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///used to transfer power to containment field generators
#define EMITTER_DAMAGE_POWER_TRANSFER 500
// todo: emitters shouldn't be part of the singularity / power module
/obj/machinery/power/emitter
name = "emitter"
desc = "It is a heavy duty industrial laser."
icon = 'icons/obj/singularity.dmi'
icon_state = "emitter"
anchored = 0
density = 1
req_access = list(ACCESS_ENGINEERING_ENGINE)
armor_type = /datum/armor/object/medium
worth_intrinsic = 350
var/id = null
use_power = USE_POWER_OFF //uses powernet power, not APC power
active_power_usage = 30000 //30 kW laser. I guess that means 30 kJ per shot.
var/active = 0
var/powered = 0
var/fire_delay = 100
var/max_burst_delay = 100
var/min_burst_delay = 20
var/burst_shots = 3
var/last_shot = 0
var/shot_number = 0
var/state = 0
var/locked = 0
var/burst_delay = 2
var/initial_fire_delay = 100
/obj/machinery/power/emitter/verb/rotate_clockwise()
set name = "Rotate Emitter Clockwise"
set category = VERB_CATEGORY_OBJECT
set src in oview(1)
if (src.anchored || usr:stat)
to_chat(usr, "It is fastened to the floor!")
return 0
src.setDir(turn(src.dir, 270))
return 1
/obj/machinery/power/emitter/Initialize(mapload)
. = ..()
if(state == 2 && anchored)
connect_to_network()
/obj/machinery/power/emitter/Destroy()
message_admins("Emitter deleted at ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("EMITTER([x],[y],[z]) Destroyed/deleted.")
investigate_log("<font color='red'>deleted</font> at ([x],[y],[z])","singulo")
..()
/obj/machinery/power/emitter/update_icon()
if (active && powernet && avail(active_power_usage * 0.001))
icon_state = "emitter_+a"
else
icon_state = "emitter"
/obj/machinery/power/emitter/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args)
src.add_fingerprint(user)
activate(user)
/obj/machinery/power/emitter/proc/activate(mob/user as mob)
if(state == 2)
if(!powernet)
to_chat(user, "\The [src] isn't connected to a wire.")
return 1
if(!src.locked)
if(src.active==1)
src.active = 0
to_chat(user, "You turn off [src].")
message_admins("Emitter turned off by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("EMITTER([x],[y],[z]) OFF by [key_name(user)]")
investigate_log("turned <font color='red'>off</font> by [user.key]","singulo")
else
src.active = 1
to_chat(user, "You turn on [src].")
src.shot_number = 0
src.fire_delay = get_initial_fire_delay()
message_admins("Emitter turned on by [key_name(user, user.client)](<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A>) in ([x],[y],[z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
log_game("EMITTER([x],[y],[z]) ON by [key_name(user)]")
investigate_log("turned <font color='green'>on</font> by [user.key]","singulo")
update_icon()
else
to_chat(user, "<span class='warning'>The controls are locked!</span>")
else
to_chat(user, "<span class='warning'>\The [src] needs to be firmly secured to the floor first.</span>")
return 1
/obj/machinery/power/emitter/emp_act(var/severity)//Emitters are hardened but still might have issues
// add_load(1000)
/* if((severity == 1)&&prob(1)&&prob(1))
if(src.active)
src.active = 0
src.use_power = 1 */
return 1
/obj/machinery/power/emitter/process(delta_time)
if(machine_stat & (BROKEN))
return
if(src.state != 2 || (!powernet && active_power_usage))
src.active = 0
update_icon()
return
if(((src.last_shot + src.fire_delay) <= world.time) && (src.active == 1))
var/actual_load = draw_power(active_power_usage * 0.001) * 1000
if(actual_load >= active_power_usage) //does the laser have enough power to shoot?
if(!powered)
powered = 1
update_icon()
log_game("EMITTER([x],[y],[z]) Regained power and is ON.")
investigate_log("regained power and turned <font color='green'>on</font>","singulo")
else
if(powered)
powered = 0
update_icon()
log_game("EMITTER([x],[y],[z]) Lost power and was ON.")
investigate_log("lost power and turned <font color='red'>off</font>","singulo")
return
src.last_shot = world.time
if(src.shot_number < burst_shots)
src.fire_delay = get_burst_delay() //R-UST port
src.shot_number ++
else
src.fire_delay = get_rand_burst_delay() //R-UST port
src.shot_number = 0
//need to calculate the power per shot as the emitter doesn't fire continuously.
var/burst_time = (min_burst_delay + max_burst_delay)/2 + 2*(burst_shots-1)
var/power_per_shot = active_power_usage * (burst_time/10) / burst_shots
playsound(src.loc, 'sound/weapons/emitter.ogg', 25, 1)
if(prob(35))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
var/obj/projectile/beam/emitter/A = get_emitter_beam()
A.damage_force = round(power_per_shot/EMITTER_DAMAGE_POWER_TRANSFER)
A.firer = src
A.fire(dir2angle(dir))
/obj/machinery/power/emitter/attackby(obj/item/W, mob/user)
if(W.is_wrench())
if(active)
to_chat(user, "Turn off [src] first.")
return
switch(state)
if(0)
state = 1
playsound(src, W.tool_sound, 75, 1)
user.visible_message("[user.name] secures [src] to the floor.", \
"You secure the external reinforcing bolts to the floor.", \
"You hear a ratchet.")
src.anchored = 1
if(1)
state = 0
playsound(src, W.tool_sound, 75, 1)
user.visible_message("[user.name] unsecures [src] reinforcing bolts from the floor.", \
"You undo the external reinforcing bolts.", \
"You hear a ratchet.")
src.anchored = 0
disconnect_from_network()
if(2)
to_chat(user, "<span class='warning'>\The [src] needs to be unwelded from the floor.</span>")
return
if(istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = W
if(active)
to_chat(user, "Turn off [src] first.")
return
switch(state)
if(0)
to_chat(user, "<span class='warning'>\The [src] needs to be wrenched to the floor.</span>")
if(1)
if (WT.remove_fuel(0,user))
playsound(loc, WT.tool_sound, 50, 1)
user.visible_message("[user.name] starts to weld [src] to the floor.", \
"You start to weld [src] to the floor.", \
"You hear welding")
if (do_after(user,20 * WT.tool_speed))
if(!src || !WT.isOn()) return
state = 2
to_chat(user, "You weld [src] to the floor.")
connect_to_network()
else
to_chat(user, "<span class='warning'>You need more welding fuel to complete this task.</span>")
if(2)
if (WT.remove_fuel(0,user))
playsound(loc, WT.tool_sound, 50, 1)
user.visible_message("[user.name] starts to cut [src] free from the floor.", \
"You start to cut [src] free from the floor.", \
"You hear welding")
if (do_after(user,20 * WT.tool_speed))
if(!src || !WT.isOn()) return
state = 1
to_chat(user, "You cut [src] free from the floor.")
disconnect_from_network()
else
to_chat(user, "<span class='warning'>You need more welding fuel to complete this task.</span>")
return
if(W.is_material_stack_of(/datum/prototype/material/steel))
var/amt = CEILING(( initial(integrity) - integrity)/10, 1)
if(!amt)
to_chat(user, "<span class='notice'>\The [src] is already fully repaired.</span>")
return
var/obj/item/stack/P = W
if(P.amount < amt)
to_chat(user, "<span class='warning'>You don't have enough sheets to repair this! You need at least [amt] sheets.</span>")
return
to_chat(user, "<span class='notice'>You begin repairing \the [src]...</span>")
if(do_after(user, 30))
if(P.use(amt))
to_chat(user, "<span class='notice'>You have repaired \the [src].</span>")
set_integrity(integrity_max)
return
else
to_chat(user, "<span class='warning'>You don't have enough sheets to repair this! You need at least [amt] sheets.</span>")
return
if(istype(W, /obj/item/card/id) || istype(W, /obj/item/pda))
if(emagged)
to_chat(user, "<span class='warning'>The lock seems to be broken.</span>")
return
if(src.allowed(user))
src.locked = !src.locked
to_chat(user, "The controls are now [src.locked ? "locked." : "unlocked."]")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
return
..()
return
/obj/machinery/power/emitter/emag_act(var/remaining_charges, var/mob/user)
if(!emagged)
locked = 0
emagged = 1
user.visible_message("[user.name] emags [src].","<span class='warning'>You short out the lock.</span>")
return 1
//R-UST port
/obj/machinery/power/emitter/proc/get_initial_fire_delay()
return initial_fire_delay
/obj/machinery/power/emitter/proc/get_rand_burst_delay()
return rand(min_burst_delay, max_burst_delay)
/obj/machinery/power/emitter/proc/get_burst_delay()
return burst_delay
/obj/machinery/power/emitter/proc/get_emitter_beam()
return new /obj/projectile/beam/emitter(get_turf(src))