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BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%. Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea. Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7. Damage and stun from doors shocking people has been lowered. process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
123 lines
3.4 KiB
Plaintext
123 lines
3.4 KiB
Plaintext
// Powersink - used to drain station power
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/obj/item/device/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = 4.0
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flags = FPRINT | TABLEPASS | CONDUCT
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throwforce = 5
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throw_speed = 1
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throw_range = 2
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m_amt = 750
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w_amt = 750
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origin_tech = "powerstorage=3;syndicate=5"
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var/drain_rate = 600000 // amount of power to drain per tick
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var/power_drained = 0 // has drained this much power
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var/max_power = 1e8 // maximum power that can be drained before exploding
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var/mode = 0 // 0 = off, 1=clamped (off), 2=operating
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var/obj/cable/attached // the attached cable
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attackby(var/obj/item/I, var/mob/user)
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if(istype(I, /obj/item/weapon/screwdriver))
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if(mode == 0)
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var/turf/T = loc
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if(isturf(T) && !T.intact)
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attached = locate() in T
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if(!attached)
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user << "No exposed cable here to attach to."
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return
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else
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anchored = 1
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mode = 1
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user << "You attach the device to the cable."
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for(var/mob/M in viewers(user))
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if(M == user) continue
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M << "[user] attaches the power sink to the cable."
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return
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else
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user << "Device must be placed over an exposed cable to attach to it."
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return
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else
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if (mode == 2)
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processing_objects.Remove(src) // Now the power sink actually stops draining the station's power if you unhook it. --NeoFite
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anchored = 0
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mode = 0
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user << "You detach the device from the cable."
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for(var/mob/M in viewers(user))
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if(M == user) continue
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M << "[user] detaches the power sink from the cable."
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sd_SetLuminosity(0)
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icon_state = "powersink0"
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return
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else
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..()
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attack_paw()
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return
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attack_ai()
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return
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attack_hand(var/mob/user)
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switch(mode)
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if(0)
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..()
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if(1)
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user << "You activate the device!"
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for(var/mob/M in viewers(user))
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if(M == user) continue
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M << "[user] activates the power sink!"
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mode = 2
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icon_state = "powersink1"
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processing_objects.Add(src)
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if(2) //This switch option wasn't originally included. It exists now. --NeoFite
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user << "You deactivate the device!"
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for(var/mob/M in viewers(user))
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if(M == user) continue
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M << "[user] deactivates the power sink!"
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mode = 1
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sd_SetLuminosity(0)
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icon_state = "powersink0"
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processing_objects.Remove(src)
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process()
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if(attached)
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var/datum/powernet/PN = attached.get_powernet()
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if(PN)
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if(!luminosity)
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sd_SetLuminosity(12)
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// found a powernet, so drain up to max power from it
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var/drained = min ( drain_rate, PN.avail )
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PN.newload += drained
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power_drained += drained
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// if tried to drain more than available on powernet
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// now look for APCs and drain their cells
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if(drained < drain_rate)
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for(var/obj/machinery/power/terminal/T in PN.nodes)
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if(istype(T.master, /obj/machinery/power/apc))
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var/obj/machinery/power/apc/A = T.master
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if(A.operating && A.cell)
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A.cell.charge = max(0, A.cell.charge - 50)
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power_drained += 50
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if(power_drained > max_power * 0.95)
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playsound(src, 'screech.ogg', 100, 1, 1)
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if(power_drained >= max_power)
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processing_objects.Remove(src)
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explosion(src.loc, 3,6,9,12)
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del(src)
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