on()
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active = 1
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warming_up = 1
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spawn(1)
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while (warming_up<3 && active)
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sleep(50)
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warming_up++
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update_icon()
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if(warming_up >= 3)
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start_fields()
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update_icon()
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/obj/machinery/field_generator/proc/calc_power()
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if(Varpower)
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return 1
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update_icon()
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if(src.power > field_generator_max_power)
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src.power = field_generator_max_power
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var/power_draw = gen_power_draw
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (!isnull(FG))
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power_draw += gen_power_draw
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for (var/obj/machinery/containment_field/F in fields)
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if (!isnull(F))
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power_draw += field_power_draw
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power_draw /= 2 //because this will be mirrored for both generators
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if(draw_power(round(power_draw)) >= power_draw)
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return 1
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else
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for(var/mob/M in viewers(src))
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M.show_message("<font color='red'>\The [src] shuts down!</font>")
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turn_off()
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log_game("FIELDGEN([x],[y],[z]) Lost power and was ON.")
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investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
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src.power = 0
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return 0
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//Tries to draw the needed power from our own power reserve, or connected generators if we can. Returns the amount of power we were able to get.
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/obj/machinery/field_generator/proc/draw_power(var/draw = 0, var/list/flood_list = list())
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flood_list += src
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if(src.power >= draw)//We have enough power
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src.power -= draw
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return draw
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//Need more power
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var/actual_draw = src.power //already checked that power < draw
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src.power = 0
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (FG in flood_list)
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continue
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actual_draw += FG.draw_power(draw - actual_draw, flood_list) //since the flood list reference is shared this actually works.
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if (actual_draw >= draw)
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return actual_draw
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return actual_draw
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/obj/machinery/field_generator/proc/start_fields()
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if(!src.state == 2 || !anchored)
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turn_off()
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return
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spawn(1)
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setup_field(1)
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spawn(2)
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setup_field(2)
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spawn(3)
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setup_field(4)
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spawn(4)
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setup_field(8)
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src.active = 2
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/obj/machinery/field_generator/proc/setup_field(var/NSEW)
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var/turf/T = src.loc
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var/obj/machinery/field_generator/G
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
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T = get_step(T, NSEW)
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if(T.density)//We cant shoot a field though this
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return 0
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for(var/atom/A in T.contents)
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if(ismob(A))
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continue
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if(!istype(A,/obj/machinery/field_generator))
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if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
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return 0
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steps += 1
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G = locate(/obj/machinery/field_generator) in T
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if(!isnull(G))
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steps -= 1
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if(!G.active)
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return 0
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break
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if(isnull(G))
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return
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T = src.loc
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for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
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var/field_dir = get_dir(T,get_step(G.loc, NSEW))
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T = get_step(T, NSEW)
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if(!locate(/obj/machinery/containment_field) in T)
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var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field(T)
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CF.set_master(src,G)
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fields += CF
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G.fields += CF
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CF.set_dir(field_dir)
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var/listcheck = 0
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (isnull(FG))
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continue
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if(FG == G)
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listcheck = 1
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break
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if(!listcheck)
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connected_gens.Add(G)
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listcheck = 0
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for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
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if (isnull(FG2))
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continue
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if(FG2 == src)
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listcheck = 1
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break
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if(!listcheck)
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G.connected_gens.Add(src)
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/obj/machinery/field_generator/proc/cleanup()
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clean_up = 1
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for (var/obj/machinery/containment_field/F in fields)
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if (QDELETED(F))
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continue
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qdel(F)
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fields = list()
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (QDELETED(FG))
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continue
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FG.connected_gens.Remove(src)
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if(!FG.clean_up)//Makes the other gens clean up as well
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FG.cleanup()
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connected_gens.Remove(FG)
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connected_gens = list()
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clean_up = 0
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update_icon()
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//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
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//singulo eats the evidence". It's not fool-proof but better than nothing.
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//I want to avoid using global variables.
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spawn(1)
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var/temp = 1 //stops spam
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for(var/obj/singularity/O in machines)
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if(O.last_warning && temp)
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if((world.time - O.last_warning) > 50) //to stop message-spam
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temp = 0
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admin_chat_message(message = "SINGUL/TESLOOSE!", color = "#FF2222") //VOREStation Add
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message_admins("A singulo exists and a containment field has failed.",1)
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investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
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log_game("FIELDGEN([x],[y],[z]) Containment failed while singulo/tesla exists.")
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O.last_warning = world.time
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